We fixed muffled engine sounds, tire smoke, crashes, the world editor, microstutters, the campaign and a lot of tiny things.
Thanks for the awesome feedback! it helped us a lot fixing the problems.
Fixes
Fixed problem with muffled engine sounds - thanks to JulianSauco for the video
Fixed an issue with tire smoke
Fixed A Rocky Start campaign: Delivery mission by fixing props not being able to activate triggers
Fixed editor opening time when lots of mods are installed
Removed buggy HDR option: always on now
Fixed physics benchmark - Banana!!
Fixed beacon not rotating with siren on
Fixed manual gearbox not resetting broken gears correctly
Fixed multiseat player tags being visible after disabling multiseat
Fixed shafts not connecting/disconnecting anymore after reset
Fixed reverb tails still audible when leaving tunnels
Fixed Lua garbage collector causing micro-lags
Fixed Bolide transmission breaking when exhaust fell off
Fixed Barstow rear suspension unstable with certain wheels
Fixed ETK-I rear suspension unstable
Misc
Added option to disable multiseat player tags
Updated semi performance data
Added line locks to stock drag configurations
Strengthened push bars/bull bars (had forgotten to add to 0.11 changelog)
Tweaked ETK-K handling for better turn-in
Improved or added intercooler weight to relevant turbo vehicles
First Hotfix for 0.11 - The vacuuming
Worked the weekend to fix some problems for you :)
Fixes
Fixed broken turbo/vacuum sounds
Fixed memory corruption that prevented 32 bit Windows to work correctly
Fixed West Coast USA getting out of memory error on 32 bit Windows
Fixed mirrored skin on Ibishu Hopper right door
Fixed unmapped skin beneath the windshield wipers on Burside Special Chopped & Channeled body
Fixed flickering brake light with engine turned off
Fixed vehicles being in the wrong orientation after resetting a scenario
Removed old untested multiseat prototype scenario
Better default configuration for the Logitech G29 steering wheel
Excluded mod_info from levels and vehicles folder
Display player numbers on top of their vehicles when multiseat mode is enabled
Fixed force feedback Update Type option being ignored in direct drive steering wheels
Fixed sound issues with slow motion
Fixed sound related electric motor errors
Fixed GridMap and Utah spawnPoints
Fixed mod mount priorities
Fixed reduced/unstable friction between vehicles (fixes slippery trailer and similar issues)
Ignoring certain errors that some old mods throw, to allow them to load
Fixed orbit cam's dynamic FOV jumping when resetting the cam
Fixed advanced bindings being misleadingly greyed out, now all bindings share the same color
Adjusted maximum torque ratings of Van/Fullsize V8 and 1st gen Pessima 2.0 DOHC
Fixed DetailedDamageApp
SimpleDamageApp now stays visible if damage has occured
Fixed missing transbrake icon for radial menu
Fixed invisible quad exhaust, spoiler and diffuser on the Bolide 390GTR
Modern light bars added to the Grand Marshal
Concealed flashers and siren added to the Grand Marshal "Unmarked"
Gavril Grand Marshal: Added 'Belasco City Police Department' configuration
Tweaked drag tires and drag strip groundmodels
Added a user interface error message when download fails
Added "Subscribe" and "Open in game repo" Buttons
Fixed fatal vehicle lua exception in AI random mode
Fixed AI vehicle handling in scenario "Airfield Showdown" (jungle rock island drag race).
Known problems
Banana-bench does not work atm :/
Alpha version 0.11 - The Coast is Clear
BeamNG.drive's first major urban environment!
The time has come to release our most ambitious map so far, together with plenty of improvements such as clutch thermals, horn and siren sounds, afterfire effects, and much more.
Additionally, you will now be able to browse and download new mods from BeamNG.drive itself, and easily keep them all updated with one click.
Highlights
West Coast USA:
https://www.youtube.com/watch?v=Sb_vh_l_gc0
In-game Mod Repository (Including automatic mod updates)
Added engine flywheel and drivetrain torque reaction simulation
https://www.youtube.com/watch?v=TIwv0UClSjs
Full changelog (with lots more media) in our blog: http://blog.beamng.com/the-coast-is-clear/
(it's too big to put here completely)
West Coast USA - Preview
https://www.youtube.com/watch?v=hvnjgnkS4qM
It's been a long time coming, but we're finally preparing to release West Coast USA in the next update that is scheduled for November.
What started out as an experiment to see if urban environments were feasible has turned into the most detailed map in BeamNG.drive so far.
We are very excited to bring this project to completion and look forward to seeing all the ways in which the community will use it.
Halloween
Happy halloween! We got a little mod for you there, which includes an achievement: https://beamng.com/halloween2017 (305 MB) - have fun!
How to install: download the zip to My Documents/BeamNG.Drive/mods and start the game.
Development Sneak Peek #3
Another Development Sneak Peek is here!
You can read a bit about how development is progressing, and see what we've been working on lately.
The post is larger than we can post here, so please click the following link to read it:
Lots of bugfixes and tweaks for the last release :)
Physics
Fixed scenery static collisions randomly being ignored
Fixed physics core performance regression
Audio
Fixed sound mods being overwritten by new engine sounds (If you have a sound mod installed, you will now lose our new sounds until the mod is deactivated/removed)
Made crash sounds less loud
Made the starter sounds slightly louder
Fixed non existing engine sounds in reverse rotation
Moved audio blend files out of the protected zip for better mod support
Fixed crash when no audio output device is used
Added fallback when the audio device from settings are missing
Fixed reverb not applying in the middle of tunnels
Reduced very low frequencies for most vehicles, especially the t-series
Powertrain
Tuned automatics to shift at lower RPMs when cruising
Tweaked the aggression calculation for transmissions
Added configurable torque loss during shifts for automatic transmissions
Shift times slightly decreased for manual transmissions, reduced gear spacing effect on shift times, increased shift times with low aggression
Adjusted gear damage warnings to better inform the user about how to avoid them
Fixed DCT giving unwanted throttle response on unpredicted upshifts
Increased engine braking torque
Fixed electric motor not working with mods
Starter motor no longer works when the engine is hydrolocked
Vehicles
Fixed Piano throwing errors when removing the lid part
Reduced brake torque of 90s Pessima for easier brake modulation
Fixed steering breaking on D and H Series solid front axle with maximum track width
Fixed Hirochi 19x8 and 19x11 wheel/tire offset issues
Fixed H-Series I6 engine not having a fuel tank assigned
Couple any two nodes
https://www.youtube.com/watch?v=9vm8P0QS1uk
Support for direct drive steering wheels
Replay Menu
New Radial Menu
Dynamic Field of View option for greater sensation of speed
Transbrake for drag cars
Shift logic improvements
Full changelog (with lots more media) in our blog: https://blog.beamng.com/sounds-like-version-0-10-is-out/
(it's too big to put here completely)
Development Sneak Peek #1
Hello everyone!
We want to keep you guys on the loop about BeamNG.drive development. We realize we are often so focused on the game development itself that we forget to keep you updated as much as we would like.
After reading your feedback, we have decided to put some extra effort to improve on that front.
We are starting a series of DevBlog posts, containing sneak peeks into what some of the BeamNG team members have been working on since the last update. Our aim is to post somewhat regularly, and more frequently than game updates.