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Pickup: removed long deprecated, outdated dirty skin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.
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
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.
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: