It’s that time of year again – dive into Autumn with our 0.26 update which includes a vehicle remaster, PBR updates, new missions, a preview of the realistic hydraulics system and much more!
First up, the beloved Ibishu Covet has received a full remaster! This feisty fan-favorite hatchback is getting a lot of love in update 0.26, including a revamped 3D model, reworked textures, design improvements, structural tweaks and of course a trunkload of new content.
Featuring almost 40 configurations, the Covet is now available in both USDM and JDM versions, the latter featuring right-hand-drive, as well as unique trim levels and styling. Not only that, but the radical Covet MR Turbo models take the RWD, mid-engine layout of an 80s supercar and cram it into a tiny turbocharged package, making for a vicious driving machine on the racetrack, rally stage and on the streets.
The Covet also stands as the first BeamNG vehicle to fully support several new game features, including racing interior parts, realistic openable doors, hood and trunk as well as an animated manual shifter and a functional odometer.
Aside from the remastered Covet, there are also fixes and upgrades coming for several other vehicles. We’ve added four new wheel types, as well as odometers, animated manual shifters to all manual cars except the T-Series, roof bar loads (including a BeamBox which can be configured for either suitcases or backpacks), and more. We’re also adding several new props including large tires, barriers, and haybales.
Next up, we are introducing experimental support for Motion Blur to the game with this release, which should maximize immersive feel and offer a sense of speed while helping with the quality or file sizes of recorded gameplay for those of you who produce videos.
In keeping with the autumn season, foliage PBR has been updated and enhanced on several maps! Garage is not getting an update to foliage because it doesn’t have any (it’s a tragic story, we don’t speak of it, poor indoor plants). However, Garage is getting improved lights to better illuminate long vehicles, a new garage building and garage-specific props on West Coast, so it’s not being left out altogether!
Lest you think foliage updates are the only map changes. Italy and West Coast are getting updates to their decalroads PBR – Italy’s asphalt and dirt roads and West Coast’s dirt roads, well as road lines and road markings. Several maps are getting fixes to groundcover settings, improved terrain depth maps and other general improvements.
In order to improve performance, we have added simplified traffic versions for several cars, which come with reduced physics details, which will help with performance without sacrificing the visual quality. These are purely for traffic and parked vehicles, and are not intended to be driven. As part of this, parked vehicles are now supported on Utah, Italy, East Coast, and West Coast. Issues with vehicle pooling were addressed and the logic and functionality of the multi-spawn system has been revamped.
On the gameplay side – missions are getting a new mission type – Chase, and a heap of new missions added to West Coast, East Coast, ETK Driver Experience Center, Utah, and others.
Keyboard and gamepad users can now enjoy a set of new and improved input assistants. They will all be enabled by default for non-wheel devices (customizable in Options → Gameplay). First up – a new Understeer Assistant has been added. It controls the amount of steering to maximize lateral cornering grip. The high-speed steering assistant will no longer limit your steering range, but reduce its speed instead. In addition, we improved the assistants behavior in corner cases, such as driving on moving platforms.
We’ve also added a preview of a realistic hydraulics system to the game. This ties into the existing powertrain structures to draw power from engines and motors. It can be used to simulate pumps, accumulators, valves, and cylinders, and supports various types of pumps and valve centers. The hydraulics system is intended to accurately take the real-world hydraulic properties of pumps into consideration. At the moment, it can be used to create small hydraulic pumps which can be driven by electric motors, and is used on the Semi truck’s dump bed and rollback uplift. The hydraulic system is currently in a preview state, and we will extend it in the future.
To top all that off, we’ve made improvements to the World Editor, added an all-new Vehicle Editor, made some tweaks to the game’s UI, physics and game engine, and a multitude of other fixes, and updates.
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: