BeamNG.drive - BeamNG_Leeloo


In today’s minor update we're deploying a series of improvements and fixes for issues related to the release of v0.19. We would like to thank everyone for your feedback and reports.

Vehicles
  • Cherrier Vivace/Tograc
    • Added lettering
    • Added N2O
    • Added flares and deformGroups to front bumper flashers
    • Various deformation and jbeam structure adjustments and improvements
    • Fixed various instabilities
    • Fixed rear electric motor not attaching to rally rear suspension
    • Fixed police roof flasher prop hovering above roof slightly
    • Fixed Tograc Police using an incorrect shifter
    • Fixed driveshaft prop position
    • Fixed front left signal flare not breaking with light
    • Tweaked race exhaust end node position
    • Tweaked interior flexbody and gauge breakage
    • Added "post crash brake" controller to FCV platform
    • Fixed eVivace/eTograc not having ESC/TC disabled in "OFF" mode
    • Replaced Vivace i3 E 130 ECU with a tuned E110 version, fixed turbo RPM
    • Removed fog light indicators from FCV gauge
    • Vivace/Tograc: Offroad mode now fully disables TC
  • Gavril D-Series
    • Fixed weak front suspension
    • Fixed missing chrome steps mesh for stepside bed
    • Fixed 'D15 V8 4WD Longbed' thumbnails
    • Fixed crew cab rear right door panel broken texture
    • Fixed wheels not breaking powertrain when detaching
    • Fixed misnamed fender signal
    • Fixed fender antenna break group
    • Fixed extended cab roof skin UVs
    • Fixed naming of roofrack lights
    • Fixed Marauder configuration having incorrect transmission
    • Fixed misnamed black rear bumper
    • Fixed instability in cut hood when combined with a supercharged engine
    • Fixed "The Disappointment" configuration using fender flares
    • Fixed diesel V8 and I6 exhausts being loosely attached to sport mufflers
    • Fixed instability when installing all bed parts
    • Fixed scale of long range antenna mesh
  • Gavril Roamer
    • Fixed weak front suspension
    • Fixed wheels not breaking powertrain when detaching
    • Fixed extended body missing rear door dampers
    • Fixed rear barn doors having weak hinges/latch
    • Fixed skin UV of extended body roof
    • Fixed typos in descriptions and part names
    • Fixed Sheriff and Custom Two Tone skins to work with the extended body properly
    • Fixed diesel V8 and I6 exhausts being loosely attached to sport mufflers
  • Gavril H-Series
    • Fixed weak front suspension
    • Fixed Cabster missing inner fender slot
    • Fixed H25 LWB description typo
    • Fixed missing front shock mount meshes
    • Fixed game crash caused by duplicate driveshaft slot
    • Fixed diesel V8 and I6 exhausts being loosely attached to sport mufflers
  • Hirochi SBR4
    • Fixed instability that would break rear pushrod rockers when rally coilovers drooped
    • Fixed body style being listed as "Hatchback", now "Shooting Brake"
  • ETK 800
    • Fixed police lightbar and flashers functioning after being broken off
  • ETK K-Series
    • Fixed police lightbar and flashers functioning after being broken off
  • Ibishu Miramar
    • Fixed steering spawning slightly off center
  • Autobello Piccolina
    • Fixed body style being listed as "Hatchback", now "Sedan"
  • Large Crusher
    • Tweaked transparency to be more visible
  • Common
    • Fixed DutyPro hubcaps being able to pop away from the wheel without detaching
Levels
  • Small Island
    • Improved backdrop textures and material
    • Fixed LOD popping on the research station
    • Fixed underwater mesh not having collision and changed it's groundmodel type to sand
    • Fixed red underwater color
    • Fixed license plates having an old year
    • Improved depth map near the far spawn point
    • Fixed incorrect map size in description
    • Added Mountain Climb Time Trials
    • Fixed Rally Stage 2 spawning vehicle underwater
    • Fixed graffiti decals on the rocks in the harbor area
    • Fixed reverb audio where the building used to be
    • Fixed props blocking AI path
  • East Coast USA: Deleted underground house
  • Industrial Site: Fixed missing material on race curbs
Scenarios
  • Small Island
    • Added Mountain Climb Time Trials
    • Fixed Rally Stage 2 spawning vehicle underwater
  • Gravity Fuel Scenario
    • Fixed scenario not failing correctly when stopping the vehicle
  • Soccer Scenario
    • Fixed missing outside collision not being created correctly
UI
  • Updated a loading screen tip
  • Improved Vehicles Selector top-row buttons appearance, added translation support
  • Fixed 'Online Features are disabled. You can change this here' repository message bringing to the wrong menu
  • Improved 'Online Features' menu design. Changed the color of scroll bars to be more visible.
  • Improved 'Error in Vehicle/Object' message, now includes buttons to open Safe Mode and Clean Install instructions
  • Updated "GLTF Exporter" app name and thumbnail
  • Improved style of the 'App Name' label during UI Edit mode
  • Locales: updated Small Island description to say off the coast of California instead of East Coast
  • Updated 'Showroom Tools' with instructions
  • Fixed "Revert" button in PostFX menu
Game Engine
  • Fixed crash using decalRoad without terrain
  • Fixed coupler toggling not working when a vehicle has welded couplers
  • Fixed unbreakable collision triangles of wheels
  • Physics
  • Due to popular demand, we've decided to revert the removal of Vehicle Save/Load feature. However, we do not have plans to maintain it long-term and it will be removed again if it will become a blocker for physics engine development.
  • Traffic
  • Fixed speed limit issue in Traffic mode
  • Audio
  • Fixed Hopper Suspension audio settings
  • Track Builder
  • Fixed Drag-and-Drop Textures not working
  • In-game Repository
  • Exiting the game while a download is active will now cancel it, instead of delaying the exit until it completes
  • Settings
  • Fixed toggling between Fullscreen and window modes using Alt + Enter
  • Fixed Big Picture mode not working when game is set to Fullscreen
  • Render
  • Fixed terrain holes showing black in reflections
  • Fixed crash on reflections when materials are missing
  • Increased minimum selectable FOV angle for Driver, Onboard and Relative cameras, to be consistent with the existing FOV render limit.
  • Hardening loading of graphics settings. Perform sanitizing of desired graphics settings before applying to prevent using stale settings.
  • World Editor
  • Fixed crash in Cam Path Tool when replay file doesn't exist
  • Fixed forest editor brush on static objects
  • Fixed scenetree node renaming textbox
  • Fixed errors for drag and drop from asset browser
  • LUA
  • Optimized DrivingDynamics math in a few places
  • Optimized memory allocations in physics/gfx step, preventing unnecessary GC work
  • Disabled HTML texture updates when no player is present to reduce CEF load
  • Removed WIP test file affecting steering in certain circumstances
  • Prevent DCT from getting stuck in gears > 1
  • Allowed for some clutch slipping when using brake and throttle together for offroad use
  • Improved DrivingDynamics speed tracking under rough usage
  • Misc
  • Fixed unwanted dependency with Visual Studio 2017 Redist
  • Removed unused Garage thumbnails
  • An up-to-date list of known issues can be found in the dedicated Feedback & Bug Reporting Thread here.
BeamNG.drive - BeamNG


From all of us at BeamNG to all of our awesome community, we wish you continued good health and that you all stay safe.

We are happy to announce the launch of version 0.19 of BeamNG.drive, which contains new vehicles, renovated maps and vehicles as well as continued optimization and improvement of our technology.

Leading the pack in this release is the launch of the Cherrier FCV platform with the Vivace and Tograc models. Cherrier is a new manufacturer in the BeamNG.drive universe. Originating from France, this manufacturer embodies the European spirit of 21st Century automobile design. Aggressive lines, quirky details and a wide range of powerplants are the hallmark of Cherrier’s product line and the FCV platform is the latest expression of their style and engineering philosophy. In keeping with the future of automotive technology, an electric version of the Vivace and Tograc are available, with the FCV platform having been conceived to support both traditional and electric drivetrains from the outset. From economical commuters aimed at the family market to aggressively tuned hot hatchbacks that turn heads and burn rubber in equal measure, Cherrier has a version of its vehicles to appeal to anyone. A strong contender on the competitive driving scene, Cherrier’s chassis are used by several teams in both rally and hillclimb competitions. Cherrier also enjoys a good relationship with France and Italy’s police forces, whose specially tuned versions pursue and contain road-based dirty deeds across the autoroutes and autostradas.

Turning to our maps, we have continued the renovation project and are ready to release Small Island. This map has received a major overhaul to bring its appearance better into line with the stated geographical location. With the rebuilt harbor, research station and helipad we are introducing more points of interest to aim for. The road layouts have been adjusted for better driveability and new offroad trails have been added. Small Island may not be the largest map in the game but it now offers good reasons to go check it out.

In other areas, we have improved the ambient sound systems throughout the game. The directionality of sounds is better, pitch wobbling at high speeds should be noticeably improved and we have reworked the way impacts sound. There has also been some work put into making our sound bank loading logic support future mod banks. Those of you who continue to drive cars into the water in the hope that they will someday function as submarines will be happy to know that we now have underwater sound ambiance. The vehicle team has been hard at work not just on the Cherrier FCV platform vehicles but also a remaster of some of our older vehicles. In this release, we are focusing on Gavril, with remastering taking place on the Roamer, D- and H-Series.

To better guide our development efforts in the future we have implemented an optional game session data collection system. This collects limited game session data on things like which maps players are using, the vehicles they are driving and the additional features they have enabled or disabled. This data is anonymized before any of our employees have access to it and the collection is entirely on an opt-in basis. Those of you who are ok with us collecting this game session data can give us permission to do so in the game settings menu. This permission can be withdrawn at any time. We have also updated our privacy policy to include what data we collect, how to opt in and out of the data collection and how to request the deletion of your data.

Highlights

  • Cherrier FCV platform launched with Vivace and Tograc models


  • Small Island renovation with a complete overhaul of the map’s appearance and improved road layout

  • Gavril Roamer, D-Series, and H-Series remaster continues with additional parts, configurations and refinements
  • Ambient sound system improvements for better directionality, sound bank loading logic, and underwater sound ambiance
  • Part 1 of the new Driving Dynamics system

For the full changelog please visit our Dev Blog.
BeamNG.drive - BeamNG


Today we proudly present our next vehicle, the Cherrier Vivace! This is a 2020 model year compact hatchback, built on a very flexible modern platform, offering vehicles with a wide range of options. FWD and AWD powertrains are available, with gasoline, diesel, or electric power. And of course, there will be lots of parts to combine and play with!

Head on over to our dev blog for more detail on the work involved in getting this newest member of the BeamNG.drive vehicle family into the game.
BeamNG.drive - BeamNG
In this tiniest of tiny updates we kicked the track marshal out of the airconditioned trailer to paint some lines on the ground for the crawling scenarios. So now the courses aren't a county-wide free for all. You're still ok to drive outside the lines, but the competitive among you can make it a point to remain within them.

Gameplay
  • Added lines to demarcate the crawler course boundaries


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
Where other vehicles say "No way. No how.", the Ibishu Hopper Crawler says "No roads? No problem!" Designed to find a path over and around obstacles and terrain that puts the fear of the scrapyard into other vehicles, the Ibishu Hopper Crawler features a lift kit, upgraded suspension, super-sized offroad wheels, four wheel drive, finely tuned gearing and body armor where appropriate. There's also a roll cage for those moments where you go from extreme pucker factor to sudden release, if you catch our drift. Whether inching its way over boulders or slamming through undulating countryside, the Ibishu Hopper Crawler is for those who see potential paths wherever they go. Try it out in the three new crawling scenarios designed to show off the capabilities of this mountain goat of vehicles.



Best wishes for the holidays from all of us here at BeamNG. You're an awesome community and we couldn't do the things we do without your continuing support and encouragement.

Vehicles
  • New variant of the Ibishu Hopper: The Crawler

Gameplay
  • Three crawling challenge scenarios for you to beat using the Ibishu Hopper Crawler

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.

Oh yeah, almost forgot! Here's a holiday present for the speculation thread:
https://www.youtube.com/watch?v=RmYYDhazcq0
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.
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