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BeamNG.drive screenshot
Genre: Racing, Simulator

BeamNG.drive

The Automation Collaboration – Version 0.13 Released



Automation cars, a level and new sounds!

In this update, we are collaborating with the development team of [URL="https://store.steampowered.com/app/293760/Automation__The_Car_Company_Tycoon_Game/"]Automation[/URL]. Automation, developed by Camshaft Software, is a separate game revolving around managing your own car company and designing extremely detailed vehicles from scratch, and is getting an update today too.

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)

Announcing Automation & BeamNG.drive collaboration!



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:

>>> Development Sneak Peek #5 <<<





(You may also want to check our list of Frequently Asked Questions)

Second hotfix for 0.12 released



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:

>>> Development Sneak Peek #4 <<<





(You may also want to check our list of Frequently Asked Questions)

0.11.0.5 released



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 :)