BeamNG.drive - Souga


With today's hotfix we are releasing a number of bugfixes and optimisations. We are continuing to work on resolving the UI issues encountered by a small subset of players. These are proving tricky to pin down and in some cases our analysis has revealed that the issues actually lie outside of BeamNG.drive, requiring third parties to deploy fixes. In such cases we are looking into workarounds as much as possible.

Vehicles
  • Increased differential output speed limits and allowed override in jbeam
  • Fixed jumpy behavior from torque converters when rock crawling or rolling backwards
  • Fixed Covet having incorrectly named differential parts
  • Fixed Barstow front wheels clipping into hub
  • Fixed electric batteries being able to massively overcharge
  • Fixed: Burnside front left door glass using "chopped" door node positions

Mod Repository
  • Added missing list to mod repository to not download missing mods on update all
  • Added download all missing mods button to mod repository

Cameras
  • Fixed Semi hood camera moving around too much

Audio
  • Fixed Engine Audio debug app breaking on cars with old V8 sounds

Art
  • Fixed wrong ordering during render of decal roads
  • Fixed missing woodcrate and woodplanks

UI
  • Fixed UI process when run in software mode
  • Improved logging of UI processes for better diagnostics
  • Fixed outgauge coolant temperature using the wrong unit


An up to date list of known issues can be found in the dedicated Feedback & Bug Reporting Thread here.
Instructions on how to update the game here.
BeamNG.drive - Souga


With today's hotfix we are deploying fixes and enhancements to BeamNG.drive version 0.16. Building on the already released audio improvements we are releasing a tuning app for engine sounds as well as some additional adjustments to exhaust and impact sound effects. The Italy map is receiving some bug fixes which will result in fewer shredded tires and more pleasant terrain appearance in some areas. On the vehicle side various models have had fixes applied to correct deformation and camera placement errors as well as configuration and appearance issues.

Notice: In order to address an on-going issue with the game UI we have flagged GPU usage of the UI as experimental. This will now require manual toggling in the options screen. While the majority of users should not experience issues with this option enabled, a small subset of users may encounter issues when playing the game with this option active.

Notice: With this release we are deprecating the dropdown functionality of the UI. Any custom UI elements that use dropdown menus will need to be updated.


Vehicles
  • '98 Pessima: Fixed mesh spike from subframe, fixed subframe easily "peeling" when driving over rocks, fixed hood corners clipping, strengthened middle fender attach
  • Moonhawk: Fixed rear glass deformgroups, fixed trunk mesh spike, fixed default configuration spawning without differential, adjustments to fender deformation in response to feedback
  • SBR4: Fixed unreliable tail light deformgroup, fixed rear subframe mesh spike, fixed steering jiggle on AWD models when skidding at high angles with throttle applied
  • eSBR: Added a reversing speed limit. Added the ability to change the starting battery level in tuning menu. Fixed position of foglight flares, damaged taillight texture switching fixed, made tailllight and tailgate panels sub parts.
  • Covet: Fixed positions of non-stock steering wheels, fixed incorrectly named final drive, adjust rear view mirror position
  • Burnside: Corrected (A) in Leadsled configuration name to (M) to match the fitted transmission
  • Autobello: Fixed open diff torsionreactor
  • Miramar: Fixed node positions in rear roof area, strengthened middle fender attach
  • Sunburst: Fixed the CVT gear ratio oscillating at low game FPS, changed shifting behavior to upshift more quickly after releasing throttle. Improved flexbody behaviour of front bumpers. Fixed typo in Sport S (M) config causing it to have the wrong fender
  • Hopper: Fixed off road light housings becoming transparent when breaking, adjusted rear trackbar setting (default and offroad config)
  • Pickup/Roamer: Fixed incorrectly named front final drive gears
  • Semi: Improved the 5th wheel plates so that they dont clip through the frame when vehicle collision is disabled
  • ETK K-series: reverted accidental orbit camera changes
  • ETK 800: reverted mistaken camera changes
  • Door flexbody spiking improved for: Pickup/Roamer/Van, LeGran, ETK I, Grand Marshal, Sunburst, '88 Pessima, '98 Pessima

Levels
  • Italy: Fixed wood bench normal
  • Italy: Deleted the petrol station in Città Vecchia
  • Italy: Fixed low balconies
  • Italy: Improved Fastello port colmesh to prevent tire popping
  • Italy: Removed some grass on the road
  • Italy: Removed duplcate sign
  • Italy: Added AI roads to Portino and the Norte port
  • Italy: Updated terrain to improve Portino
  • Italy: Fixed floating decals on port
  • Italy: Updated minimap to include the new village of Portino
  • Italy: Fixed no texture on time trial starting line
  • ECA: Fixed decal over mesh in ECA Street Course and Street Stage time trials

Misc
  • Added a simple live tuning app for engine sound (Ctrl+F9)
  • Added ECS/Tc apps (Ctrl+F9)
  • Added option to enable experimental render of UI with GPU
  • Fixed lua error when a coupled vehicle has been replaced
  • Fixed DecalRoads not updating
  • Fixed opening save/load window of Track Builder crashing the game
  • Fixed Procedural Tracks not working
  • Fixed multiseat camera not working properly when exiting multiseat
  • Performance Graph: Metrics is recorded all the time, pause the physics to pause the recording
  • Performance Graph: Fixed bugs for GPU graph, latest value would always be wrong (eg: PostFX time would be smaller on current frame)
  • Performance Graph: Fixed displaying frequency of CPU twice (Intel already include stock frequency in the name)
  • Launcher: You can now reset your userpath if the launcher or game is throwing error
  • Tasti-Cola delivery scenario now uses default UI layout instead of custom single checkpoint scenario layout

Audio
  • Added roll off adjustment curve to exhausts, adding 8db of gain over 100 metres
  • Added additional roll off adjustment curve to unmuffled exhausts, adding 2db of gain over 100 metres
  • Added roll off adjustment curve to main impacts
  • Cabin filter is now more muffled

Physics
  • Small optimizations of physics core

May 3, 2019
BeamNG.drive - BeamNG


With the long weeks of winter coming to an end we're ready to release our update to bring BeamNG.drive to version 0.16. This release sees several improvements and additions to the game. We are releasing our first fully electric vehicle for BeamNG.drive, the eSBR. In addition to being fitted with an electric drivetrain and battery system it has also been given a major facelift, giving it an appropriately modern look and feel. Our team has had a lot of fun pushing this car to its limits and we hope you enjoy it as much as we do!

Italy is also receiving some additions, as promised when we launched 0.15 in December 2018. We have completed the port area of the main city, added the small coastal village of Portino and improved the appearance of the airport, fortress and castle. Italy is now also dotted with petrol stations and electric charging facilities as well as having several new offroad trails for you to explore. The local residents are also happy to have access to a new hospital and the protection afforded by fire and police stations.

Under the hood the team has continued to optimise several areas of the game. We now have a UI that can render up to 60fps. Optimisations to our physics engine have resulted in performance gains of up to 10%. Combined with improvements to the rendering engine that have reduced stuttering, your driving experience should become a lot smoother.

On the audio side of things, we are releasing support for 5.1 surround sound. The team has also been hard at work to bring scrape effects, transmission whine and a new dynamic muffling parameter into the game to continue the work of making our cars sound as good as they handle. Work on tuning these new effects is still on-going so expect to hear improvements in the coming releases.

This release also includes new and tweaked game scenarios, enhancements to several vehicles and a bunch of bug fixes and quality of life improvements. The full changelog can be found below. We hope you enjoy the results of the team's hard work and as usual please let us know what you think on the forums!

Highlights

Full changelog (with lots more media) in our blog:
https://blog.beamng.com/electrifying-0-16/
(it's too big to put here completely)
BeamNG.drive - stenyak


Hello everyone,

As usual, we're diligently working on adding new features, more content and doing various amounts of internal research.

Since that work typically doesn't get visibility until it finally gets released in a major update, today we're showing part of it. Today's sneak peek is focused on the Italy map.

As we mentioned back when this map was first released, that initial version of Italy doesn't include everything we had in mind. In a future update, you'll be seeing more towns and official buildings, additional offroad trails, expanded seaport facilities and more, as shown below:








Update Version 0.15.0.6
In parallel to the regular development process for major updates, we never forget about possible issues that the community brings to our attention. Today we're bundling a small selection of the resulting bugfixes. The idea is to solve only the most important issues, risking overall stability as little as possible.



This fifth update for version 0.15 includes the following changes:

Bugfixes
  • Fixed repository not working when manifest cannot be parsed
  • Fixed crash when static render manager tries to render 30000+ instances in one draw call

An up to date list of known issues can be found in the dedicated Feedback & Bug Reporting Thread here.
Instructions on how to update the game here.


That's all for now!
Feb 27, 2019
BeamNG.drive - Souga


Some more fixes and improvements.

Bugfixes
  • Added guard for missing default.pc
  • Fixed crashdump being saved to default userpath even after changing it
  • Fixed default userpath being incorrect if Windows Defender "ransomware protection" is enabled
  • Fixed crash on render related to shadow materials
  • Fixed missing GPU meters on the performace UI


An up to date list of known issues can be found in the dedicated Feedback & Bug Reporting Thread here.

Instructions on how to update the game here.
BeamNG.drive - Souga


The relentless march of technology brings with it many improvements but also requires us to make difficult decisions.

Adapting our rendering technology to utilise the maximum potential of modern DirectX libraries means that supporting older DirectX versions has become increasingly difficult and introduces instabilities into the game for all users. DirectX10 was first introduced with Microsoft Vista back in 2007, 11 years ago, and both Nvidia and AMD stopped supporting DirectX10 in their driver development several years ago

Though it has been possible to run BeamNG.drive on DirectX10 graphics cards, this did not meet our minimum system requirements, which have called for DirectX11 for some time. The developer resources required to maintain functionality on DirectX10 graphics cards has reached the point where continued support is not sustainable. It is for this reason that we have had to make the decision to cease ongoing support of DirectX10 in the same way we had to stop supporting the now 17 years old DirectX9.

We have made available a branch of the DX10 game client in Steam. This branch will not be updated beyond this point.
You can find instruction on how to use it here.
Jan 29, 2019
BeamNG.drive - Souga


Third round of fixes and improvements.

Bugfixes
  • Fixed crash when rendering shapes with invalid details numbers
  • Fixed initial window size of scriptAIManager
  • Fixed autobello thumbnails
  • Fixed custom groundmodel not being loaded
  • Fixed Some utility function using default userpath instead of actual defined userpath (may have fixed issues inside the torque3D editor)
  • Launcher: Fixed open dialog failing to open on some specific configuration


An up to date list of known issues can be found in the dedicated Feedback & Bug Reporting Thread here.
Instructions on how to update the game here.
Jan 11, 2019
BeamNG.drive - Souga


Second round of fixes and improvements.

Improvements
  • Added new binding "Reset all vehicles" to quickly reset all spawned cars using Shift+R
  • Interior skins changed for Autobello Piccolina 110b and Carabinieri
  • Improved reverse gear logic of scriptAI
  • Improved steering positioning of scriptAI when driving on heavily cambered roads
  • Reduced peak and runtime memory usage of Static Collision subsystem
  • Reduced default depth of dirt_loose_dusty groundmodel
  • Reduced piano destruction sound volume

Bugfixes
  • Fixed floating camera on missing default vehicle
  • Fixed lighting issues when Lowest graphic settings is used
  • Fixed materials UV animation on Material editor
  • Fixed crash on imposter generation
  • Fixed render using instancing when materials use dynamic cubemap
  • Fixed ability to repair cars during competitive scenarios through the "Reload all vehicles" binding
  • Fixed duplicate "Reload vehicle" binding name in UI (was really "Reload all vehicles") and added a default Ctrl+Shift+R binding for it
  • Fixed wrong turn signals for Autobello Piccolina 130a
  • Autobello Piccolina: Fixed turbocharger turbine direction, lights falling off when spare tire falls off, wheels breaking off at max offset, steering limiters inhibiting steering (off-road steering)
  • Fixed reset and recovery lag while using vehicles with a navigator display
  • Fixed Moonhawk drift steering breaking at full lock
  • Fixed some small issues with Roamer off road roofrack
  • Fixed 'Through the center' time trial rolling start spawning car underground
  • Fixed gate prop not spawning correct configurations
  • Fixed Barstow 'Old Paint' skin not displaying correctly
  • Reverted change to mud and sand groundmodel default depths
  • Fixed game crashes and loss of force feedback with various Thrustmaster wheels, as well as potential issues with many other force feedback devices
  • Fixed log spam when encountering certain problems with force feedback system
  • Fixed rare possibility of log file corruption
  • Slightly improved force feedback 'Auto' update rate detection
  • Improved handling of force feedback devices when they are unplugged
  • Fixed harmless error logs when force feedback devices are connected before running BeamNG.drive
  • Fixed some cases where force feedback would be disabled or routed to an incorrect device while multiseat is enabled

An up to date list of known issues can be found in the dedicated Feedback & Bug Reporting Thread here
Instructions on how to update the game here.
BeamNG.drive - BeamNG


We identified and fixed some serious crashes and problems within hours of the release.

Happy holidays from the whole team!

Improvements
  • Replaced old performance graph by new imgui-based performance graph (in scenario mode)
  • Audio: Changed loading type of water assets for Italy to improve performance
  • scriptAI: Improved user interface and fixed performance problems

Bugfixes
  • Fixed crashes when running 32 Bit (x86) version
  • Fixed license plate always defaulting back to old text generation
  • Fixed old Italian plate breaking text when trying to parse something else than valid plate (Eg: nicknames with numbers)
  • Fixed missing bumpers for Autobello 110B version
  • Fixed tailgate grill normals issue
  • Fixed hydros deforming other parts of the car when their movement is nearby the natural frequency of the other parts. This happened at low FPS and inside a certain movement speed zone
  • Fixed wheel force feedback being disabled when scriptAI is recording
  • Fixed scriptAI not setting arcade gearbox mode when following a recording
  • Fixed scriptAI not preserving initial direction when looping
  • Fixed crash on static render manager when shapes don't have any LOD
  • Fixed PointLight shadows
  • Fixed crash when opening a replay before having loaded any map first
  • Fixed watercooled engine thermals not cooled down by water
  • Fixed wrong information showed for the Etk 854tx (A)
  • Fixed scenario logic breaking after trying to reset a paused scenario
BeamNG.drive - BeamNG


Good news, everyone!

You have all been very patient, and the wait is finally over: today we're releasing the new update, which includes some hotly anticipated features, including:


Full changelog (with lots more media) in our blog:
https://blog.beamng.com/a-small-car-on-a-big-map-version-0-15-released/
(it's too big to put here completely)
...