BeamNG.drive - BeamNG
With today's minor update we are resolving the issue which caused a crash for some users. We are also deploying a series of fixes for vehicles as well as reworking the wheel and tire selections for the Pickup, Roamer and Van. There is also some really neat camera path tool improvements and bugfixes that will make panning shots for videos a lot easier to set up and record.

Graphics engine
  • Fixed crash when engine's blendLayers json file is not valid
  • Fixed Material's detail texture output negative values causing artifacts in the render

Camera Path Tool
  • Added syncing to replays
  • Added replay controls
  • Various bugfixes
  • Reduced the default Replay UI app size by removing the disclaimer at the bottom



Vehicles
  • Reworked wheel/tire selection for Pickup, Roamer and Van to be more true to contemprary real vehicles.
  • Added 16x7 versions of existing D-Alloy and Terra-XT wheels.
  • Added DutyPro hubcaps (black and chrome) and trim rings for steel wheels

  • Added 245/75R16 and 265/75R16 tires for 16x7 wheels
  • Added Gray 4-Slot 16x7 Steel Wheel

  • Changed 4-Slot 16x8 Steel Wheel to 16x7
  • Pickup/Roamer/Van: Added ultra high performance radiators
  • Pickup/Roamer: Adjusted height of medium front leaf springs
  • Pickup/Roamer: Fixed mesh breaking on front doors
  • Pickup/Roamer: increased driveshaft slider travel
  • Pickup: removed long deprecated, outdated dirty skin
  • Pickup: added cowl induction hood

  • Roamer: Added cowl induction hood

  • Roamer: fixed rollcage clipping with dash/pillar
  • Roamer: added roamer specific rear leaf springs to correct ride heights on some models
  • Van: 'H15 Vanster Work Package' configuration reconfigured to 'H25 Vanster Work Package'.
  • ETK I Series: fixed steering travel stops allowing hub inversion
  • Van: fixed Nomi 301 steering wheel position
  • Adjust grip of large off road tires, 205/55R15 sport tire
  • Changed 6 lug 17x9 wheels to spawn with the 33x12.5 all terrain tire by default
  • ETK800 and ETK-K base models use new 225/50R17 sport tire
  • Fix jbeam alignment on ETK Aero-5 16x8 rear wheel
  • Fix engine torque reaction causing awd ETK800 and ETK-K models to pull left on launch
  • Fix misaligned mesh on Large Angle Tester
  • Tweak spring and damper rates of ETK-I race suspension

Utah
  • Fixed some roadsigns position and behaviour
  • Removed AI roads from mines
  • Fixed floating rocks
  • Fixed mine portals

East Coast USA
  • Fixed missing rivers

Hirochi Raceway
  • Deleted floating objects under the map (reunited lost pipe with its family)

World Editor
  • Fixed crash during terrain import

Scenarios
  • Fixed some scenarios being shown in wrong order when sorting by date in the scenario selection menu.

Audio
  • Removed supercharger suck sound
  • Fixed Bluebuck siren not stopping immediately when switching off

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
Today's release launches fixes for several issues reported by our QA team and our community. Thank-you for all your praise and excitement through the forums and social media. It has been very motivating and heart-warming to share your comments with the development team.

Graphics engine
  • Fixed gamma setting
  • Fixed vehicle's materials with texture animations
  • Fixed missing cached meshes causing loading time issues the first time content is loaded

Vehicles
  • Fixed Pickup 'D15 Fleet Extended Cab (M)' configuration having wrong transmission
  • Fixed Pickup 'D15 Park Ranger (A)' configuration having wrong rear shocks
  • Fixed Pickup 'D15 Marauder (M)' configuration having wrong driveshaft
  • Fixed Pickup 'D15 Custom Classic (A)' configuration missing two-tone paint
  • Fixed Pickup 'D15 Track (M)' configuration having wrong brake pads and interior door panels
  • Fixed Pickup 'D15 Drag (A)' configuration having wrong brake pads
  • Fixed Roamer 'Drag (A)' configuration having wrong brake pads
  • Fixed Van 'H15 Vanster Off-Road (M)' configuration missing roll cage
  • Fixed Pickup/Roamer/Van heavy duty brakes becoming unstable when applied
  • Fixed Pickup/Roamer/Van interior sounds being too quiet
  • Fixed Pickup/Roamer Race 6-Speed Manual Transmission missing clutch pedal prop
  • Fixed Pickup/Roamer 'lifted' suspension height mismatch
  • Fixed Pickup/Roamer radiator support being dragged by hood damping beams after detaching
  • Fixed Pickup tachometer on extended cab
  • Fixed Roamer side exhaust end node positions
  • Fixed Van missing red ambulance lightbar
  • Fixed Van missing radiator hoses
  • Fixed Van roll cage missing beams
  • Fixed Van wiper meshes behaving oddly in a crash
  • Fixed Sunburst rear seats not displaying with fender flares fitted
  • Fixed Covet rear caliper meshes stretching when rear wheels broken off

Utah
  • Changed tunnel lines to broken white lines

Italy
  • Fixed floating tree
  • Improved ocean visuals
  • Fixed river junction
  • Restored broken forest brushes to editor
  • Fixed minor AI issues on Fastello
  • Reduced holm oak leaves specular intensity
  • Fixed missing forest brushes

East Coast USA
  • Fixed incorrect road sign
  • Fixed pop in on town houses
  • Fixed town bridge transition

West Coast USA
  • Fixed incorrect ground models on city meshes

Hirochi Raceway
  • Updated sky to use new sky gradients

FlowGraph
  • Fixed Speed Trap Flowgraph Demo in Gridmap Demo not working correctly

Traffic
  • Fixed typos in vehicle color table for Pigeon
  • Added blank key binding for toggling traffic mode (see Options > Controls > Gameplay)
  • Made large vehicles less likely to spawn on very narrow roads

AI
  • AI will keep further off the road center when driving on narrow roads

UI
  • Updated main menu backgrounds
  • Updated vehicle thumbnails to preserve the vehicle's colors
  • Vehicle selector : allow the use of jpg file (faster and smaller files) and convert official content to jpg

Misc
  • Thumbnail script : fix redo function, fix vehicle not being centered

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
With the long nights of winter bearing down on us we’re escaping to the warm, sunny open spaces of Utah in this update. The map has been completely renovated, featuring improvements to foliage and road textures, new and improved buildings as well as abandoned mine tunnels for you to race through. On the vehicle side we’ve turned our attention to some of the older vehicles and given them some love. The venerable pickup, the first vehicle to be included in BeamNG.drive, has received a much-needed jbeam and visuals pass along with its colleagues the Van and the Roamer. The AI system has gotten several improvements and adjustments to improve the behaviour and handling of AI controlled vehicles. Our audio team has added new groundmodel effects for mud, metal and wood along with transmission whine for most vehicle models.

Delving even deeper under the hood you will notice we have made extensive changes to our rendering system. The overall appearance of the game has changed for the better as a result of these lighting changes. This is still very much a Work In Progress effort and expect many parts of the game to look different to what you may be used to. Overall we are very happy with the way BeamNG.drive looks as a result of these improvements to our tech and we hope you will be too.

There have also been a lot of improvements to loading times thanks to optimisations in various areas of the game. In addition, our physics engine has received several bug fixes, tweaks and improvements that have resulted in better performance. This is just a high-level summary of what is being released in build 0.18. We hope you enjoy the new and improved features as much as we enjoyed making them.

Release Highlights


The full changelog can be found on our blog site.
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.
...