In this second hotfix for BeamNG.drive version 0.14 we are continuing the process of resolving issues reported by the community as well as deploying fixes identified by the dev team.
Gameplay
Fixed playing track in reverse not working in Time Trials and Light Runner
Cameras
Fixed tiny camera movements when approaching or leaving the BeamNG.drive window borders
Disallowed extreme field of view angles to prevent graphic issues
Fixed 'External' camera using incorrect vehicle position when set as default camera
Input
Fixed speed-sensitive steering limits not working correctly
Removed two non-working input actions
Replay
Fixed possible crash when handling vehicles with very large or very small amounts of nodes
Removed experimental work-in-progress replay options from Options > Other menu
Fixed crashes when opening replays if the aforementioned options had been enabled in the past
Fixed incorrect filesystem error logs when a recording is succesfully stopped
Track Builder
Added Seven Trials Bridge: A difficult and long track, featuring seven different challenging track styles
Fixed being able to click on Track pieces while in Drive or Test mode
Fixed obstacle placement not working
Fixed Linear Interpolation for height not using the correct slope
Custom Slope now auto-enables to prevent gaps in tracks when using advanced interpolations for height
Resetting checkpoint size now sets the size to the width of the track piece
Windows no longer exactly overlap upon opening them
Added description and difficulty fields for saving tracks (and all existing tracks)
Reworked the drop in Kraken Incorporated, made Nosedive track shorter
Fixed a bug where the width was calculated incorrectly on thin tracks
Added a few more decals for materials and border shapes
Fixed textures for obstacles not showing up in some levels
Vehicles
Fixed cannon not being able to shoot
Re-enabled gearbox debug and shift decision apps
Physics
Fixed bug with beam counts > 32768
New max beams limit is 65534
Misc
Fixed static collision debug tool
Fixed lag when updating mods using in-game repository
Fixed 'Change Configuration' button taking you to Quick Race menu in Light Runner mode
Fixed garage not loading correctly when a level had been loaded previously
Decreased step value on fog slider
Fixed settings\base.ini not being created if doesn't exist. Would only cause debug messages to be visible by default in the console
We've released the first hotfix for version 0.14, fixing several issues reported by the community. We are continuing to work on resolving other issues which will be addressed in a future hotfix.
Features
Added option to enable/disable the driver's seat adjustment controls (In Options > Camera - will be disabled by default)
Fixes
Removed Options > Camera > Collision option. This is still a very experimental feature that has the potential to break the camera in numerous situations
Fixed incompatibility with some mods that omitted required data
Fixed rare cases where Light Runner mode could freeze the game
Notable Known Issues
In rare cases, users are reporting a crash on launch if Online Features are enabled.
Happy Halloween! We're beaming version 0.14 out to you with a super awesome Track Builder, a new achievement and a scarecrow collection minigame :)
Revisit the neon-lit glory days of the 80's with the new Light Runner map, showcasing the capabilities of the Track Builder with some electric glow skins for selected vehicles https://www.youtube.com/watch?v=8J-lVqLRgnw
Our new Track Builder is launching with this update - From simple circuits to multi-level corkscrews leading into loop the loops, the only limit is your imagination! https://www.youtube.com/watch?v=xAy9_EJs404
T-series: You can now fit the T-series with a Car Hauler upfit, suitable for hauling vehicles and other large, bulky items
The following vehicles have had various improvements applied: Barstow, Burnside, Citybus, D-Series, ETK800, ETK-K, H-Series, Hopper, Moonhawk, Pigeon, Roamer, SBR4, Sunburst and T-Series
V8 Engine and transmission meshes for the D-series, H-series, Roamer and Grand Marshal have been fully re-modeled and textured
The Halloween scarecrow hunt is on - Search for the scarecrows scattered around the maps to earn a new achievement! You can get the mod to activate the hunt ingame.
More fixes/improvements as we work on the next regular update.
General:
Force Feedback: response is more immediate now, self-steering improved
Note: We would be happy to hear your feedback about these recent force feedback changes, please let us know if you have any issues, configuration tips, etc.
Fixes:
Fixed crash with some vehicle's stock colors
Fixed crash when first vehicle spawned is removed but other vehicles share sounds with it
Fixed trailer's reset logic affecting non trailer vehicles
Today is our 5-year annivesary since our first public alpha release.
Whether you have been with us since those early days, or you've discovered and joined our community more recently, we want to sincerely thank you for your support.
All your feedback, suggestions, bug reports, the effort to create mods, the creative and inventive video compilations... all of that is greatly appreciated and has helped BeamNG.drive grow and flourish. Keep being awesome, it motivates us a lot to do an even better job in the future.
From the whole BeamNG team: Thank you!
We haven't had time to make some special release for this anniversary (as a few of you expected), since we've been hard at work as usual, ironing out more remaining issues. Little spoiler we are working on right now:
Regardless, we're happy to release another hotfix which, as a bonus, also includes great improvements to the force feedback system. Most of you should notice much greater detail and smoothness, even in computers with the lowest framerates.
Here's the full list of changes:
Improved Force Feedback (FFB):
Much faster self-steering or countersteering ability
Forces are much smoother when FPS is lower than 60
More detailed forces, subtle changes in grip are easier to feel now
These improvements are fairly new even for us, so you may need to play with the FFB settings to extract the most out of it. Here's some things you can try:
Players with below 60 frames per second may try reducing "Slow Smoothing"
Keep Fast and Slow Smoothing similar in value to each other
Added new scenario intro screen that enables vehicle selection
Added 3 time trials to the automation test track : Hillclimb 2, Short Circuit, Old Race Circuit
Added Dam Jump scenario
Added 3 Tracks for the Track Builder: Fast and Slow, TB Raceway, Corners
General:
Added degenerate collision triangle warning
Made physics core more robust when faced with degenerate collision triangles
Improved distance attenuation for backfires
Improved distance attenuation for rumblestrips
Improved turbo and supercharger sounds
Improved performance for kickup (lowered max voices)
Improved sand surface sound emitting
Throttle cut during shifting of automatics is now disabled by default
Nodegrabber fixed nodes can now persist across Ctrl+R vehicle reloads
Added message to in-game repository when connection fails
Rephrasing for repo mods removal button and message box
Fixes:
Fixed tracking of deformation energy (used by crash sounds)
Fixed some sounds not affected by slow motion, like breaking glass sounds
Fixed loose surface sounds not audible with many vehicles (changed voice settings)
Fixed WCA drag strip christmas tree
Fixed mods with long names causing mod icons to be misaligned
Fixed Grand Marshal front suspension breaking with some wheels, fix wobbly hood hinges
Fixed City Bus degenerate coltri, add n2o purge valve
Fixed Moonhawk turn signal and headlight switch sounds
Fixed siren audio not playing in scenarios until its reset (Affected Scenarios: East Coast Chase (1,2,3,4), Bank Robbery, Delivery Truck Takedown, Small Island Chase, Police Patrol)
Fixed lifting a key/button right after switching vehicles (was acting on the new vehicle, rather than the original one)
Fixed error when attempting to record replay while in main menu
Fixed replay not stopping when going back to main menu
Fixed low replay update rate of UI apps during both recording and playback
Fixed Hotlapping app not working
Fixed exception in Mod Manager when invalid packed mods are parsed
Known issues:
Main menu is sometimes shown when starting a time trial
200BX has compatibility issues with some 4 lugs wheels
In this update, we are collaborating with the development team of Automation. Automation, developed by Camshaft Software, is a separate game revolving around managing your own car company and designing extremely detailed vehicles from scratch, and is getting an update today too.
This joint update allows users of BeamNG.drive to drive cars designed by Automation players, using the regular BeamNG mod repository. At the same time, players of Automation are able to export its vehicles, drive them in BeamNG.drive and submit them to our mod repository, for any BeamNG.drive owner to download and drive.
In addition to that, here's some other highlights in this release:
Delight in the new sounds of tire squeal, revamped crunching metal audio, new surface sounds (gravel, sand, dirt, grass, asphalt, rumblestrips), turbochargers, superchargers, etc. https://www.youtube.com/watch?v=i2vkpVgOfZA
Support for importing and sharing Automation cars
And of course a myriad list of improvements and fixes in response to your awesome feedback
If you are into cars and car games, you’ve probably heard about Automation, the game where you can design and build your own cars in exquisite detail, from the body and chassis right down to the suspension and engine tuning. Automation enjoys a great community of players coming up with incredible cars to share with each other, all while debating the finer points of design.
We are now working with the developers of Automation to get you in the driver seat of your Automation designs. Export your car from Automation to BeamNG.drive with a single click and take it for a spin! The styling, sound, and mechanical details will all be making the conversion to our game. Not only that, we will be hosting your creations in our mod repository so you can share them with all players of BeamNG.drive.
The cars are not the only focus of our collaboration. We’ve also joined forces to recreate the Automation test track. Set in a mountainous area of New Zealand’s South Island, the map has a challenging roller-coaster of a track layout and many unique features to explore. Do your best to recreate the simulated laps of Automation, or explore the strengths and weaknesses of your designs on different surfaces and obstacles.
In light of this development, our two games will be offered on Steam for a cross promotional sale! If you have either Automation or BeamNG.drive, this will be the chance to pick up the other for a discount, and join in on the fun.