Today’s minor update brings several fixes to the physics engine and vehicles, and two brand new Time Trials for the East Coast map. We are grateful for everyone's feedback and support!
Vehicles
Gavril D-Series
Adjusted Rusty skin to better fit the updated skin UV. This skin is currently a placeholder and will be replaced eventually.
Fixed dually fender flare collision issue
Fixed typo in D10 bed cap glass part name
Fixed typo in Custom Classic configuration description
Added locking differentials and heavy-duty brakes to the D10 Zeta configurations
Gavril Roamer
Added center stoplight for barn doors
Tweaked shape of front wheel arches
Fixed incorrect transmission designations for LXT-35 configurations
Burnside Special
Fixed selected color not properly applying when spawning V8 manual configuration
Ibishu 200BX
Fixed sport intake not correctly modifying engine torque
Ibishu Hopper
Fixed exhaust sound remaining muffled when the exhaust is detached
Hirochi Sunburst
Fixed collision issue with window frames
Autobello Piccolina
Added transmission designation to Tricolore configuration name
Ibishu Pigeon
Fixed collision issue with tailgate
Added rear suspension hard limiters to reduce wheels clipping through arches
Strengthened axle anti-wrap effect of leaf springs to allow for harder launches without breaking the driveshaft
Common
Fixed instability in 15x7 rally wheels causing them to break off when steering
Fixed 15x10 Sport Front Tires being invisible and having an incorrect part name
Temporary fix for Barstow and Moonhawk 'Old Paint' skins
Fixed old lightbar having inverted deformgroups
Fixed some typos in the D-Series configurations
Fixed Italian (modern and old) license plate specular using default font instead of right one
Levels
East Coast USA
Added 2 new Time Trials: 'Sawmill Long' and 'Sawmill Short'
Changed start time of day to morning
Organized common art folder, moved races assets into a separate folder, removed some duplicates
Scenarios
Fixed vehicle spawning partially inside a rock in Senseless Destruction's "Bridge" scenario
UI
Updated locales
Physics
Another fix for game crashes when resetting a burning vehicleUpdated locales
World Editor
Improvements to PathCam Tool interface, added button to set the camera FoV from a marker
Improvements to ScriptAI Manager columns, adjusted size of buttons
In today's minor update for v0.19, a number of problems with AI traffic, vehicles, and physics were addressed. We're also bringing a few small improvements to UI, multiseat, and props.
Vehicles
Cherrier Vivace/Tograc
Fixed incorrect configuration types for Race and Trackday configurations
Fixed an instability of rear differentials on certain circumstances
Gavril D-Series
Fixed instability when braking with some lighter 5-lug wheels
Fixed Kentarch D30 missing tow hitch
Slightly increased IFS halfshaft travel
Gavril Roamer
Fixed instability when braking with some lighter 5-lug wheels
Fixed missing rear 3-link suspension mounts on extended frames
Slightly increased IFS halfshaft travel
Gavril H-Series
Fixed instability when braking with some lighter 5-lug wheels
Fixed interior cameras
Fixed missing rear 3-link suspension mounts on upfit frame
Fixed roof rigidifiers having collision, preventing items from being placed into the cargo area
Slightly increased IFS halfshaft travel
Ibishu Pigeon: Fixed naming of intake part for diesel engine
Wheel Roller: Added more configurations for "multi" setup for better clarity
Common: Fixed missing Texas license plate design
Metal Ramp size is now fully adjustable via the tuning menu
Metal box size and weight are now fully adjustable via the tuning menu
Levels
Small Island: Fixed LODs and vertex colors issues on clutter objects.
UI
Increased range of fog slider in environment menu
Physics
Fixed relative atmospheric air density calculations. One of the users of this is the engine subsystem that calculates power loss due to atmospheric thinning
Fixed game crashing after resetting a burning vehicle
Multiseat
Added indication when a multiseat player has not configured any binding in his controller
Fixed the first non-xbox gamepad being forcefuly assigned to the same player as the keyboard/mouse player
Traffic
Fixed vehicles getting permanently stuck at 0 speed after collisions
Tweaked night time values for AI headlights
Telemetry
Fixed uploads failing due to not being able to salt/hash
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 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
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
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.
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.
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.
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.