BeamNG.drive - BeamNG


With today’s hotfix we are deploying fixes to the traffic system. The police should now behave properly and the Traffic AI in general should exhibit better awareness of what is happening and react accordingly.

We are also making some changes to the game launcher. All the support tools will now be grouped together in a dedicated ‘Support Tools’ section. In the ‘Manage User Folder’ section you will find tools to move your user folder, open it in Windows Explorer and restore it to the default location. These tools should help those affected by issues caused by folder path conflicts or who just can’t remember where in the labyrinth of folders their user folder has hidden itself.

Please visit the devblog for the full changelog, here: https://blog.beamng.com/fourth-hotfix-for-0-17/


BeamNG.drive - BeamNG


With today's hotfix we are releasing a number of bugfixes.

Vehicles
  • Fixed various Grand Marshal and Roamer configs not having the correct secondary color when a different color was chosen in the selector
  • Grand Marshal: improved reliability of enging bay mesh breaking beams, added missing torque converters for drag gearbox, fixed repeated brake line lock slot, fixed firewall textures
  • Covet: Fixed missing mesh for race radiator
  • Bluebuck: Fixed position of tow hitch nodes

World Editor v2
  • Fixed wrong selection calculation on some maps
  • Fixed mouse hover sometimes going to the bottom window
  • Fixed scale gizmo jumping values
  • Fixed objects having no parent property when saving a prefab object

UI
  • Fixed a broken loading screen hint
  • Fixed loading proper vehicle colors when double-clicking on vehicle in selector
  • Fixed Tune button in garage
  • Added "Traffic" mode option to AI control app
  • Fixed wrong error message in ImGui
  • Added support for many new languages in ImGui

Scenarios
  • Fixed Mountain Race's scenario description

Misc
  • Fixed 32bit version using 64bit version of d3dcompiler_47.dll
  • Fixed bug in FileSystem when targetDirectory is missing
  • Fixed error when userpath have non-ASCII characters
  • Fixed launcher not being able to open Explorer window to show user path if it contains foreign characters (non-ASCII)
  • Fixed relative camera throwing errors when the vehicle does not contain relative camera information
  • Input: Fixed some direct drive wheels (and other devices self-identifying as joysticks) using smoothed input, instead of raw steering input

AI
  • Fixed cars in "Random" mode to not slow down for other vehicles
  • Fixed a rare error that happened with "Chase" mode

Terrains
  • Italy: Fixed grass clipping through curb
  • East Coast USA: Fixed some holes (visual and collision mesh) in the town mesh
  • East Coast USA: Fixed incorrect signs in shops (jewelers selling bread)
  • East Coast USA: Improved collision for tall plant
  • Replaced .png files with .dds files in all levels to improve performance on AMD cards

Intel HD crashes

We are still working on resolving the crash with the Intel HD 620/630 Series on vehicle reset. Help us gather more information here please.

(Solution #1) - Use CTRL+R to reset a vehicle, instead of just R.
(Solution #2) - A temporary workaround solution is available here.

Some users have suggested that this issue is caused by some specific Intel drivers versions. You could try to update / rollback drivers and see if that helps.
BeamNG.drive - stenyak


With release 0.17.1 of BeamNG.drive, we are launching a significant update to one of our vehicles. The Grand Marshal has been extensively overhauled and provided with a wider range of mod parts. Making use of these new parts are several new configurations. In addition to the Grand Marshal's overhaul we are releasing fixes for a couple of issues affecting the mod manager and the traffic AI system.

https://www.youtube.com/watch?v=an0lfIgxl6o

Grand Marshal
  • Extensively overhauled the Grand Marshal - it is now properly body-on-frame, and the body can detach from the frame like the other body-on-frame cars (coming next for the pickup/van/roamer)
  • New mod parts: factory spoiler, big wings, front lip, front air dam, sport and signal-less front bumpers, vented, induction and cut hoods, mesh grille, roll cage, bash bar, bull bar, hydraulics, race 6 speed and drag 4 speed transmissions, sport and side exhaust, exhaust stacks, heavy duty and race brakes with new generic meshes (coming to all applicable vehicles) as well as new options for trim color combinations
  • Various design, mesh, and texture fixes and improvements - removed the incorrect unibody-style inner fender structure, cleaned up unnecessary shadow burns in the textures, added new trim skins/configurations, tweaked body shape, added geometry to roofline, improved glass and light glow textures, adjusted wheelbase and track, adjusted seats and driving position
  • Corrected wheel and tire sizes for all variants
  • Added new configs: Drag (WIP), Miserable (WIP), RoadSport, Fleet, Lowrider (WIP), Track (WIP), Street Tuned (replaces the Custom config)
  • Overhauled/tweaked/improved the existing configs

Vehicles
  • New, global, high detail brake meshes and textures added to Grand Marshal, 200BX, SBR4 and Sunburst - will be propagated to all the cars
  • Added optional fender skirts to Bluebuck, default on a couple of variants
  • Added GPS to Autobello
  • Fixed issue with coolant thermal logic after boiling off all coolant
  • Fixed D-Series V8 RWD automatic config having (M) in the name
  • Fixed SBR4 Hillclimb turbocharger wastegate pressure being set to default
  • Fixed LeGran front bumper UV issue
  • Burnside: Reduce torque of 313ci V8 at high rpm
  • Bluebuck: various fixes and improvements
  • Semi: Fixed "Park" mode not having enough strength to lock the wheels
  • Hopper: Fixed shutoff sound, reduced torque of engines near redline

Environment Art
  • East Coast USA: Fixed object having no parent
  • East coast USA and Hirochi Raceway: fixed bad collision on tall_plant
  • East coast USA and Hirochi Raceway: Improved precision of large and dead firs collisions
  • East coast USA: fixed bad position of a road sign stop
  • East Coast USA: Fixed missing material 'DefaultDecalRoadMaterial'
  • Grid map: fixed issue with 2 ramps (deleted) which broke some scenarios
  • Hirochi Raceway: fixed hole in side of bridge near track entry
  • Hirochi Raceway: fixed info descriptions in level selector
  • Hirochi Raceway: updated the fire extinguisher

Input
  • Added support for steering wheels exceeding 1200º of rotation (up to 6000º are selectable now)

Traffic
  • Fixed traffic headlights turning on before sunset on some maps
  • Fixed Automation vehicles not changing color in traffic
  • Added more error checks for spawning traffic vehicles

Modmanager
  • Fixed error message not displayed when failing to unpack
  • Fixed crash when trying to pack
  • Fixed error when one zip is inside unpacked mod

Miscellaneous
  • Modifications to Safe Mode will now see the game create a temporary folder on startup that is deleted on quitting the game
  • Fixed errors spamming the console while consoleNG or terrain editor is minimized
  • Fixed player car color in ECA chase 2
  • Updated and re-ordered game credits
  • Fixed various text files using Linux end-of-line characters

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.
The update post is also available at the dev blog here: https://blog.beamng.com/second-hotfix-for-0-17-released
BeamNG.drive - BeamNG


In this second hotfix for BeamNG.drive 0.17 we are continuing to resolve small issues that were reported to us throug the community, especially with regards to environment art and vehicles. Some scenarios have been tweaked or repaired and we’re deploying some improvements to the new Traffic AI.

We are aware of multiple users experiencing issues running BeamNG.drive with Intel 620/630 series integrated graphics. Investigation into the source of this issue is ongoing as a matter of priority but we do not yet have an ETA for a fix. A workaround solution is being worked on in parallel.

Please visit the devblog for the full changelog, here: https://blog.beamng.com/second-hotfix-for-0-17-released/
BeamNG.drive - BeamNG



This is the first hotfix release for BeamNG.drive version 0.17. In this release we are fixing an issue affecting mod installations and game crashes occuring on Windows 7 and 8. We are also resolving some graphical issues with vehicle models and environment assets as well as some bugs with AI behaviour. Work on fixing other reported issues is continuing and we expect to have another hotfix ready for release later in the week. In the meantime please keep reporting issues you encounter through the forums. Your feedback and comments are greatly appreciated.

Please visit the devblog for the full changelog, here:
https://blog.beamng.com/first-hotfix-for-0-17-released/
BeamNG.drive - stenyak


Hello everyone!

The new update is out! It's been a huge collaborative effort, but we're very happy with the results, and we hope you enjoy 0.17.

The 1963 Gavril Bluebuck joins our growing, diversifying list of vehicles including 33 variants to drive and customize, along with a wealth of mod parts and our first-ever hydraulic suspension. In addition, we have extensively improved the deformation behavior of most of the vehicles in the game. You'll be able to enjoy the improved deformation more easily than ever, with seamless dynamic traffic now just a click away in the radial menu. There is also now a drag minigame at the West Coast drag strip, and the AI might just give you a run for your money ;)

In addition to vehicle-related work, we have spent a significant amount of time and effort overhauling our older levels to bring them up to the standard we've established with the newer ones. East Coast, Hirochi Raceway, and the Derby map have received extensive overhauls to improve visual quality, gameplay, and performance.

We are also proud to have achieved some serious performance improvements on both the CPU and GPU side, massively optimizing vehicle rendering and significantly improving level rendering.

Highlights


But wait, there's more...
In this update, you'll also find some very experimental features:
  • FlowGraph Editor: allows to create gameplay without needing to know LUA or any programming language: just clicking and dragging 'flowgraph nodes'. The basics work, but you will find rough edges here and there. Don't be afraid to report them!
  • World Editor 2.0: is the future substitute of the already aged World Editor, which can sometimes be quite difficult to use; we are aware of this, and we want to make modders life less frustrating and allow for faster work, so this is our response.
We've decided to release both in a very early state, still lacking features and stability, and likely to change in the near future and break compatibility with your recent creations (although we try not to). But they are complex enough that they warrant an early release, to gather feedback as soon as possible, even if the experience is still far from optimal. If you feel like experimenting, and don't mind all the possible issues, then go on, give them a try, and let us know what you think!


And more, and more...
This is only a selection of the changes included in BeamNG.drive v0.17. Please visit the devblog for the full changelog, here:

http://blog.beamng.com/buckle-up-heavy-traffic-ahead-update-0-17-released/


Greetings from the BeamNG team.

Enjoy!
BeamNG.drive - stenyak
Presenting a new car that will be added in the upcoming BeamNG.drive update v0.17:

The 60's Gavril Bluebuck!

With tons of variants, including many regular street versions, stock car racing, low rider with working hydraulics, drag racer... you name it!

https://www.youtube.com/watch?v=JboQMg982Xk

Coming soon.
BeamNG.drive - stenyak
We're working hard to remaster several levels: our next update will feature massive improvements in "East Coast USA", "Hirochi Raceway" and "Derby" maps.

Here's a video preview of some of the changes you will find :)

https://www.youtube.com/watch?v=5V_Rds7Mcjc

Coming soon to version 0.17!
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

...