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Genre: Racing, Simulator

BeamNG.drive

Hotfix 0.28.1 Released

Greetings everyone,

We hope you've been enjoying our latest update so far!

We've investigated some of the reported issues and were able to identify their causes. So, today, we're rolling out a hotfix to tackle them, you will find a complete list of changes below.

As always, we're grateful for your patience and for bringing the bugs to our attention.

Vehicles


  • Autobello Piccolina
    • Fixed gauge needles
    • Fixed autobello buggy 5 speed sequential transmission launch RPM being too high for stock engine
  • Bruckell Moonhawk
    • Reduced shifter knob distortion during shifting
  • ETK 800-Series
    • Fixed gauge needles
    • Made interior camera dependent on chosen seat
    • Fixed 856 TT sport config using wrong inner fenders
    • Re-adjusted door detents
    • Tweaked aerodynamics
    • Fixed wrong 310 HP diesel ECU naming
    • Tweaked AWD and differential behavior
  • ETK K-Series
    • GT-IV model now uses S gearbox mode by default
    • Re-adjusted aerodynamics
    • Fixed calibration of gauges and position of needles
    • Added missing widebody inner fenders
    • Fixed position of beamNavigator windshield accessory
    • Fixed automatic shifter animation
    • Fixed an issue with 310d config using wrong gauges
    • Fixed wrong 310 HP diesel ECU naming
    • Tweaked AWD and differential behavior
  • Gavril H-Series
    • Fixed automatic gauge needles
  • Gavril Roamer
    • Fixed beams braking when opening extended body rear doors
    • Fixed gauge needles
    • Fixed instability with the RoadSport bodykit
  • Ibishu Hopper
    • Fixed broken tube doors
  • Ibishu Miramar
    • Fixed steering wheel orientation
  • Soliad Wendover
    • Added turned off materials for gauges and screen

Levels


  • Automation
    • Updated spawn previews to show new terrain colors
    • Fixed skewed textures and vertex color on windows of the main building
    • Improved dam LODs and added a door to dam bridge wall
    • Improved roughness details on test track surface
    • Fixed a hole in the small dam building mesh
    • Fixed sidewalk curbs
    • Fixed terrain spikes
    • Fixed z fighting on some decalroads
    • Fixed cabin entrance height
    • Fixed a hole in water and adjusted overall water color
    • Fixed the bridges mesh and barriers
    • Fixed mesh collision issues on dam and factory storage
    • Fixed the gap between dam gates and walls
    • Applied annotations to the whole map
    • Fixed tire marks width in dam zone
    • Fixed duplicated material m_concrete_plain in misc folder
    • Fixed console errors
  • East Coast, USA
    • Fixed spiky terrain
    • Fixed stretched parking line
    • Fixed floating guardrails
  • Italy
    • Deleted a lot of duplicated forest elements
    • Deleted several trees over the gas station

Missions


  • Fixed UI layout not being editable in GarageToGarage Missions when competitive scenario conditions were disabled
  • Fixed missing obstacle in “Blocked Road” mission on Utah

UI


  • Added a scrollbar and fixed display issues for the “List possibly broken mods” tool (available in the Mods menu)

  • Adjusted Vehicle Config → Parts menu visuals based on community feedback
  • Fixed the “List possibly broken mods” tool not immediately writing the full list of conflicting files to logs (it used to require closing the game, or waiting until an error was logged later)

AI & Traffic


  • Fixed an issue where some traffic vehicles would exist but would not be visible
  • Fixed several traffic signals and intersections in West Coast USA
  • Reduced traffic spawning on dirt roads with low drivability

Script AI


  • Fixed Start Delay feature

Input & Force Feedback


  • Adjusted default Steering lock strength for all steering wheels down to 50%, to reduce oscillations at full lock

Game Engine


  • Fixed an issue that caused some vehicle’s skins to break
  • Fixed spawning height of props that are partially in the ground like the bollard

Cameras


  • Fixed wrong camera tilt that could happen after pressing F8

Audio


  • Adjusted EQ/gain on ETK i6/v8 exhaust
  • Increased aero at high speed - removed clamp in sounds.lua, increased curve ranges and added distortion
  • Fixed incorrect cabin filter settings for D15-Pre-Runner, D15 Pre-Runner Extended Cab, D15 Rock Racer, and D35 SuperPig configs

World Editor


  • Fixed some minor issues in the Traffic Signals Editor when selecting objects to use for signals
  • Fixed an issue with terrain painter undo function that would sometimes leave the old terrain

Spring Renovations - BeamNG.drive v0.28

Spring has sprung, the birds are singing, the bees are buzzing, and we've been buzzing with excitement to finally show you what we've been up to the past several months. So buckle up and don't forget your sunglasses 'cause it's gonna be blooming bright over here!

ETK Refresh



First up, the ETK is getting refreshed for the spring season! While not as comprehensive as our typical revamps, the team has dedicated significant effort to update key areas of both models. This ensures that they maintain their distinct identity while offering a more complete and engaging driving experience.

Throughout the development process, our primary focus has been on expanding the selection of available parts, which not only serves to give the vehicles a more unique and distinguishable feel across the board, but also to increase the variety of configurations available to drivers.

The lineup is getting a shiny new V8 engine with naturally aspirated and twin turbo options, as well as an overhaul of all other engines. Also included among other things are several new gauge options, interiors, and wheels.



We’ve updated all existing configurations with improved meshes and materials, and added several new ones to the revamped models. The ETK 800-series is getting a new sedan body style, as well as widebody ttSport models. There are several new engine options and skins, and a set of “Rennspecht” parts. The ETK K-series is getting much the same treatment, with new widebody ttSport models, a new “Turbo Rabbit” widebody kit, new engine options, skins, a modern race steering wheel, and “Rennspecht” parts.



Openable Doors



We’ve also added openable doors and panels to most vehicles, like the Bruckell Bastion, Autobello Piccolina, and Gavril Grand Marshal, among others – check the patch notes for a full list, or experiment and find out for yourself!



IMPORTANT: We've resolved a problem related to manual transmissions and how they respond to clutch input!

Previously, even if the clutch assist feature was turned off and players expected full control over the clutch, this was not the case. Shifting gears only required a brief clutch input, resulting in perfect clutch timing every time, which is unrealistic. This issue has now been addressed, which is excellent news, however it also means that players will need to adapt to the new clutch behavior, as shifts may feel slower due to the removal of the unintended "God Mode." Despite this, actual shift times remain the same or may even be faster due to other improvements and changes.

Automation Test Track Renovation



On the levels side, we are happy to report that Automation Test Track has received a fresh coat of paint. We've updated and added detail to the buildings and various structures, revamped vegetation, and updated terrain and asset materials to PBR, bringing Automation Test Track in line with other maps.



Additionally, Johnson Valley now offers several new trails to explore. Many smaller issues were fixed, and improvements made to Utah, the Garage, Italy, and the Gridmap (v2) map.

Prototype – Stats Tracking



We’re adding a Stats tracking system that will track how long you’ve spent on a given map or driven a particular vehicle. It will also support tracking rollovers and j-turns. Please note that this is still very much work in progress and the system will be improved and expanded in future updates.

Missions



With this update to the game the missions team has introduced several changes and improvements to the system. There are 18 new missions available across different maps, including Automation Test Track, East Coast, Johnson Valley, and Italy. Players now have the ability to enable the automatic recording of mission attempts, although this feature may impact performance. The Missions backend code has also been improved and cleaned up, allowing custom placement of police vehicles at the start of Evade missions. Moreover, ground markers can now be customized for several mission types.

User Interface



On the UI side of things, the Overview Map is getting some polish in this update. The player icon has been updated to an arrow that indicates the vehicle direction, and players can now skip the transition animation by pressing the map button again. To improve the selection process, the POI merge range has been adjusted and the visible distance increased to address artifacting in some maps. Additionally, the camera speed and gamepad controls have been fine-tuned, Parts Manager has been updated with new icons and consistent layout, and we have resolved issues related to translation system, among other various smaller UI bug fixes.

Mod users will be delighted to know that we have included an ability to spawn modded vehicles in the garage mode.

Last but not least, we’ve added a new tool on the bottom of the Repository – Mod Manager tab. It’s called “List possibly broken mods’ and if you guessed that it does its best to figure out which mods are conflicting with either the game itself or other mods, have a gold star! For regular players, this feature should help narrow down the search for which enabled mod may be breaking the game after updates, or when installed alongside other mods. For modders, it can help figure out which specific file in a mod is causing problems with the base game, or with files from other enabled mods. The more files a particular mod overwrites, the easier it is for a mod to cause conflict after game updates or when other mods are installed.

And more!



As if all that’s not enough, we’ve given some love to the powertrain settings, fixed several controller issues and implemented support for Logitech Trueforce effects with supported Logitech wheels among other input fixes and features. Game audio also received a handful of improvements, including several new sounds to add more realism. Likewise, game engine and traffic code received various optimizations.

Though this update may appear rather compact compared to the mammoth that was v0.27, we wanted to highlight that it also comes packed with foundational behind-the-scenes efforts that will pave the way for future improvements.

To see the complete list of changes, check out the patch notes here!

Hotfix 0.27.2 Released

Greetings everyone,

We are bringing you another small hotfix today, which should resolve several issues that were reported after the latest major release.

If you encounter any further issues, feel free to reach out through our support form: https://support.beamng.com/

Vehicles


  • Autobello Stambecco
    • Population tweaks - allowed Autobello Stambeco to spawn in traffic
  • FPU Wydra
    • Added production years to info
  • Gavril Barstow
    • Fixed an issue where the engine would keep running after the subframe was torn off the body
  • SP Dunekicker
    • Fixed steering lock
  • SP Rockbasher
    • Fixed engine break group
    • Added production years to info

Levels


  • East Coast, USA
    • Fixed floating trees
  • ETK Driver Experience Center
    • Fixed missing material on procedural track time trials
  • Industrial Site
    • Improved performance of tall plants
  • Johnson Valley
    • Optimized polycount of truck mesh
    • Fixed antenna collision
    • Fixed GPS road around the junction
    • Fixed a hole in the highway mesh
    • Fixed low detail road markings
    • Fixed several console errors
  • Jungle Rock Island
    • Fixed an issue with river on the small dam
  • Small Island, USA
    • Fixed ring race GPS display
  • Utah, USA
    • Added a brand to the Canyon gas station
    • Fixed glass material transparency
    • Fixed incorrect zone in west tunnel
  • West Coast, USA
    • Improved Movie studio / canyon road intersection
    • Cleaned up Movie studio sidewalk
    • Fixed inverted collision surface on quarry support structure
    • Fixed a hole in terrain near one of the highway overpasses
  • Common: Updated depthmap on most levels

Powertrain

  • Fixed an issue with braked differential steering when removing wheels
  • Fixed rotators not being usable as speedometer sources

Traffic

  • If the player transitions to or from walking mode while being pursued, traffic police will now continue tracking them
  • Improved speed limits for main highway in Johnson Valley
  • Slightly improved AI traffic driving at turns and corners

Missions

  • Fixed and Improved Backroads TT on ECUSA
  • Improved Small Island AI races
  • Balanced goal times on Triple Threat time trial mission on WCUSA
  • Fixed racepath detection for crawl missions
  • Fixed provided car config for Alleyway Hillclimb mission on WCUSA

Input and Force Feedback

Hotfix 0.27.1 Released

Greetings everyone,

This is a reminder that we’ve deployed a hotfix intended to resolve the issues reported after our latest major release.

We appreciate your patience and thank you for letting us know about the issues.

The complete changelog can be found here:
https://beamng.com/game/news/patch/beamng-drive-v0-27-1/

Conquer the desert in v0.27


Dirt: the final frontier! Version 0.27 marks a major achievement for the game as this is our biggest release yet.

Our team has toiled away for over two years on a mission to deliver this groundbreaking experience. Along the way, we overcame major challenges and spent hundreds of hours researching and deliberating with off-road experts. We can’t wait to fill you in on all of the details, so let’s jump right into it!

NEW MAP: Johnson Valley


Introducing Johnson Valley – a top-tier destination for those in search of an off-road adventure, inspired by both its real-life counterpart in Southern California and the neighboring Kelso Dunes.

Whether you’re an experienced off-road enthusiast or a beginner looking for a thrill, Johnson Valley has something for you. This blazing landscape is 10km² in size, and features an abundance of obstacles, including rocky paths perfect for rock crawling, winding dirt trails that test your stamina and endurance, towering sand dunes that will push your reflexes to the limit, and for drag racing connoisseurs – the longest straight paved highway among all our maps.

Several points of interest can be found scattered throughout the map, including a nearly town-sized RV base camp filled with hundreds of objects, a ranch, and a remote pit stop zone. And near the edge of the map you will find a Tyrannos gas station, ferociously guarded by Wrecksy, your friendly neighborhood T-rex and the brand’s charming mascot.



This project proved to be a challenge for the team. We began with boots on the ground, collecting photos of the area for future reference, getting lost numerous times in the process, and having fun interviewing locals and other lost visitors.

(see our website for more concept art and in-progress images)

When the development kicked off, it was clear that matching shapes to the real-world terrain would not be easy. Once the concept art was finalized, we started generating shapes in our terrain generation tool, followed by processing them through erosion filters and feeding different pieces back into the generator to produce the final shapes that resembled our references the most.

(see our website for more concept art and in-progress images)

The reproduction of dirt roads was also a major obstacle. With procedural generation, it was simply impossible to achieve the level of aesthetic and functional realism we strive for. This meant that most trails had to be sculpted manually, meter by meter, with rigorous testing at each stage.

(see our website for more concept art and in-progress images)

This map also features a selection of new rocks, placement of which has been very tricky – in no small part due to gameplay requirements we won’t spoil for you yet.

And the final boss on this quest was of course optimization. To put Johnson Valley in perspective, it originally had 16 times the detail density of Italy (which is already one of our most complex maps). The team worked hard to maintain the desired level of quality while keeping the area playable on a wide range of hardware configurations. The RV camp is another excellent example of this; a variety of trailer designs was required, but the number of textures used had to be kept to a minimum. The end result is 23 unique layouts, all of which are made using only three textures and specific modules.

In addition to the map, we are providing a complete fleet of new vehicles ready to help you punch your way out of any situation.

NEW VEHICLE: SP Dunekicker





This desert truck is based on authentic purpose-built racing trucks and is as close to the real deal as you can get.

Its wheelbase, track width, corner weights, engine power, and suspension geometry are all substantially influenced by real-world data and design input from several industry experts and baja racing hobbyists. When all of these elements are combined with the revolutionary bypass shock technology, this vehicle becomes the most accurate reproduction of desert truck handling and performance ever accomplished in BeamNG.

NEW VEHICLE: SP Rock Basher





Inspired by the high-horsepower rock-bouncers of the Eastern United States and the extreme performance rock racers of the West, the Rock Basher highlights the strengths and differences of both designs.

The solid-axle version has a low center of gravity and gobs of suspension articulation for extreme angles and near-vertical ascents. The independent suspension version has plenty of travel to soak up the big bumps in the desert, but is still very capable in the rocks. These differences have resulted in extensive debate as to which design is superior, but the truth is you’ll have to decide for yourself.

The interactions between rock obstacles and vehicles have been extensively reworked and refined for the most realistic rock-crawling and rock racing experience possible, and the new Johnson Valley map comes with rock crawling lines that will challenge even the most experienced drivers.

NEW VEHICLE: Autobello Autobuggy





This chassis was inspired by a unique class of desert cars based on the original baja buggy suspensions from the 1960s.

Class 5 race cars stay true to the original suspension design with modern engines and shock technology. This combination of limited suspension performance and speed produces a unique driving experience that demands the highest level of skill and knowledge of desert terrain. This vehicle especially showcases the flexibility of BeamNG suspension technology, and how it can function at all levels of off-road performance.

NEW VEHICLE: Autobello Stambecco





This rugged utility vehicle is offered with either a 4x4 or 6x6 drivetrain, and integrates several distinguishing characteristics that let it shine among the lineup.

It comes with a choice of air-cooled gasoline or turbocharged diesel engines, and a number of different body styles. Thanks to its portal hubs and a high ground clearance, it excels in a wide range of off-road operations.

In addition, the Stambecco is our first vehicle to feature dynamic tire pressure control, allowing some models to make per-axle adjustments to tire pressures while driving, aiding with exploration of rough terrain.

NEW VEHICLE: FPU Wydra





This adorable all terrain vehicle is more of a kayak disguised as a car. And after all, a kayak is like a racecar: they’re the same when spelled backwards! It enters the lineup as the first vehicle to use the new centrifugal clutch, skid steering, and to top that off – it’s our first amphibious vehicle.

Powered by an 800cc 3-cylinder turbo-chargeable engine and housed in a fiberglass body, this little sidekick can comfortably cruise you through tight and swampy terrain with its 8 wheels and unrelenting character.

It’s also available as a 4x4 variant, and the following is the story of how this vehicle came to be from the perspective of BeamNG lore. The 8x8 Wydra prototype was first constructed by a passionate team of imaginative engineers, and was eventually converted into a rugged 4x4 configuration optimized for traversing challenging, waterlogged environments. While the vehicle was a huge hit when it was first introduced to the market, several injuries ensued when people rolled over the car owing to its high center of gravity, — nearly bankrupting the creators in the process.

NEW: Bypass Shock Absorber Simulation


The newly implemented simulation of bypass shock absorbers is a huge milestone towards achieving our goal of delivering the most authentic driving experience possible.

To fulfill the progressive damping characteristics necessary for off-road racing applications, real-world bypass shocks are both position- and velocity-sensitive. To meet the challenge, we expanded the system from 2 adjustable zones to 5 and switched from a damping rate-based system to a velocity-based system.

With the previous generation’s bypass shocks, each zone functioned like a separate shock and the bypass adjusters in the tuning menu changed the damping rate in the bypass zone. With the new system, the damper rate is constant and the velocity “split”, or the velocity at which the damper starts working, is what changes for each bypass zone.

This method simulates fluid bypassing the damper piston and shifts the velocity of the damping curve just like a real bypass shock does, including a realistic reproduction of the characteristic valve snapping sound (also known as clappity-clickety-tappity-clank for the non-technical folk in the audience). It’s important because the bypass shocks are very soft over small bumps, allowing the suspension to flex and conform to the terrain. When the vehicle hits a large bump, the bypass shock kicks in and keeps the suspension from bottoming out while lifting the chassis in preparation for the next one. That’s why desert vehicles can float over massive whoops and holes, and it’s super exciting that we can simulate it in BeamNG!


(click to enlarge image)

Our new approach also allows for complete in-game customization of each bypass zone, which opens up a whole new world of suspension tuning mechanics that even the most experienced suspension tuners can appreciate. These shocks were co-developed with off-road industry professionals and are the product of hundreds of hours of research and development. From the chassis flex to the control arms, to the bump stops and the shocks—every part is individually simulated at a component level. As the result, we are very proud to deliver one of the most comprehensive off-road suspension suspension simulations yet used in a game.


REVAMPED: EVs Simulation


The simulation of BeamNG’s EVs has been updated to more accurately represent the experience of driving an electric vehicle in real life. The primary focus of this overhaul was to improve the behavior and feel of the regenerative braking system.

The vast majority of real-world electric vehicles offer a feature where the vehicle will automatically engage regenerative braking when the driver lifts their foot off of the brake pedal. This can be referred to as “off-throttle regenerative braking”, and it allows the driver to slow the vehicle down without needing to move their foot to the brake pedal (except in situations such as panic braking). Because regenerative braking can capture some of the car’s momentum and store it back in the battery, it is a popular feature among drivers of electric cars, as it significantly improves the vehicle’s efficiency.

Prior to version 0.27, BeamNG simulated regenerative braking by applying some amount of the electric motor’s torque in reverse whenever the throttle pedal was completely released. This achieved the effect of slowing the vehicle down, but it was impossible for the driver to modulate how quickly the vehicle slows down. This may have made it challenging for drivers to maintain vehicle control when coasting or coming to a stop.

Our new regenerative braking simulation is modeled after electric vehicles from various real-world manufacturers. Players can now modulate how much or how little the car decelerates using the throttle pedal. With the throttle pedal completely released, the vehicle will slow down quite rapidly. As more throttle is applied, the rate of deceleration decreases until the vehicle reaches a certain point where it begins to coast. Beyond that, any further throttle input causes the vehicle to accelerate as normal. In addition, there is now an option in the “Pie Menu” (under “Powertrain”) to adjust the strength of this behavior or to turn it off completely (so that the vehicle will coast with no throttle input).

The brake pedal behavior in electric cars has also been improved. In 0.27, engaging the brakes in an EV will first utilize the regenerative brakes to slow the vehicle down, and will only apply the friction brakes (i.e. pads and rotors) if absolutely necessary, such as when panic stopping or when ABS activates.

One final improvement to our electric-vehicle simulation is a new feature commonly known as “One-Pedal Driving”. A number of EV manufacturers, including Ford, GM, BMW, Nissan, and several others, offer this functionality. This feature enables the vehicle to come to a complete stop without the driver ever touching the brake pedal. When slowing down past a certain speed using “off-throttle regenerative braking”, the vehicle automatically applies the conventional brakes to bring itself to a stop and to remain stopped until the driver presses the throttle pedal again. 1-Pedal Driving is enabled if the driver has chosen the “Full” regenerative braking strength in the Pie Menu.


New Missions


Finally, we are adding a selection of 31 missions across 5 maps, including two brand-new mission types!

The new Collection Mission type is sure to test your skills! This mission type requires you to collect markers in an area, and it’s available in multiple modes: Survival, in which you try to collect as many markers as possible before the time runs out or your vehicle breaks, and Time/Recovery attack, where you collect all markers in the shortest amount of time or with the least amount of recoveries.

If you’re in the mood for a nerve-racking experience, then the Evade Mission type is the perfect choice for you. You’ll be thrown into a thrilling police chase, and your objective is to reach a hidden safe house without getting caught. With the stakes high and the tension palpable, you’ll have to use all your cunning and skill to outwit the law and make it to the finish line.

The majority of the new missions, which include rock crawling, dirt racing, and other off-road focused activities, are also available on Johnson Valley.

And More!


With this release, we’re introducing the revamped bloom effect. Bloom is a lighting technique that replicates the glowing or “blooming” effect that occurs around bright light sources in the scene. This contributes to the immersive feel of the game and enhances its overall aesthetics. Our previous bloom method was outdated and produced inconsistent and unrealistic results, but we have now refined this technique to produce a more authentic and visually appealing effect.

Gas station refueling is also being added as an experimental feature across Johnson Valley and the West Coast, USA. This is only an early prototype, but you can already see a list of gas stations on the map and fill up your car using a simple UI prompt when you stop at a compatible station (make sure that mission markers are enabled).

We’ve also made improvements to the audio filtering system to deliver a more realistic and immersive experience when driving a vehicle. Previously, regardless of cabin type, the audio would be muffled, but now the audio will respond appropriately while driving a vehicle with an open cabin, such as an ATV. Please note that this feature is still work in progress and not yet available for all vehicles and under all conditions.

Finally, we would like to give a shoutout to our friends at Automation for their latest update, which is the largest and most comprehensive update they’ve ever released and it’s sure to be a hit with off-road fans alike! Remember that you can take your Automation creations for a spin in BeamNG.drive and experience all the thrill of off-road driving with a custom project. Don’t miss out on this opportunity to try out the latest from Automation – we guarantee you’ll have a blast!


From all of us at BeamNG:


We wanted to take this opportunity to thank all of you for being such a devoted and passionate community throughout the 10 years of our development journey. We hope that you enjoy this very special holiday gift just as much as we we did creating it.

In the spirit of our tradition, we decided to ship this gigantic content package to you for free, and we would not be able to accomplish this without your continued support. We hope that you recognize the enormous effort that went into making this release a reality and don’t anticipate anything of this magnitude happening again in the near future.

An important final note about the Steam update system: we are aware that, even for minor releases (such as hotfixes), Steam is still spending a significant amount of time patching our game’s files. The upgrade to version 0.27.0 will require the same amount of time as before, but it contains an optimization that will reduce the time necessary for subsequent minor updates.

Before we wrap up this blog, we also wanted to provide an update regarding tire physics: earlier this year, we were rather optimistic that we would be making further progress with the development of a very early implementation of thermals before the end of the year. Unfortunately for everyone, this proved to be a tougher challenge than anticipated, and we’d prefer to not attempt another prediction at this time. However, rest assured that the research is still underway, so stay tuned!

We will continue chipping away at the next set of our long term goals in 2023, but for now we wish everyone a happy holiday season and thrilling new adventures!

To see the complete list of changes, check out the patch notes here!

Hotfix 0.26.2 Released

Greetings everyone,

We deployed another round of fixes aimed at resolving the issues identified following our most recent major release.

As always, we really appreciate your understanding and cooperation and welcome your feedback.

The complete changelog for the hotfix can be found here:
https://beamng.com/game/news/patch/beamng-drive-v0-26-2/

Hotfix 0.26.1 Released

Greetings everyone,

This is just a quick announcement that we’ve deployed a hotfix intended to resolve the issues reported after our latest major release.

Thank for your patience and for notifying us about the bugs, we really appreciate it.

The changelog for the hotfix can be found here:
https://beamng.com/game/news/patch/beamng-drive-v0-26-1/

BeamNG.drive v0.26 - Covet the Moment

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.

Please be aware that the Options system has been overhauled, and certain user settings have been reset as a result; please see this announcement for more information.

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.

To see the complete list of changes, check out the patch notes here!

Hotfix 0.25.5 Released

Today, we're releasing a small but critical fix related to input systems.

Check out this announcement on our website for the complete list of hotfixes!

Input and Force Feedback



  • Fixed an issue where users whose `Steering` binding was set to 'Direct (Wheel)' could experience unresponsive vehicles

Hotfix 0.25.4 Released

In this hotfix we deployed a number of fixes for issues identified with the major release 0.25

Check out this announcement on our website for the complete list of hotfixes!

Vehicles

  • Bruckell Moonhawk
    • Fixed 'Body Colored Trim' - color changes no longer affect each other
    • Fixed some trim pieces not being properly affected by 'Body Colored Trim' skins
  • Civetta Scintilla
    • Removed unused test thrusters from root jbeam as they were breaking mods
    • Fixed duplicated rear suspension dampers
  • Common
    • Fixed incorrect light colors and patterns on European Police lightbar

Levels

  • Small Island: Fixed AI decal road

Missions

  • Polished 'Island Rally Cross Club Race B' and C missions on Small Island
  • Removed 'Island Rally Cross Club Race A' from Small Island

Audio

  • Updated FMOD, this should resolve rare issues with missing sound on Windows

AI

  • Minor adjustment to Chase mode logic; AI will avoid getting confused if driving directly beside the player

Traffic

  • Improved police / suspect values to make gameplay more enjoyable (less despawning)
  • Improved road type comparisons for the traffic respawn logic
  • Fixed "toggle traffic" binding throwing an error if the traffic module is not loaded
  • Filtered out spawning large vehicles for traffic (due to physics instability and other issues)

UI

  • Garage Mode: Prevented resetting and making the vehicle drivable

Game Engine

  • GLTF exporter
    • Fixed duplicate packed texture
    • Fixed missing texture for BNG materials
    • Fixed file becoming corrupted when exporting more than 200 meshes

Lua

  • The recently added function queueObjectLua(...) must now be called through be:queueObjectLua(...) instead