This joint update allows users of BeamNG.drive to drive cars designed by Automation players, using the regular [URL="https://www.beamng.com/resources/categories/automation.16/"]BeamNG mod repository[/URL]. At the same time, players of Automation are able to export its vehicles, drive them in BeamNG.drive and submit them to our mod repository, for any BeamNG.drive owner to download and drive.
In addition to that, here's some other highlights in this release:
Drive in the new Automation Test Track map:
https://www.youtube.com/watch?v=h7cEsxtRmCQ
Delight in the new sounds of tire squeal, revamped crunching metal audio, new surface sounds (gravel, sand, dirt, grass, asphalt, rumblestrips), turbochargers, superchargers, etc.
https://www.youtube.com/watch?v=i2vkpVgOfZA
Support for importing and sharing Automation cars
And of course a myriad list of improvements and fixes in response to your awesome feedback
Full changelog (with lots more media) in our blog:
http://blog.beamng.com/the-automation-collaboration-version-0-13-released/
(it's too big to put here completely)
If you are into cars and car games, you’ve probably heard about Automation, the game where you can design and build your own cars in exquisite detail, from the body and chassis right down to the suspension and engine tuning. Automation enjoys a great community of players coming up with incredible cars to share with each other, all while debating the finer points of design.
https://www.youtube.com/watch?v=m2Zv5-hPa5A
We are now working with the developers of Automation to get you in the driver seat of your Automation designs. Export your car from Automation to BeamNG.drive with a single click and take it for a spin! The styling, sound, and mechanical details will all be making the conversion to our game. Not only that, we will be hosting your creations in our mod repository so you can share them with all players of BeamNG.drive.
The cars are not the only focus of our collaboration. We’ve also joined forces to recreate the Automation test track. Set in a mountainous area of New Zealand’s South Island, the map has a challenging roller-coaster of a track layout and many unique features to explore. Do your best to recreate the simulated laps of Automation, or explore the strengths and weaknesses of your designs on different surfaces and obstacles.
In light of this development, our two games will be offered on Steam for a cross promotional sale! If you have either Automation or BeamNG.drive, this will be the chance to pick up the other for a discount, and join in on the fun.
https://www.youtube.com/watch?v=KU_0UFZtQkQ
Keep an eye out for a joint release from BeamNG.drive and Automation on July 13th. The cross promotional sale starts then!
Development Sneak Peek #5
The fifth sneak peek has been published!
The Development Sneak Peek series allows you to take a limited look at what the development team has been working on since the last update.
As usual, the post is larger than we're allowed to display here, so please click the following link to read it:
We've released another hotfix for version 0.12, fixing the most important issues from the bus update.
General
Hustle and Bustle: revised difficulty and improved overall experience
Hustle and Bustle: Display how to activate nitrous oxide injection in certain bus scenario
Added deactivate button to in-game repository
Added rally suspension parts to Barstow and Moonhawk
Improved transbrake to hold the car in place, not just the engine
Reduced strength of City Bus brakes so they aren't as touchy
Changed RPM tuning variables to increment in 50rpm steps instead of 100rpm
Finer step distance for Trailer Bogie position variable
Fixes
Fixed missing game window on ALT + TAB when fullscreen and borderless are used at the same time
Fixed crash when no audio device is available
Fixed rare crash when using non-supported languages
Fixed free camera switching back to the vehicle in various situations
Fixed off road tire material name, reverted back to original name (was breaking some mods textures)
Fixed vehicle interior sounds can be heard while driving another vehicle
Fixed bug with ETKI rev limiter variable
Fixed 2bbl carburetor missing from Moonhawk
Fixed City Bus frame not being a required part
Fixed City Bus N2O Min Gear variable going up to 12
Fixed mirrored uv map on Barstow's rear bumper
Fixed automatic transmission logic expecting a torque converter to work
Fixed non-working colors of radial menu bus options
Fixed missing graphs in Performance UI
Fixed SimplePowertrainControl app showing incorrect amount of fuel remaining for JATOs
Fixed a small median curb in West Coast that was lacking collision
Fixed missing cubemap reflection on Driver Training Center wet roads
Improved stability of camera code when using corrupted configuration files
Known Issues
Bus stops look out of place on some maps
Randomly some sounds do not follow slow motion
Waypoint counter doesn’t update in some scenarios
Optional scenario waypoints can disappear after selecting them and retrying a scenario
Sometimes vehicle’s props are not visible when using Part Manager
0.12.0.1 hotfix released
Hello everyone,
Update v0.12 went pretty well, it's clear many of you liked the DT40L!
As usual, the community has helped us track down a few issues (thanks!). This patch release addresses as many of them as possible.
Enjoy!
General
Added "Remove Track" functionality to the track builder
Added "nodeMove" jbeam parameter that translates a part in absolute coordinates (as opposed to nodeOffset which mirrors about YZ plane)
Added total number of bus stops to route selection menu
Improved consistency of JATO icon on SimplePowertrainControl app
Changed LOD for low quality track builder tracks to be always the same
Fixes
Fixed AI freezing the game when colliding
Fixed AI not being able to cross bridges made out of objects
Fixed "Extinguish Vehicle" not working
Fixed Hotlapping App throwing errors when adding checkpoints
Fixed issue with Light derived classes in Lua interface
Fixed the City Bus being frozen when choosing freeroam after a bus route
Fixed the City Bus transmission group, changed name in Jbeam info
Fixed missing descriptions and prices of the City Bus
Fixed the City Bus color selection
Fixed missing texture on T-Series navigation unit
Fixed the SBR4's rear suspension collapsing
Fixed the Semi 10spd auto shifting problems
Fixed the Hopper's engine management part being required
Fixed the Moonhawk engine always having a rev limiter
Fixed some configurations having power steering installed. Since power steering is a FFB effect only, it is optional to equip.
Reverted material name change of off road tire
Get Busy
Here's the twelfth major version update of BeamNG.drive! This new version brings you another new vehicle and some cool new features (presented in the Highlights section below), together with our traditional list of improvements, optimizations, tweaks and bugfixes.
Highlights
New vehicle: Wentward DT40L bus:
https://www.youtube.com/watch?v=3sbU1YnzrMg
Accompanying bus gameplay modes:
https://www.youtube.com/watch?v=_1GzR71D04A
Added "Hustle and Bustle" bus campaign mini-chapter
Added dynamic track creation tool: Track Builder
More vehicle sounds:
https://www.youtube.com/watch?v=x3izDOHiuQY
Full changelog (with lots more media) in our blog: https://blog.beamng.com/get-busy/
(it's too big to put here completely)
Development Sneak Peek #4
The fourth sneak peek is finally here!
The Development Sneak Peek series allows you to take a limited look at what the development team has been working on since the last time.
As usual, the post is larger than we're allowed to display here, so please click the following link to read it:
Fixes a lot of problems with the ingame repository.
Fixes
Fixed random crash (related to fileSystem notifications and shaders)
Fixed ingame repository subscribing or unsubscribing too many times, endless download loops, not downloading new subsriptions, detail mods page not using offline data
Fix issue where you could not uninstall a mod you didn't not subscribe to first (manual install)
Others
Readded the "Show only subscribed" button in ingame repository
Ingame repository: Hide configuration is enabled by default to match website
Please note that this is a hotfix release to fix issues within 0.11. We are also working on 0.12 in parallel :)
0.11.0.4 released
The fourth hotfix for 0.11 to fix some ingame repository issues
Fixes
Improved ingame repository reliability on slow or unstable connections
Fixed levels not showing up after installing a mod
Fixed apps that used the sensor stream. I.e. the G-force meter
Please note that this is a hotfix release to fix issues within 0.11. We are also working on 0.12 in parallel too :)
Snowmen everywhere!
Ho ho ho!
We have a small present for you - a special winter event mod that will only run until the 7th of January :)
If you update your game, the mod will automatically download and activate. As it is a mod, you can activate/deactivate as you like.
It features the "Snowman Hunt" minigame:
Collect all 90 snowmen to unlock the new achievement.
Tip: It helps if you have the "Navigation"-App and sound enabled :)
The whole BeamNG team wishes you Happy Holidays and a Happy New Year!
And as usual the changelog follows:
Fixes
Fixed Filesystem problems: user files would not overlay mods. Making it difficult to work on mods.
Fixed engine being disabled if the starter took too long to start
Fixed exhaust using wrong end nodes upon reset
Misc
Improved vehicle collision reaction forces
Improved the rigidity of door mirrors on 200BX, Covet, Roamer
Retuned Stage 3/4 superchargers on Barstow, Burnside, Moonhawk to have more base engine torque and less boost pressure
Sunburst: Tuned weights to reduce polar inertia for faster steering response
Known problems
We found the performance degradation issue with West Coast Usa and are investigating it
Please note that this is a hotfix release to fix issues within 0.11. We are also already working on 0.12 in parallel too :)