We have another round of fixes and enhancements for you today. Reported issues with Time Trial, Scenario, and Campaign end screens have been resolved, and Vulkan received a series of stability improvements.
On the Launcher side, a fix has been applied to the verification tool's file removal process, and we also addressed several issues with Vehicles, World Editor, and UI.
Thank you so much to everyone who took the time to report issues and share feedback!
Vehicles
Bruckell LeGran
Fixed wagon rear signal lamps not disabling their glowMaps when breaking
Gavril H-Series
Fixed population of derby config
Gavril Roamer
Fixed population of derby config
Ibishu Pigeon
Fixed single-sided mesh for I4 engine accessory belt
Fixed mesh bindings of upper door mirror bracket
Ibishu Wigeon
Fixed single-sided mesh for I4 engine accessory belt
Common
Global tweak to BeamLimitDamp of vehicle engine mount beams
UI
Fixed an issue with the license plate regeneration button
Fixed broken end screens for Time Trials, Campaign, and some Scenarios
Fixed not being able to disable shadows when Lighting Quality is set to Lowest
Fixed an issue with CPU-bound computers that resulted in CEF being overloaded with requests and data. This resulted in several seconds of delay in the user interface
Improved the frame rate dependency of the in-game HTML interfaces to be half the game's speed (30 fps max for now), allowing the game additional hardware resources
Game Engine
Stability fixes for Vulkan rendering
Fixed Borderless mode in Vulkan
Fixed inverted reflections in vehicle mirrors if graphics setting for Texture is set to Low
Fixed bug where beamLongBound and beamShortBound got reset to 1 if set to 0 in jbeam (Nonzero values were unaffected)
Camera
Fixed an issue with path camera not playing in some scenarios and campaigns
Launcher
Fixed verification tool removing critical game files due to letter case sensitivity
Fixed verification tool deleting unknown files without moving them to the backup location first
Traffic
Implemented loading screen while loading traffic vehicles from the radial menu
Fixed traffic spawning way too close to the player vehicle (especially in Bus Routes mode)
Tweaked traffic parameters in Bus Routes mode
World Editor
Flowgraph
Fixed errors in the Distance Between node
Fixed an issue where the World Editor could not be opened due to missing files
Fixed issue with the vehicle engine audio debug tool where it was not possible to change any values
Fixed an issue where objects being set as "hidden" would be unhidden when loading a level
Fixed a crash when editing a hidden decal road
Fixed several crashes when importing, adding, or deleting terrain blocks
Fixed an issue where decal roads couldn't be selected sometimes
The transform gizmo will be hidden now if the object doesn't have the respective field for it
With today's minor update we are deploying a series of fixes for issues that have been reported with vehicles, levels and traffic.
The AI has been tweaked to optimize throttle control. Additionally, several useful improvements to the World Editor are included, as well as updated bindings for Thrustmaster T300RS steering wheel. The full list of changes can be found below.
We genuinely appreciate your excitement and positive feedback to this release so far.
Vehicles
Burnside Special
Adjusted oil pan strength
ETK K-Series
Added HD Internals to the Trackday configuration
Gavril D-Series
Fixed incorrect tailgate lettering on some models
Fixed inverted normals on left RS fender lettering
Gavril Roamer
Fixed missing tailgate collision triangles
Fixed orientation of spotlights on quad rectangular roof basket lights
Ibishu Hopper
Fixed driver camera catching on objects such as the low bar on Gridmap V2, and slingshotting the "Classic" configuration backwards
Ibishu Pigeon
Fixed radiator fan spin animation
Fixed backwards steering center adjustment slider for 3-wheel front suspension
Fixed hood camera position so it does not move in and out of the sound muffling area for the interior camera
Fixed bed crate exploding
Ibishu Wigeon
Adjusted default steering center for 3-wheel front suspension
Fixed rollcage causing doors to pop open slightly
Fixed backwards steering center adjustment slider for 3-wheel front suspension
Fixed alignment of driveshaft prop
SBR4
Fixed vibrations in front of car when accelerating using race center differential
Levels
East Coast, USA
Fixed floating trash
Fixed decal floating above traffic light
Gridmap V2
Removed test number decals from Demolition Zone
West Coast, USA
Fixed wrong default spawn thumbnail
Game Engine
Fixed file notifications not triggering for unpacked mods
Fixed an error regarding the retrieval of the My Documents folder
Fixed an error with retrieval of native paths for zipped folders
Fixed an issue in materials that caused the opacity map from layer 0 to always be used
Mod Manager
Added file system notification on activation/deactivation if mod is unpacked. For performance reasons this can be enabled only if you activated <code>Advanced UI</code>
Traffic
Fixed mod vehicles sometimes getting selected for traffic when the mod option is off
AI
Improved throttle control that was causing AI to not be using full throttle in the drag strip
Input & Force Feedback
Updated default bindings for T300RS wheel
ScriptAI
Improved throttle control that was causing ScriptAI to significantly fall behind the script times
Lua
Added brake and clutch override electrics to vehicle controller
World Editor
Flowgraph Editor
Fixed and improved traffic signal flowgraph nodes
Updated Traffic Signals Demo graph
Implemented performance improvements of road editor on big levels
When changing the visibility or locked status of an object, the editor will be set to the dirty state now
With today’s minor release we are delivering several fixes to issues identified in version 0.23. We appreciate everyone's feedback and bug reports!
We have addressed the problem of some mods rendering cars undrivable, as well as breaking the user interface. The vehicle configuration menu will also no longer close itself constantly after each part change.
In addition, we've addressed a few issues with the launcher, and did minor work on several vehicles, Gridmap V2, UI, and more. You can find the full list of changes below!
We hope you are enjoying these updates. Thank you for your support!
Vehicles
ETK 800 Series
Added race oil pan to drift configuration
Fixed gauge exception on load
Gavril Grand Marshal: Fixed missing ECU and long block parts on 4.5L V8 engine
Gavril T-Series: Fixed node group on the inner front rear left tire
Hirochi Sunburst
Fixed oilpan refnode position
Fixed transparency issue on Sunburst grille badge
Ibishu Hopper: Fixed a problem where the wheels tried to connect to the differential directly instead of through half shafts
Ibishu Wigeon
Fixed the extreme deformation spiking of the front end
Fixed front fender flare meshes not disappearing when part removed
Ibishu Pigeon
Fixed conflicting variables/node names of the bed crate and roof bar crate that caused the crates to weight 10,000kg each and flatten the vehicle
Fixed headlight part names
Fixed fuel tank part name
Fixed mismatched taillight flare color
Common: Fixed tire_01i texture
Levels
Gridmap V2: Deleted hidden mesh in Offroad zone. Fixed missing collision in Offroad zone
Industrial Site: Fixed incorrect collisions with "ind_bld_tin_01_shed_b"
Game Engine
Disabling mods after major game updates for safety reasons
Fixed vehicles and user interface being almost unusable when certain mods replaced the electrics.lua file
Fixed precooked imposters not being loaded
Fixed rendering artifacts after changing graphics settings to Ultra
Launcher
Fixed using wrong system language
Fixed Window's ransomware protection being erroneously triggered by a bug
User Interface
Fixed the Parts menu closing automatically after every part change in West Coast USA and in Gridmap
Fixed an issue with vehicle selection menu classifying official vehicles as mods
Improved visualization of coupler spheres when attaching trailers and in other situations
Editor
Improved ScriptAI: added time start delay and offset. Also fixed saving of those values. Added Fast Forward mode
Input
Fixed inability to control the bus when hovering the mouse cursor over the top-right UI app of Bus Mode
Fixed vehicle controls sometimes not working after exiting the World Editor
Artificial Intelligence
Fixed AI and ScriptAI not being able to move through water
Scenarios
Fixed Collect Mountain scenario not resetting properly after completion
Fixed sounds not playing correctly after resetting a scenario sometimes
Fixed minor UI & text issues in the "Speedy Scramble" scenario
Welcome to another major update for BeamNG.drive — version 0.23 is here!
Expect to see a slew of upgrades throughout the game, as well as some brand new content and features. The new additions include a completely remastered Gridmap, the introduction of a new vehicle, some major changes to the render engine, and more.
Let's kick things off with the revamped Gridmap!
Gridmap Revamp
A little while back, we reached out to you, the community, for some ideas on how to improve Gridmap. Well, you delivered ideas and suggestions in spades, and now we're pleased to deliver a complete overhaul of the beloved map! There's a notable change in the overall visual style that still respects the look and feel of the original version.
Aside from visuals, Gridmap's layout and scale has changed significantly. We've split the map into 11 different zones, each with a designated purpose and theme including Offroad, Suspension, Handling, Rivers, and much more. As a result of these changes, the new version of the map is now four times the size of the original in order to accommodate these new zones. With that comes some added freedom to roam, as we've implemented some empty space and minor landscape elements to open up the map for an increased sense of exploration.
Next up, we are proud to announce the long awaited remaster of BeamNG.drive's most well known bird of the flock; the tiny, quirky and hilariously unstable Ibishu Pigeon. The whole vehicle has been rebuilt from the ground up, sharing almost nothing in common with the old Pigeon. Completely new, highly detailed textures, 3D model and Jbeam structure all created to our most recent standards, as well as plenty of additions such as new 4-wheeled "Plus" models, a screaming 1.3L DOHC inline 4, new configurations, new customization parts and more.
Ibishu Wigeon
Not only does 0.23 include a remaster to everyones favorite 3-wheeled pickup, it also incudes the Ibishu Wigeon. The Pigeons lighter, sportier cousin. Featuring a shortened down chassis, lightweight fiberglass body and gas strut supported lifting canopy door, the Wigeon might seem more like something out of a sci-fi universe than something you would see on the road. Inspired by various Pigeon based kit cars and home-made sports cars, Ibishu developed the Wigeon in the late 1980s for European markets. Unsurprisingly, it was not particularly successful compared to the far more useful Pigeon, but carved out its own niche among quirky enthusiasts in Great Britain, its most popular market by a significant margin.
The Wigeon is available in two trim levels with 3 and 4 wheel versions, as well as sharing the same engine options as the Pigeon. 3 modified configurations are also present, for drag, track racing and off-road.
PBR Materials and Graphics Update
We've also been hard at work making the game feel even more immersive through significant improvements to the rendering engine. This includes the addition of physically based rendering, allowing for environments and objects to appear more true-to-life, especially from a lighting perspective. With that in mind, you'll be able to see updated textures across a diverse selection of assets. Here's a video showcasing just how much of a difference physically-based rendering makes.
A new Ultra mode, which enables Fresnel and specular color for direct lighting, has also been added.
It should be noted that we've experimentally implemented Vulkan renderer. At the moment it is still unstable, but offers promising upgrades to rendering speeds.
We're very excited to introduce a traffic signal system, which comes with fully-functional intersections and signal controllers. This particular update also includes improvements to AI, such as making the East Coast USA traffic lights compatible with AI, and improvements to some police actions. West Coast USA intersections are still in the works, and we appreciate your patience!
Oil Simulation
Lastly, combustion engines will benefit from an improved oil simulation coming in 0.23. Oil is now simulated as a variable mass that can change over time due to external factors. We've also added support for breakable oil pans and radiators, causing oil to leak should either of them face any damage.
There has also been a reworking of the oil starvation logic, as well as support for oil starvation during cornering and jumping. You as the player will also need to adhere to safe minimum and maximum oil levels that should not be exceeded.
Fixes & Improvements
As usual, we're always looking to improve the existing components of BeamNG.drive. Starting with World Editor, we made some adjustments to Forest Editor, as well as some quality-of-life improvements to Scenetree. This includes cleaning up the UI for more clarity, as well as better gizmo drag behavior in grid snap mode.
When it comes to scenarios, we've added three new ones, remastered two, and completely removed scenarios that already exist as Time Trials. The new ones include Goliath, King Size, and Supercar Transport. The familiar scenarios that received the remaster treatment are Jump Course and Port Escape.
You'll also find plenty of bug fixes in the full patch notes to help enhance every part of the playing experience:
We’re back once again with another batch of quality of life improvements! Version 0.22.3 brings a few minor tweaks to a selection of vehicles and addresses several issues with World Editor.
You’ll also find various adjustments to the game engine, Walking Mode, and more. Check out the full list here!
And as always, thank you for your feedback and support!
In today's minor release, we have a slew of smaller improvements. This includes fixes for the migration process for Userfolder during updates.
Version 0.22.2 also addresses reported issues for multiple vehicles, including the recently added Soliad Wendover. We are also introducing several subtle refinements to the new Walking Mode, audio, input, World Editor, and more. Check out the full list of changes here!
With today's release we are deploying a number of optimizations and fixes for the issues identified with version 0.22.
We would also like to address reports related to false positive identifications of the game by a number of antivirus providers and Windows Defender. We assure you that there are no malicious files distributed as part of the game or the update. Our software has not compromised the security of your computer.
Unfortunately, these issues often occur at random, sometimes simply recompiling the files with no changes yields different outcomes. Many legitimate programs and games have been falsely marked with those signatures in the past due to the unpredictable nature of these detections. You can check this Steam article for additional information and workarounds.
We will undertake further efforts to ensure that the game is not getting flagged as false positive in the future.
Hello everyone, we're thrilled to release BeamNG.drive V0.22 today! This update comes with some major content additions and updates. This includes audio polishing, quality of life improvements for various levels, a brand new gameplay perspective, and the inclusion of a long-awaited vehicle! We hope this content continues to bring some much-needed fun and immersion for you. As always, we appreciate your continued support.
Let's begin things with the highly anticipated and legendary Wendover! Produced from 1987 to 1995 by American automaker Bruckell and sold under their luxury marquee Soliad, the Wendover is the epitome of late 1980s technology and styling. Sharing much of its underpinnings with the smaller LeGran, the larger, sleeker coupe body allows for a powerful transverse-mounted V8 engine to be fitted in place of the factory standard V6. The LeGran's 4 cylinder engines can also be fitted, and all engine options have superchargers available to boost power. The Wendover features advanced mono-leaf rear suspension, allowing for the installation of a rear differential to transform the vehicle into a snappy, responsive handling machine.
Nestled in the luxurious, comfortable interior is the latest and greatest high-tech digital dashboard; the Wendover Information System, or WIS. Futuristic gauges and easy-to-read display can keep the driver constantly aware of everything they might need to know. The Wendover received a face lift in 1992, adding flip-up headlights, even sleeker, more modern styling and a lightly updated interior. Unable to recapture the initial popularity brought on by Bruckell's deal with the Belasco 400 to make the Wendover its official pace car, production stopped in 1995.
Despite its odd weight and size, the Wendover is considered by many to be an excellent performance car given the right modifications, and has been used for everything from track racing, rallies, hillclimb time trials or even demolition derbies. We hope you run the storied Wendover through this entire gamut of activities, and much more!
Aside from the latest addition of the Wendover, we even have a new Walking Mode to try out! With this mode, we've enhanced the feeling of being an actual, living driver in the game. Through the first-person perspective, you can hop out of a vehicle and traverse the environment at eye level, with movement speed changing depending on your surroundings and terrain. Simply hop from car to car in a parking lot for a whole different perspective.
Alongside this, we've added Vehicle Triggers that you can take advantage of in several camera modes. These small but specific sequences can be activated on a vehicle. It could be as simple as adjusting a pickup truck's trunk after loading it with materials, or guiding the ramp of a maintenance vehicle down to the ground. Triggers are fully configurable on each vehicle, but please keep in mind that only a few vehicles feature them at the moment.
While we're on the topic of increased immersion, we are happy to announce the addition of Vehicle Pooling for traffic. Once this feature is enabled, the variety of vehicles you encounter will be far greater. please note that this is still a work in progress, and we will continue to update this feature throughout development.
Last but not least, the Bruckell Legran Remaster is finally rolling in! Featuring new facelift variants, a remastered 3D model, highly improved interior, and loads of different configurations for various play styles. Whether it's a plain sedan or a police cruiser, there's lots to take on with the Bruckell Legran Remastered.
There's still plenty more to discover in 0.22. Many further fixes, optimizations, and improvements were implemented for game audio, physics, engine, World Editor, and more. Check out the full patch notes here.