Surprise! This holiday season, we’re bringing you a little extra happiness by releasing this special content update.
Bruckell Bastion
The Bastion joins the vehicle line-up as the most powerful muscle car currently available. It offers potentially over 1000 HP, while the modern chassis means that it can do more than just go in a straight line - yes, the Bruckell Bastion can actually turn!
Its rugged power and size make it a favorite with police, while the stability and traction help bring the Bastion under control. With a variety of customization options including police parts, as well as Tuner, Lifted, Drift Rocket and track versions, the Bastion embodies everything you love about the traditional American muscle power, reimagined through the modern design language.
Civetta Bolide Remaster
The Civetta Bolide is getting a complete remaster in this update. This includes a jbeam overhaul, new textures, factory-fresh remodels, turbo variants, and a targa top body. It’s basically a new car under the hood, but with the same sleek style you loved from the original.
ETK Driving Center Remaster & PBR Updates
The ETK Driver Experience Centre map is getting a complete remaster, with new vegetation, improved AI pathing, improved meshes, updated graphics and 3D assets. The Experience Centre’s terrain and road asphalt has also been upgraded to PBR.
We’re also continuing the PBR upgrade process with new terrain and road materials for the Industrial, Gridmap, Hirochi Raceway, and Derby maps. We’re doing our bit for public safety by adding night lights on the Industrial, Hirochi, and ETK Driver Experience Centre. Utah’s campsite is also getting night lights.
It’s been some time since the last update, but we’re back in time to bring you holiday spirit. Version 0.24 is now live with some exciting new features, quality of life updates, a dash of graphics improvements, and a few physics changes.
1996 Ibishu Pessima Remaster
In the vehicle remaster line, we grabbed this opportunity to take the Pessima in hand. As many of our players have been keenly aware, the 1996 Ibishu Pessima was one of our most content-sparse vehicles with very little in the way of customization or even factory options, and its visual quality was a little lacking.
With this remaster, we wanted to address both of those things, and raise the vehicle's performance ceiling. To that end, the Pessima will be getting a reworked 3D model with improved detail, proportions, and textures. The jbeam structure is also being reworked with better deformation and increased detail.
In addition to all of that, the Pessima is also getting a huge number of new parts, including new engine and drivetrain customization, new sport and custom body kits, new spoilers, fender flares, rollcage, racing subframes – essentially the full kit for fancying up your Pessima will be included in this update. The update will also include a full complement of factory custom and racing models for the Pessima.
Gavril H-Series Remaster
The Gravril H-Series has also gotten a much-needed rework. This van has received a shiny new 3D model and materials, in addition to a stack of new content, including side-door and passenger body styles, new interior color options and passenger parts to go with the reworked interior, and new base and high-end facelift parts.
It has also received a thorough going-over in the configuration department, with existing configurations getting a rework and several new configurations being added, and is getting three new skins.
We've also added various new props, including a lounge set, fridge, chair, TV, and cardboard boxes, so if you ever had the urge to pretend you were driving a moving van, now's your chance!
And to top that off, we are improving trailers physical skeletons to achieve more realistic behavior. The flatbed is now more longitudinaly flexible, together with remade load physics with reduced rigidity, improved collision and deformation. The tanker is also getting a new load jbeam with more realistic liquid sloshing behavior and adjustable volume, along with new 22000L and 34000L load volume configurations.
PBR Update For Levels
In Version 0.24 we are continuing the process of updating our graphics to PBR, which started with vehicles in a previous version.
To that end, roads, decals, and terrain in the Jungle Rock Island, Utah, and Small Island maps are being upgraded to PBR. Upgrading to Physically Based Rendering will allow us to render the environment with more accuracy and detail than we’ve ever been able to before, bringing even more realism to your driving experience.
Missions
An exciting new feature coming in this update is the Mission system. Once the update drops, you will be able to play missions in freeroam mode. Similar to scenarios, missions can be started from within a level and some missions can be customized before starting so that you can tailor your experience.
The available mission types will include Time Trials and Bus Mode available everywhere, Dragrace on West Coast USA and Gridmap V2, Longjump on Utah, Precision Parking on Italy and East Coast USA, Drift and Gymkhana on Italy and West Coast USA, and Arrive on Italy. More details on what each mission entails will be in the patch notes. You will also be able to create your own missions using the Mission Editor. The editor is still a work in progress so may not be perfectly reliable, but you will be able to use it to make new missions using the existing Mission Types as a template, make completely custom missions, and make your own Mission Types and Editors. Have a look at the documentation for the mission editor here!
Fixes & Improvements
The update will also include a number of map fixes as well as some changes to the World Editor. The editor is getting Import/Export features for the Multi-Vehicle Spawner window, as well as reworked features and design.
Traffic systems in the West Coast USA have received several improvements, including changes to speed limits, improvements to the police infraction system, and more customization options. Traffic will now respect all traffic signals on current official maps.
We have also began a major revamp of the entire User Interface with this release; more details will be available at a later date, but we invite you to share your feedback in this dedicated thread.
Last, but certainly not least, we are making some changes to the Force Feedback system to make it smoother, with more detail and accuracy. The new Soft Lock option will attempt to keep your USB steering wheel within the valid angles of your current vehicle, lending a level of realism to your experience.
New bindings have been added to allow for easy testing of different strengths and smoothing, in addition to other Force Feedback-related tweaks. The improved FFB is smoother and less noisy allowing more details to reach the wheel. It is advised to adjust the smoothing and strength FFB parameters to have best results.
We've also made some improvements to the audio of the game, adding plastic impacts, support for cooling fans, UI sounds and ambiance for the overview map mode, and stereo headphone mode!
And as a last little cherry on top of the update cake, we are also adding German and Polish localization.
And as an added treat, we wanted to let you know that just in time for the holidays you can expect a content update that will be bringing a new contender to the game's lineup: the Bruckell Bastion, an American muscle car that can take on all comers with style. Keep an eye on our social media for clues to the other contents of the holiday update!
We are releasing another minor update today to address issues that have been reported with the game engine, scriptAI, and scenarios. It also includes improvements for the Replay system and World Editor, among other things.
Game Engine
Fixed an issue where audio files from content/audio.zip were not accessible in-game
Fixed crash while exporting performance graph data to JSON
Launcher
Migration will no longer be performed if this is the first run of the game
AI
Fixed an issue with scriptAI not moving
Render
Fixed materials when using UV1 on normal maps
Fixed material's UV animations
Scenarios
Fixed traffic respawning when a bus route is restarted
Replay
Fixed vehicles sometimes being invisible when playing back replays after a game restart
Fixed some replays not working when they had been recorded in certain mod maps
Slightly improved logging of the replay system
World Editor
Decal Road Editor
Fixed some road materials not showing up in the inspector
Fixed an issue where duplicating a road in the object tool makes it unselectable in the road editor
Disabled regeneration of all decal roads on exit to make exiting faster
Improved performance of road editing when the "overObjects" field is set
Forest Editor
Fixed newly created forest item meshes not being saved
Added copy, paste and duplicate to the forest editor
Deselect forest brush when switching to "select item" mode
Terrain Editor
Fixed reload of terrain materials when saving changes to materials
Object Tool
Improved performance of the object tool by disabling constant "hovered object detection"
It's time for yet another minor update! We've resolved the issues that players have reported with the game engine, scenarios, and World Editor, as well as implemented a few small tweaks to the traffic AI logic.
Vehicles
Tweaked roughness levels on Vivace underbody and carbon fiber parts
Scenarios
Fixed King Size scenario
Game Engine
Fixed texture compression artifacts when cooking textures
Traffic
Improved police pursuit logic when the player resets their vehicle
Made police AI avoid ramming the player if the player is driving slowly or pulling over
Improved scriptAI throttle control
Audio
Fixed the game crashing due to custom vehicle sounds in mods
World Editor
Inspector: Fixed issue where a change to an objects' file field would always be applied to its first file field
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!