Fixed missing rear firewall beams causing nodes to get loose when some parts are removed
Fixed roll cage being too strong
Fixed roof bar mount texture UVs
Fixed race hood texture UVs
Fixed UI name for front driveshaft on AWD models
Fixed wrong default tires on the GTx and GTx Spyder
All vehicles
Updated thumbnails
Tires
Fixed tread direction of new drag tires
Digigauge
Fixed readability of the screen, removed blank space on the sides
Fixed center column text being to big in some cases and clipping on other cells
Small Island
Fixed AI decal road
Missions
A selection of Missions can now be played directly from the Scenarios Menu.
Wild West Trails, Highway Loop 1, A Flock of Pigeons, River Crawl, Soccer pit 1, Scintilla Delivery, Slither Drift (Short), A Run for Life, Garage to Garage Delivery: East Coast USA, Garage to Garage Delivery: Italy, Garage to Garage Delivery: Jungle Rock Island, Hypermiling at the Gas Station, Knockaway: Blocked Road, Beginning and Target Jump: Bridge.
Starting these from the Scenarios Menu will use the default settings and the default car (for A Run For Life and Hypermiling at the Gas Station).
Missions can be made available like this using a setting from the mission editor.
Other mission changes:
Added two more Missions to the Driver Training Campaign: Trailer Delivery Intro and Barrel knocker Basics
You can now gain the Driver Training Campaign Steam achievement (previously attainable by completing the old campaign) by passing the Advanced Circuit mission of the new Driver Training Campaign.
All Missions now have a Date and Author field.
Fixed UI Issue in Target Jump missions.
Fixed Vehicle Freezing not working properly in Target Jump missions.
Fixed Points not being rounded properly in Bus missions.
Garage to Garage missions will now have proper traffic for their level.
Fixed Garage to Garage missions sometimes having too big vehicles or too small parking spots.
Added 3 AI races to Small Island
Fixed an issue where some actions were not blocked correctly, allowing the user to recover or teleport the player vehicle, among other things.
Garage Mode
Fixed some camera issues after changing the vehicle
Powertrain
Fixed Clutchex AWD not working correctly in reverse
Controller
Fixed an issue where under some circumstances DSE would not initialize correctly and leave the car unusable
Fixed an issue where adaptive brake lights with no installed ESC would not function correctly
AI/Traffic
Fixed a bug where AI traffic resets by pressing Insert or Home
Fixed a few logic issues in Chase mode; chasing vehicles should act stronger now on long road segments
Game Engine
Fix UI not being able to access files with non-ascii characters
Improved throttling of dashboard updates
Fixed calculations of camera speed and rotational speed that are used by sound system
Thumbnail Creator
Fixed wrong camera mode when taking the screenshot for a custom config
Fixed broken force feedback feeling when choosing a Soft Lock Strength weaker than 100%
Fixed 1:1 Steering options allowing to end up with an incorrect configuration, leading to a big dead zone around the center and broken force feedback feeling
Fixed Soft Lock affecting force feedback when the wheel was perfectly in the middle
Added ability to disable 1:1 Steering without touching the amount of full lock degrees
Improved 1:1 Steering Angle slider range, for better usability with most common steering wheels, while still allowing up to 6000 degrees by typing in the text field
Added ability to use 'Oversteer Reduction Assistant', and 'Reduce Steering at Speed' with bindings set up with a 'Wheel(Direct)' filter, thanks to new checkboxes in Options > Gameplay > Assistants
Launcher
Fixed missing logs in the launcher
Fixed launcher failing to detect x64 bits OS in some cases
Version 0.25 is here, and it’s Christmas in June! Well, not really, but with a new vehicle, a metric truck-load of new missions (that's a precise scientific measurement!), the return of the Garage Mode and a stack of gameplay improvements, you’d be forgiven for thinking so.
Civetta Scintilla
After a long silence, the owl finally shows its talons once again! New to BeamNG.Drive in Version 0.25 is the landmark addition of the fierce and charming Civetta Scintilla, a modern supercar powered by a naturally-aspirated V10 engine that’s ready to spark your passion! The Scintilla is the most advanced car in our line-up, pushing the envelope with complex driving dynamics systems, a unique physics skeleton and one of the longest, most intensive design periods of any BeamNG vehicle, resulting in a truly refined machine.
Offering numerous configurations both factory and custom, from the smooth, curve-carving GT Spyder to the raw and ferocious GTs Corse, or the professional and refined Race configuration to the insane, turbo-diesel swapped Off-Road, the Scintilla has something for everyone. Openable butterfly doors, an active rear spoiler, digital dashboard, rear or all-wheel drive, hardtop or spyder, V10 engine with aftermarket twin turbo kit, and an abundance of customization parts that you can look forward to when you take this baby for a spin!
We're excited to hear your thoughts on the new implementation of openable doors; please keep in mind that only the driver door can be opened with a key binding, all doors can be opened through the vehicle triggers though. This feature is still under active development, and we have several improvements in the works.
The all-new digital racing dashboard is highly customizable and available on several cars already with more to come in the future!
We’ve also made some improvements to the Bruckell Bastion, Cherrier FCV, ETK 800 series, ETK K-series, Hirochi SBR4, Gavril H-Series, and the Soliad Wendover as well as broader vehicle fixes, audio improvements, and sprinkled a couple of new wheels on top.
Garage Mode
The Garage Mode is getting a long-awaited revamp and while it's still a work in progress, it’s ready for you to play in! The Garage Mode has its own dedicated UI, with Garage and Vehicle options – for the moment these only include lighting – and integrated vehicle options.
Missions
We’ve added nearly 100 new missions, including several new mission types. The new AI Race, Cannon, Crawl, Hypermilling, and Run For Your Life mission types will add some excitement to your life. And the already existing Scenarios Garage-to-Garage Delivery and Barrelknocker have also been ported to the mission system and are now available across multiple maps.
In the meantime, we have updated the Delivery, Drift, and Drag mission types with new missions and some fixes. The Driver Training Campaign has been ported into the Mission System with several updated and added missions. The Campaign is also no longer linear, but branching: one mission might unlock multiple others, or you need to complete more than one mission to unlock the next.
We've also added local leaderboards for all the missions, showing your best or recent attempts together with stats like scores, times or distances, depending on the mission type. These stats are also displayed on the Map View and Mission-Start and -End screens. We’ve also fixed issues with bus stops and pathfinding for some Bus Mode missions, and made several minor bug fixes.
On the levels side the process of updating maps to PBR continues - road and terrain textures have been upgraded on all but three maps (don’t be sad, Italy, West Coast, and Automation, we’ll get to you as well!), and rocks were upgraded across all maps except Automation. Almost all maps received numerous small fixes and improvements as well.
Most of the traffic system has been re-done. Traffic can now have distinct roles, with support for custom and flowgraph roles. We’ve implemented standard, suspect, police, and service roles. All traffic vehicles now track their own driving and pursuit data, this means that police can automatically pull over and chase other vehicles in the system, as well as other interactions. We’ve also changed the traffic settings in Options, and made a host of fixes and improvements.
We will return shortly with more teasers on the upcoming content! With a few more polishing touches, the remastered Covet will be coming in the next major release, as well as even more PBR, Garage improvements, and so much more, stay tuned!
Today we would like to let everyone know that with the release of version 0.25, the 32-bit client will be discontinued. Please note that there will be no support or updates for this version going forward.
However, you may still access the last supported version by switching to the following branch on Steam:
0.23.5.1-32bit - No updates - Windows 32bit - 0.23.5.2
IMPORTANT: If you are unable to upgrade to a 64-bit operating system make the transition prior to the release of version 0.25 to ensure that your game will remain playable.
This decision will allow us to free up development time and enable us to take advantage of newer technologies. According to our data, less than 0.5% of users are still using 32-bit operating systems.
If you are still using a 32-bit operating system we strongly advise that you upgrade to 64-bit if your hardware allows, as this will improve the security and performance of your system.
Today we're deploying another hotfix containing several improvements and optimizations.
First up, we're bringing a few fixes to the Italy, West Coast, and East Coast maps. These include things like invisible walls, collision problems, and signpost and traffic light pole positions.
In the World Editor, we’ve fixed the tree-related issue in the Asset Browser as well as a problem with the camera when exiting the editor.
And last, but certainly not least, we’ve resolved an issue with file migration for new users, as well as a translation loading error which resulted in the launcher being accessible only in English.
As always, you will find a complete list of changes here:
Isn't it the little things that make life worth living? Today we have a small release packed with them!
This release contains tweaks to the Civetta Bolide, the Bruckell Bastion, and the Burnside Special, as well as fixes to the West Coast, Utah, Italy, and Gridmap V2 maps.
In addition to that we’ve included a fix for the keybinding customization issue and for the memory leak related to audio performance that some of you have reported. We’re also making a couple of tweaks for the UI and improvements to traffic that should improve overall performance as well.
We're also deploying several fixes to Map Overview Mode, the Mission Editor, and Flowgraph. The World Editor and Performance Statistics also got a bit of attention this round.
With this, we would also like to note that BeamNG team presence will be limited during the holiday season as we take the time off to rest and enjoy the holidays! Our mod & customer support teams will be unavailable between 30th of December and 3rd of January, so please prepare for delays during this period.
Have a happy festive season and see you in 2022! 🎄