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.
(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.
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.
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
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.
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.
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.
Optimized vehicle rendering: up to 2.5x faster for CPU and up to 10x faster for GPU. Level rendering is up to 1.3x faster
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:
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 :)
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
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
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