Early Access Changelog (0.4.x)

Early Access Changelog (0.4.x)

From BeamNG
This is the changelog of the Race Update and subsequent Steam Early Access versions released as 0.4.x from May to November 2015.
Language: English
Date Released Version Number Contents
Steam Early Access: 0.5.0
November 20, 2015
0.4.3.2

Bugfixes:

  • Fixed "black terrain" render with materials without normal map.
  • Fixed launcher "lavasoft crash" workaround
  • Fixed launcher incorrectly running the 32-bit game in some cases due to buggy memory check
  • Reduced video memory bandwidth usage during shadows render
  • Reduced shadow acne
  • User Interface: Added support for manually sorted vehicle factory colors
  • User Interface: Added automatic color sorting on unsorted factory colors from vehicles
  • User Interface: Fixed environment menu not reseting gravity and simSpeed on reopen
  • Fixed vehicle selector ordering with old/incorrectly setup mods
  • Input: Fixed FFB sometimes ceasing to work when reloading or replacing a vehicle
  • Input: Improved all bindings input lag (now they all have the same reaction time as fastpath steering response)
  • Input: Improved dynamic steering response by one frame
  • Added smoothing to AI's steering, to prevent AI from breaking steering rack
  • Fixed sounds not working on nodes other than CAMERA or ENGINE

Features:

  • Allow to start scenarios by hitting throttle pedal/axis/button
  • Lazy loading of all apps (custom apps now supported, we will update the tutorial soon)
  • Added missing Trip Computer app

Vehicles:

  • Centered all cars' interior cams
  • Removed tint from all cars' windshields, added tint to some cars' side and rear windows
  • Added more colors to some cars
  • Fixed various cars' welded/locked differentials
  • Covet: New "Beater" variant
  • Moonhawk: Several different paintjobs added (was in the last update but left out of changelog)

Terrains:

November 16, 2015
0.4.3.1

Vehicles:

  • Barstow: tweaked deformation, improved front end rigidity (less shaking/wobbling over bumps), improved door glass breaking, fixed some wheels being unstable, added stage 1 supercharger for 423 engine, tweaked torque curves, fixed drag shifter and fuel needle not working correctly, texture and mesh fixes (engine bay braces moved to be part of fenders, main spec+normal+diffusemap improvements, engine bay mesh split), mirrors moved to main .dae
  • Moonhawk: remade gear ratios, added I6 automatic variant and 3-speed manual for I6, tweaked deformation, improved front end rigidity, improved door glass breaking, fixed front dampers
  • SBR4: improved door glass breaking, more downforce from wing
  • Roamer: added fire chief skin/variant, changed "Highway Patrol" to "Sheriff", minor texture tweaks, UVed parts of wheel wells and other areas to be skinnable
  • Bolide: added new spoiler, minor texture tweaks, added group4 configuration
  • Covet: fixed defrost lines showing when rear window was broken, added some new optional hubcaps, fixed left halfshaft breaking too easily, added rally paintjob
  • Pigeon: fixed 600cc engine working underwater
  • Sunburst: tweaked shift points, stronger RS wing, Police RS not using race wheels anymore, added 'French Gendarmerie', added police skin, police beacon light
  • Pessima: fixed some wheels being unstable
  • 200BX: handling tweaks, less oversteer-prone, stronger GT wing
  • T-Series: reduced weight to be more realistic, made ram plow heavier, changed transmission from 13 speeds to 12 with new ratios
  • Grand Marshal: fixed missing racing wheel
  • H-Series: added police variant

Levels:

  • Grid Map: improved performance, minor color adjustments, some lighting improvements
  • Jungle Rock Island: texture improvements for vegetation, reduced overexposure on sand texture, adjustments to ocean colors
  • Hirochi Raceway: fixed stair collision on the stadium
  • Most maps were cleaned up and some behind the scenes errors were fixed

Physics:

  • Fixed vehicle recovery
  • Added x16 slow motion step
  • Small optimizations in physics core
  • Reduced FFB latency
  • Open differential stabilization (to reduce run-away engine problems)

Features:

  • Forced launcher to run 32-bit version when system has low memory (less than 3.7GB)
  • Forced launcher to run 32-bit version when Lavasoft Web Companion is installed on Windows 8.1 and up
  • Added logging of reasons why launcher chooses not to run 64-bit version
  • Added CEF control texture to detect when browser doesn't send screen updates
  • Added normalization to Blinn-Phong specular; specular strength is not necessary now

Input:

  • Added rumble effects for XBox gamepad controllers (work in progress). You can test them in Dashboard menu > Controls > Force Feedback > ThumbLX > Force Feedback Enabled > Apply.
  • Fixed accelerate+brake binding having a deadzone in the first half (affecting wheels with combined pedals, joysticks axis, etc)
  • Fixed FFB not working with some steering wheels and joysticks
  • Fixed FFB heavily impacting the framerates when certain controllers where plugged (e.g. Saitek R440, among others)
  • Fixed noisy/hi-res axes in one controller shadowing the rest of controllers even when deadzone was correctly set
  • Re-enabled Logitech G27 steering wheel LEDs

User interface:

  • Speed improvements for vehicle selector
  • Fixed wrong app names in edit mode
  • Improved vehicle selector ordering
  • Bug fix in environment when no time information is available
  • Added tooltips to control bindings; updated style
  • Doubleclick in vehicleselector works again
  • Fixed too big tiles on big or triple screens
  • Fixed a cursor bug on leaving the UI editor with ESC
  • Fixed "empty grey button" in controls assignment menu, happened when certain Windows Drivers took a bit longer to load after plugging a new controller
  • Fixed inability to create new bindings when a controller had no previous bindings
  • Selections are highlighted again

Bugfixes:

  • Fixed errors when internal cameras section is empty
  • Improved mods loading speed during startup
  • Fixed out-of-bounds memory access in locale file parsing
  • Fixed launcher crash when game path contains unicode characters
  • We precompile all .dae files now prior shipping resulting in faster loading speeds
  • Fixed engine sounds: Engine sounds are using now the throttle of engine and not the throttle pedal's state
October 31, 2015
0.4.3.0

Physics:

  • Vehicle collisions: Improved vehicle to vehicle collisions
  • Ground simulation: Improved simulation of ground layer, tire rolling resistance is now 3 times smaller

Vehicles:

  • New vehicle: Gavril Barstow
  • Vehicle parts are loaded recursively from vehicle folder, this allow to have vehicle parts folders with own/separate materials.cs
  • Tons of new wheels, mod parts, and variants for many cars
  • Brand new high resolution lettering for Covet, D15, Roamer, and Grand Marshal
  • New modern lightbar and new police variants for the Sunburst and 200BX
  • Support vehicle paint designs/vehicle skins on vehicle configurator
  • Made cars skinnable: Added unmirrored skinnable UVs on 2nd UV channel for several cars (200BX, Covet, Roamer, H15, Bolide, Grand Marshal), more coming soon!
  • Covet: Redone higher quality light textures, added optional factory graphics, added lots of new custom parts and wheels, fixed off-center steering wheel
  • Roamer: New sheriff skin
  • Grand Marshal: New police skin, fixed missing push bar, added several new wheels, reduced weight to be more realistic, corrected engine weight
  • D15: Reduced weight to be more realistic, added optional body colored bumpers and grille, improved off-road swaybar design
  • 200BX: Added several new wheels, reduced weight to be more realistic, fixed pedals clipping through the floor
  • H-Series: New delivery skin, fixed van being too rear-heavy, improved off-road swaybar design, fixed exploding hydros
  • Bolide: Added optional factory graphics, lots of suspension tuning and improvements, some new wheels
  • T-Series: Fixed rear wheel hub stretching, reduced stiffness of front suspension, added ram plow for plowing through cars
  • Moonhawk: Corrected engine weights, improved roof/pillar deformation, fixed off-center steering wheels, added optional 4-barrel carburetors for slightly more power, new color for drag
  • SBR4: Fixed TT S2 shock absorbers breaking, improved ESC and general handling
  • Sunburst: Several new wheels
  • Pessima: Fixed missing 1.8L and 2.0L engine meshes, fixed engine mounts sometimes breaking, added custom variant, stronger clutch for V6
  • Pigeon: Added a viscous limited-slip differential to the Pigeon 600, added rear dampers, front suspension tweaks, added variant with stabilizers
  • New prop: Concrete Retaining Wall
  • New prop: Cinder Block Wall
  • Improved visuals for tire smoke particles
  • Tilt Board: Updated model, textures and jbeam
  • New vehicle thumbnails
  • Some improvements to cars' roof and A-pillar deformation
  • Heavily reworked support beams on most cars' bumpers to improve clipping and deformation
  • Added more collision triangles to bumpers and fenders to guard against hooking
  • Reworked exhaust deformation on all cars
  • Added subtle cubemap to all cars' interiors
  • New racing slick tire textures
  • Standardized reflection map values for Sunburst, 200BX and Pessima
  • Increased all cars' aerodynamic drag now that rolling resistance is lower
  • Improved tire stability
  • Improved tire cornering stiffness at high speeds
  • Visual improvement to tire deflation
  • Suspension damping tweaks (Typically lower compression damping, higher rebound)
  • Tuned some engines' burnEfficiency for more realistic fuel consumption
  • Properly aligned all mirrors and assigned reflective material
  • Slight interior camera position tweaks
  • Added "value" attribute to all car parts (preparation for gameplay features)
  • Added optional license plates (US size) to all cars (WIP!)
  • Node and beam scaling "baked in" - no more fudging with different values in different jbeams and not using real numbers
  • Tuned steering on cars to better suit high frequency FFB
  • Improved ESC/TCS warning lights: Now permanently illuminated after ESC/TCS shutdown, Blink rate is constant now, Added working lights to the Sunburst, TCS now has its own warning light
  • Added electronic LSD simulating functionality to the TCS: Works best in Sport mode of ESC/TCS
  • General reliability/performance work on ESC/TCS
  • ESC/TCS tweaks
  • Fixed tire sidewalls being too delicate at high speed
  • Torque reaction improvements to reduce suspension squat and dive

Levels:

  • Jungle Rock Island: Improved static reflections and miscellaneous minor improvements
  • East Coast, USA: Very minor improvements, improved AI pathfinding
  • Grid Map: Added a new swamp area and hills, improved lighting and materials, fixed LOD on lowest graphics settings, fixed depthmap, updated some textures (ground and grass), added a new ramp type
  • Hirochi Raceway: Fixed minor errors
  • Small Island: Removed broken depth map and fixed a minor error with trees
  • Fixed light brightness being too high and causing bloomed out specular highlights

Scenarios:

  • New: Destroy the Moonhawk
  • New: Island Tour - Pessima
  • New: Small Island Chase
  • Fixed: Forgotten Raceway

Bugfixes:

  • Fixed "not enough memory" crash when spawning extra vehicles in large maps on Win7 systems in 64 bit
  • Fixed zip mount order, allowing zips to overwrite files (useful for simple mods that exchange files)
  • Fixed issue related to external apps reading game screen backbuffer (Steam Link working now)
  • Fixed crash on using the new Steam Controller
  • Fixed crash in sound system when reloading some scenarios
  • Fixed luaSocket: now allowed to listen for connections

Input:

  • Force Feedback: Fixed G27 steering wheel producing random forces and randomly changing steering lock limit at times
  • Steering: Fixed FFB joysticks/gamepads not allowing to steer the vehicle
  • Wheel leds: Disabled wheel leds until a last minute problem is resolved
  • Inputmap: Improved inputmap format: no longer will it be necessary to reset the inputmaps to get new functionality
  • Inputmap note: existing inputmaps will be automatically converted from the old ".json" format to the new ".diff" format the first time BeamNG is run
  • Inputmap: Added inputmap for Thrustmaster F430 Cockpit Wirelesss (work in progress)
  • Bindings: Deprecated 'scale' setting from bindings
  • Bindings: Removed 'ranged' setting from bindings. This is now selected automatically by BeamNG so you don't need to guess what to use
  • Bindings: Fixed mouse bindings still working sometimes after being removed
  • Camera: Fixed bug that would leave camera constantly zooming in (or out)
  • Vehicle switching: Fixed shift+tab going to next vehicle instead of previous one
  • XBox One: Fixed XBox One gamepad being detected as two separate controllers sometimes

User interface:

  • We ported the complete app subsystem to the new UI, having everything in the new system now. Much easier to maintain and work with.
  • Lots of improvements to the UI and its usability - too many changes to put them all here.
  • Added Performance module: shows a lot of useful data about what takes how much time every frame. more data, faster, scaling with screen size now
  • Fixed lagging: Added Streaming javascript that prevents blocking for no reason
  • Fixed issue that prevented switching between FPS and Metrics panels unless you hid the existing one first
  • Moved advanced metrics from the now-simple FPS panel, to the Metrics panel
  • Vehicle configurations are sorted by default by value now
  • Improved vehicle selection filtering and sorting
  • Fixed physics unpausing when exiting photo mode
  • UI Metrics: Fixed bug that prevented hiding the Metrics panel with the same key that displayed it

Known problems:

  • G27 leds temp. broken, was breaking FFB altogether
  • Vehicle Recovery System (Insert button) broken
September 25, 2015
0.4.2.2

Bugfixes:

  • Fixed incorrect detection of invalid hardware

Content:

  • T75 fix beams slowly deforming/breaking in suspension and concrete mixer, slowed steering speed a bit
0.4.2.1

Features:

  • Input: Added default inputmaps for Thrustmaster T300RS and Thrustmaster TX Racing Wheel. They should now work out-of-the-box. (Note to owners: if the vehicle veers left or right while the steering wheel is perfectly centered, please follow the official centering guide: http://ts.thrustmaster.com/faqs/eng/thr_eng_00157.pdf )
  • Input: Added force feedback support for more wheels and for joysticks (some wheels identify themselves as joysticks instead of wheels, such as Logitech MOMO Racing Wheel)
  • Added 'scenariohelper.lua' to ease the process of creating a scenario lua script
  • Improved launcher integrity checking after an update: its faster and actually reports the real progress including an ETA
  • Added logging and crash reporting to launcher application so we can debug problems in there

Bugfixes:

  • Fixed crash on startup with some types of monitors
  • Fixed crash on vehicle material switch
  • Fixed crash on computers under minimun requirements, now we show an error msg on WindowsXP and DirectX9 systems
  • Fixed debug objects being drawn multiple times
  • Fixed crash on Windows Vista when trying to get system memory values. This was the bug that users reported as 'crash on integrity checking'
  • Fixed random crash playing sounds: due to asynchronous usage of the sound system
  • Fixed sound system breaking LUA for objects with no engine
  • Fixed bananabench showing errors
  • Fixed scenarios spamming the console when changing the time
  • Fixed vehicle instability warning not being shown
  • Added 'cleanup.bat' file that cleans the cache folder
  • Cleaned up sound code by removing bits that were used by the old async sound loading system
  • Fixed TCS not accounting for different wheel speeds when turning, resulting in excessive braking at low speeds and sharp turns
  • Fixed ESC behaving asymmetrically
  • Fixed truncated log lines in ingame console
  • User Interface: Tweaked airspeed app
  • User Interface: Fixed apps showing incorrect steering values when a force feedback device was being used
  • Input: Moved all input logs to beamng.log (beamng-input.log file will no longer be created)
  • Input: Fixed extremely low framerates when using certain steering wheels (such as Thrustmaster 458 Italia)
  • Input: Fixed force feedback subsystem not being able to locate the force feedback controller if many devices were plugged in certain specific order
  • Input: Fixed log flooding while using XBox gamepads
  • Input: Fixed lack of Force Feedback when mouse hovered over the UI or apps
  • Input: Added several traces to better debug the remaining force feedback issues
  • Fixed collision triangles not breaking
  • Fixed visualization of broken collision triangles
  • Fixed crashing bugs in debug drawing
  • Fixed manual waypoint preserving for maps
  • Artificial Intelligence: Fixed AI planning
  • Artificial Intelligence: The AI can learn car turning G forces now
  • Artificial Intelligence: Improved AI flee planning
  • Fixed vehicle quad collision generation
  • Fixed catalytic converter only working while debug mode was enabled

Levels:

Vehicles:

  • SBR4: Improved top speed, added new variants and wheels (S RWD and S AWD), tuned anti-roll bars and suspension for less understeer, brighter taillights, tweaked rear bumper deformation, fixed pedals clipping, reconfigured ESC to be less aggressive
  • Covet: Fixed Sport rear tire breaking at 170km/h+, improved stability of Race tire
  • Bolide: Fixed 390GTR front wheel breaking too easily, edited beamSpring on tailgate, to prevent it from warping
  • Pigeon: Fixed tire breaking too easily and freezing physics
  • Pessima: Fixed engine mount beams breaking/bending suspension, fixed rear camber, cleaned up materials file
  • T75: Fixed sleeper cab door deformGroups, fixed Sleeper self collision on spawn, adjusted hood deflector UVs
  • Moonhawk: adjusted Drag wheelie bar
  • Adjusted specular sharpness on all cars materials
  • Rocks: added the configuration files for the Rocks prop, added another configuration containing 3 large rocks
  • New preview pictures
September 18, 2015
0.4.2.0

Vehicles:

  • New vehicle: Hirochi SBR4
  • Tuned suspension and tires for almost all vehicles for more realistic behaviour
  • 200BX: improved trunk, suspension, steering, deformation, exhaust detach, added deep dish steering wheel
  • Barrel prop: added preview
  • Bolide: new 390 GTR wheels, weight reduction, improved tire values, tire tweaks, tuned force feedback
  • Cannon: increased damping and reduced shaking
  • Covet: improved engine mesh, drivetrain damage behaviour, deformation, added deep dish steering wheel, new tires and tuning them, fix halfshaft breaking too easily, dash and interior mirror flexbody improvement
  • D15: improved suspension behaviour and mesh, wheels, interior cameras, new tires, reduced drag, reduced jelly wobble, fixed offroad wheels inverting
  • Grand Marshal: improved wheels, engine, added halfshaft beams to allow loss of power to wheels, fixed rear door disappearing, added deep dish steering wheel
  • Moonhawk: improved stability, deformation, increased engine power, added welded diff option, improved transmission, added supercharger mesh, drag transmission, '73-'75 fascia, rear filler panel, deep dish steering wheel, new alternate sport config, added rallye wheels, added drag wheels and tires, added Drag version
  • Pessima: fixed misaligned interior textures and added detail, improved structure, stronger exhaust, renamed some parts, added sport variant w/spoiler, stiffer suspension, and new wheels, improved deformation, added hinges to hood/trunk, increased engine power, fixed missing paint on the edge of rear bumper
  • Pigeon: improvements to body, added a 600cc fuel injected engine, fixed rear suspension, fixed speedo, fixed seams
  • Roamer: new tires
  • T-Series: fixed internal camera ordering, added T75 Sleeper, Heavy Duty bumper, hood deflector
  • Sunburst: improved suspension, wheels, rally variant, racing transmission, engine mounts and deformation. Increased engine power, added deep dish steering wheel, fixed base model tachometer glitch, made sunroof optional, updated ESC, added Police variant
  • H15: improved cab jbeam
  • Rocks prop added, containing 7 different sizes
  • Large Metal Ramp prop added
  • Rollover sled prop added
  • Tire wall prop added
  • Cubemap added to custom steering wheels
  • Updated preview images for vehicles

Features:

  • Force Feedback: vastly increased fidelity and reduced input lag, specially in low framerate situations, by implementing a high performance steering subsystem (allows the physics core to communicate at the highest rate supported by the steering wheel hardware, up to 2000 Hz)
  • Input: new Logitech G920 (to be released in October) and Logitech G29 steering wheels are now supported out of the box (work in progress)
  • Driving assistance: Improved ESC functionality, implemented new TCS functionality which works close to how real life systems operate, added TCS debug app, ESC/TCS now remembers its state (regular, sport, off, etc) across vehicle resets
  • Improved game performance in certain hardware configurations, by making sure the correct power saving mode and the dedicated graphics card are used
  • Audio system: we started researching on where to go in terms of sounds. We included a simple, loop based mixing system that you can hear on the Covet
  • Internationalization: we started to make the game translateable to some extent. This is currently still under heavy work and therefore not enabled or usable by now. We will write a separate blogpost about game translations later on
  • Input: slight performance optimizations in bindings subsystem
  • User Interface: improved responsiveness when several input devices are connected
  • User Interface: added ability so sort scenario by newest/difficulty/author
  • Improved tire model (all vehicles except T75) Tires are now achieving peak grip at realistic slip angles/ratios.
  • Improved Electronic Stability Control (ESC) behavior
  • Added brakeSpring property to all cars for better ABS function and more predictable lockup of brakes.
  • Improved torqueArm/nodeArm physics to improve fidelity of reaction torque from throttle and brake
  • Vehicles now track a rough damage estimation (used by scenarios)
  • Added FFBcoef option, that allows per vehicle control of the FFB forces, defined in the new "input" Jbeam section
  • Added liftCoef parameter for collision triangles, allowing more accurate simulation of wings
  • LUA scripting: added ability to get the starting arguments of the game: Engine.getStartingArgs()
  • Terrains can now use an overlay texture of up to 4096 pixels

Bugfixes:

  • Renderer: fixed crash when taking a screenshot after changing graphic quality settings
  • Renderer: fixed possible problems with DirectX10 GPUs
  • Renderer: fixed Flexbodies with more than 65k vertices not being displayed correctly
  • Filesystem: fixed terrain export path for the editor
  • Filesystem: fixed virtual filesystem problems related to non-ASCII filenames
  • User Interface: CEF version updated, fixed framerate limiter not working correctly
  • Controls menu: fixed certain devices not updating their status in the Hardware tab, fixed inability to disable Force Feedback
  • Fixed the UI throttler, reducing the CPU usage
  • Fixed lots of warnings/errors on game start, making the console more useful to find and fix them
  • Fixed dynamic collision instabilities with new tires. This also improved the friction characteristics of dynamic collisions
  • Increased the precision of the braking subsystem. This was affecting the brakes of cars that were being carried by other vehicles
  • AI fixes
  • Fixed problems with ice and snow surfaces/particles
  • Fixed wind UI App not working (still broken to some extend)
  • Fixed incompatibilities in the outgauge protocol implementation

Misc:

  • Updated Main Menu and Loading screens
  • ALT+U to hide the UI (The game will still use SHIFT+U if you have an older version of the inputmap in 'Documents/BeamNG.Drive/settings'
  • Improved error messages on DirectX9-only hardware
  • Better error logging on DirectX11 to improve crash reports analysis
  • Improved part configuration menu
  • Meshes with visual collision enabled emit a warning now in order to fix this performance problem
  • Improved bananabench
  • Improved torqueArm warning message on vehicle loading
  • Renamed torque3d.log to beamng.log
  • Added CPU name, memory size and battery status to beamng.log
  • Crash reports are now stored in My Documents/BeamNG.drive/cache/crashreports
  • We had to remove Windows XP support completely by now. If you cannot play the game due to this anymore, please contact our support: http://www.beamng.com/contactus/
  • Graphics hardware that supports at least DirectX 10.0 is required from now on. If you cannot play the game due to this anymore, please contact our support: http://www.beamng.com/contactus/

Levels:

  • Grid Map: updated palm tree textures
  • East Coast, USA: added sawmill, improved water visuals, some terrain adjustments, fixed bridge FPS
  • Small Island: removed a terrible car destroying bump
  • Hirochi Raceway: removed duplicate mission file
  • Jungle Rock Island: minor terrain/road work, fixed shading on fuel tank
  • Maps updated to use human readable forest format
  • Improved particles for dirt/dust

Scenarios:

  • Improved level loading with scenarios
  • Improved scenario finish screen
  • Cleaned up scenario code
  • Added 'Police Patrol' scenario
  • Added 'Broken Truck' scenario
  • Added 'High Speed Highway' scenario
  • Added 'Rally to the Port' scenario
  • Added 'Car Delivery' scenario
August 9, 2015
0.4.1.2

Bugfixes:

  • Fixed crash on startup when a gamepad doesn't have full battery
  • Fixed Pessima V6 configuration not loading properly
  • Added fallback for torqueArm

Content:

  • Added "Port Escape" scenario featuring the Pessima
  • Added "Drown the Pigeon" scenario
  • Pessima: Added "stanced" configuration
  • H45: Tuned heavy duty rear suspension to take loads better
  • D15 Custom Off-Road: More damping and limiter damping
  • East Coast, USA: removed duplicate bridge
August 7, 2015
0.4.1.1

Features:

  • Small optimizations in the physics core
  • Increased timing for engine drowning
  • Controller hotplugging fixed: you can now plug/unplug controllers (joysticks, gamepads, steering wheels) at any time

Bugfixes:

  • Fixed invisible Vehicles on DirectX version 10.1
  • Merged resolution and refresh rate options for a better user experience: it was not showing all resolutions before
  • Fixed black water on Low quality settings
  • Fixed XInput cache file infinitely growing in size
  • Fixed each XBox controller being detected as two different devices at the same time
  • Fixed various "XBox controller plugged" messages appearing at wrong times
  • Fixed broken bindings (H-shifters and camera zoom) in the following steering wheels: SideWinder Force Feedback Wheel, Fanatec Porsche 911 Turbo S Wheel, Ferrari F1 wheel Integral T500, Logitech Driving Force Pro, Logitech Driving Force GT, Logitech Momo Racing Force Feedback Wheel
  • Lowered G27 LEDs log severity during successful initialization
  • Fixed 'Device Detection' progress dialog not showing up if the process takes a long time
  • Fixed 'Device Detection' progress dialog sometimes being stuck open forever
  • Fixed all 4 possible XBox controllers sharing the exact same name

Content:

  • New vehicle: Ibishu Pessima
  • Added Pessima test scenario
  • Added self-collision to wheel axis nodes
  • H15: Interior mirror flexbody fix
  • T-Series: Fixed incorrectly being front wheel drive, acceleration bug fix & an issue where the engine would stop if any node touches water
  • Various small vehicle improvements and fixes
  • Minor improvements for Jungle Rock Island
July 31, 2015
0.4.1.0

DirectX 11

  • We have switched from DirectX9 to DirectX11. The benefits are improved performance, future proofness and a good step towards modernizing the game engine core. The downside is that DirectX 11 will not run on Windows XP any more.

Features:

  • Moved some calculations to the GPU, speeding up the flexmeshes considerably
  • Implemented realistic Electronic Stability Control with multiple switchable configurations: Use CTRL+Q to switch. The Hirochi Sunburst is currently the only vehicle modern enough to have ESC support.
  • Small startup time improvement
  • Added force-feedback defaults to Fanatec and T500RS wheels
  • New main menu background images replacing the blurry video - Higher quality and more appealing
  • Added new vehicle Lua API: getYawAngularVelocity, getPitchAngularVelocity, getRollAngularVelocity
  • Added brakePressureDelay to simulate delay of air brakes on heavy trucks
  • Changelogs in the start menu and the info tab Improved debug visualization for sounds.
  • Windows 10: Tested and found to be working well, fixed version reporting
  • Input: Mouse wheel, axes, and some buttons can be bound now, enabling you to have mouse steering Improved bindings: now faster and more direct: calling VLua, ELua, JS or TS directly
  • G27 steering wheel RPM LEDs working
  • Fixed setting bindings of high-end controllers that can fire rapid events (such as Fanatec CS or Saitek X-55)
  • Fixed inability to add and save bindings after the last one has been removed
  • Right mouse button "look" is now a binding like the rest (and can be replaced by mouse steering, accelerate & brake, and many others)
  • Add filtering options to mouse controls (deadzone, linearity, inversion)
  • Show controller name next to axis/button identifier when editing a binding (to help those with many controllers connected at the same time)
  • Show device type icon (keyboard, gamepad, etc. icons) next to most binding assignments
  • Minor GUI improvements in Controls menu to improve usability
  • "Advanced Functions" mode now also disables certain hotkeys used for debugging and alike.

Bugfixes:

  • Vehicle loading optimized making it 3x faster
  • Using average wheel speed for speedometer instead of the speed of one of the wheels
  • Fixed physics core loosing beams under rare circumstances
  • Differential improvements
  • Fixed crash when loading dead island mod with "Direct Sound" enabled
  • Removed all sound providers except one for now.
  • Fixed an issue where users could not define an audio device properly
  • Fixed negative values in colorpicker
  • Fix for suspension replacement disabling steering
  • Prevent CEF console from being enabled at the same time as full screen mode
  • Fixed sorting of rendered objects to reduce pixel fillrate, GPU state changes and to improve instancing
  • Fixed crash when more than 16 sounds are playing at the same time
  • Fixed default water density being far too low

User Interface:

  • Added new Electronic Stability Control and ABS UI debugging apps
  • New and improved colorpicker in the vehicle selection
  • Several minor fixes to the UI: dashboard selection/highlighting, vehicle selector sizing too far
  • Improved auto-hiding of the dashboard: after 30 seconds and only when no tab is open
  • Vehicle Selector performance problems fixed: showing up much quicker now
  • Fixed Problem in the UI with duplicate audio devices making the UI stop working
  • Fixed Tacho2 up when engine values were missing: "NaN" is not shown but instead hiding the value now

Terrains/Gameplay:

  • Jungle Rock Island: Airfield progress, AI improvements, new materials/textures, added a fort, fixed dirt road suddenly ending, also now released and stable
  • Grid Map: Added an ice patch, extended existing terrain samples
  • East Coast, USA: Improved materials and LODs for buildings for improved performance
  • 4 new Scenarios: Moose Test, Jungle Rock Island Shortcut, East Coast USA Jumps, Heavy Machine Delivery
  • Updated colmesh for striped concrete barrier
  • Fixed "Supercar Rally" scenario
  • Fixed "Island Tour" scenario

Vehicles:

  • T75: Added new Cement Mixer upfit. Continued optimizations. Redesigned front jbeam to better simulate leaf springs. Fixed missing hood and fender cams, rear spotlights. Fixed slow onset instability problems.
  • Sunburst: Added new rally parts and non-ABS brakes to the Rally model
  • 200BX: Added new spoilers (XType and Small Lip).
  • Tierod stiffness increased, fixed LSD diff being locked
  • D15: Added new off-road parts and "D15 V8 4WD Flatbed Custom" config.
  • Fixed ABS settings for steelwheels, increased front suspension damping
  • D15/Roamer Small Trailer: Improved trailer wheels, collision and suspension
  • Roamer: Added new roofrack objects, spare tire, carry bag
  • Sunburst: Stiffened door hinges, headlights, tierods
  • Improved ABS system, also tuning (to suit new system): 200BX, D15, Grand Marshal, Sunburst
  • Bolide: Fixed normalmap artifact, fixed doors colliding with fenders, stiffened chassis
  • Covet: Added new rally parts to the Rally model, Increased HP of base model
  • Grand Marshal: Stiffened chasssis and rear door hinge, fixed dashboard mesh stretching
  • Pigeon: Increased suspension damping
  • H15: Fixed rear view mirror mesh stretching, increased front suspension damping
  • Concrete Barrier: Remade nodes/beams, replaced with an updated model
  • Added a "Kick Plate" prop (scenario to use it will come)
  • Flexbody binding improvements/fixes: 200BX, Bolide, Covet, D15/Roamer, Grand Marshal, Sunburst, T75
  • Improvements to glass strength: 200BX, Bolide, Covet, D15/Roamer, Grand Marshal, Moonhawk, Sunburst, T75

Wiki updates:

  • pressureWheels Wiki page added: PressureWheels
  • FlexBodies Wiki page improved, multiDAE incorporated: Flexbodies Beams
  • Wiki page improved: Beams
June 26, 2015
0.4.0.6

Features:

  • Improved Performance Helping: Better guidance with performance problems
  • Ability to disable inter-vehicle collision for low performance systems resulting in nearly doubled performance.
  • Auto hide dashboard after 15 seconds without focus
  • Added a years filter to vehicle selector: Allows you to filter vehicles by manufacture date
  • Added Advanced Mode: Hides some more advanced functions like the debug mode, etc in the user interface by default
  • User presets in Colorpicker
  • Now hiding the Tacho in cockpit mode
  • Added Bananabench to the game user interface (under Help > Performance)
  • 2-5% physics core speedup
  • The console application now accepts and forwards command line arguments
  • The Modmanager can now unpack/pack and open mods for easier mod creation - always backup your files - this feature is work in progress

Bugfixes:

  • Force Feedback working again
  • The game now tries to create a profile in the Nvidia settings to enforce the usage of the dedicated graphics card
  • Fixed backward compatibility only working the first time, but not when the game is restarted
  • Fixed physics stress debug mode
  • Fix for mods with a space in the folder path
  • ABS indicator fix
  • Converted remote controller to an extension, not loaded on startup by default anymore
  • Fixed luasocket sandbox allowing the 0.0.0.0 broadcast address now
  • Bananabench: Reduced the error rate by increasing the steps
  • Fixes for missing hydros in jbeam
  • Fixed possible problem with background image which rendered the complete game not working

Content:

  • Moonhawk: Improved door flexbody spike and deformation, self collision issues, rear bumper jiggle
  • H15: Tweaked driveshaft strength, corrected steering lock, improved off-road tires, fixed cab instability
  • D15: Improved off-road tires
  • 200BX: Durability tweaks, windshield mesh error, widebody quarterpanel UV mapping corrected
  • Tilt Board: Model updates
  • T-Series: Jbeam overhaul, improving performance.
  • Jungle Rock Island: progress (roads, port, tunnels, lighthouse and more)
  • Skyboxes converted to dds file format

As the next release supports DirectX 11 or higher, this is the last version supported on systems running Windows XP.

June 14, 2015
0.4.0.5

Features:

  • Added a mod manager - more info here: [1]
  • Dashboard is now hidden in the UI Editor, making it easier to position elements
  • Spacebar now binded to handbrake
  • Improved Xbox controller inputmap
  • Slightly faster bindings search
  • Show last used binding in Controls menu, for quick access
  • The virtual filesystem (responsible for zip loading) is now case insensitive. This improves backward compatibility a lot.

Bugfixes:

  • Improved backward compatibility for old mods a lot: case insensitive filenames in zips and dynamic mounting into the correct place if the vehilces/ or levels/ folder are missing inside the zip
  • Disabled advanced debug text drawing by default
  • Fixed inability to use certain keys for bindings (e.g. space bar)
  • Fixed Steam taking screenshots with random keys
  • Fixed inability to modify a binding twice in a row
  • 'Revert' binding button works again
  • Prevent duplicated bindings in several situations
  • Added user path fallback if the user path is not writeable
  • Fixed VSync on startup
  • Removed unneeded sound providers for now, fixes the XAudio_.dll error.
  • The launcher will now check if DirectX is installed properly instead of the program failing with "The application is unable to start correctly"
  • Fixed DirectX error messages while in fullscreen: were behind the game
  • Fixed launcher backing up the log files and creating empty folder when there was nothing to back up :|
  • Disabled automatic writing of updates of materials.cs files when a material is not found and generated on the fly: fixes the random levels/ and vehicles/ folders in the user path
  • Fixed Force feedback being broken on certain hardware: It tried to send forces to the keyboard ... :| (seriously, FFB on a keyboard?!)

Content:

  • Fixed Skycurve 2 sorting
  • Added various missing preview images
  • Converted flares to .dds texture format for performance increase
  • Jungle Rock Island: Progress on roads
  • 200BX: Added "custom" config, ABS for higher trim levels, strut bar, custom wheels & improved bumper deformation
  • Sunburst: Fixed incorrect collision triangles, improved bumper deformation, improved a-pillar deformation
  • Grand Marshal: Improved bumper deformation, improved a-pillar deformation
June 7, 2015
0.4.0.4

Features:

  • Added Brake Proportioning Valves
  • Improved AI's path planning
  • Custom filtering allowed to all kind of controls instead of only axis
  • Automatically switch to manual gearbox when possible if using a hardware shifter (G27 and alike)
  • Improved Vehicle Selection

Bugfixes:

  • Fixed a problem causing the game to launch in a higher resolution / refresh rate than the display supports
  • Fixed V-Sync option not working properly: previosuly your windowed framerate could be higher than the fullscreen one. Please check if your vsync is on/off now.
  • Fixed a problem with the forest causing stuttering gameplay
  • Improved imposters generation
  • Added non-writable user path fallback: If the game cannot write to "My Documents" it will choose a folder relative to the installation folder as fallback
  • Fixed water reflecting debug objects
  • Fixed a problem causing the 'Controls' screen to become unresponsive or lag
  • Fix for scroll in the FFB's window for smaller resolutions
  • Fixed chat usernames not working

Content:

  • Jungle Rock Island: More progress
  • Bolide: Improved dashboard deformation
  • Sunburst: Various fixes and improvements
  • Covet: Fixed collapsing suspension, improved roof stiffness
  • 200BX: Improved roof stiffness and various durability tweaks
June 2, 2015
0.4.0.3

Bugfixes:

  • Fixed backward compatibility of mods: name.cs file is used now as well as the part configs are working now. Also removed 'unknown' category.
  • Fixed startup default resolution possibly too big for screen
  • Fixed screen stuttering in scenarios: Avoiding redundant state changes in rendering
  • Adding missing runtime DLLs for launcher in case the vcredist failed to install properly
  • Fixed missing default unit system: defaults to imperial now
  • Fixed problems with the theme colors
  • Fixed a crash involving missing decals
  • Upgraded LuaJIT version: lots of fixes, fixes some Lua memory problems
  • Fixed issue with xinput where it showed strange messages about missing DLLs to users
  • Fixed crash on particles upon context switch
  • Fixed crash on inability to write the imposter texture to disk
  • Fixed vehicle "types" are populated from the actual vehicles.
  • Fix for an issue with fullscreen toggling
  • Fixed an issue with the vehicle cache
  • Improvements to key binder
  • Added brake information for wheels in GUI streams
  • Increased the speed of the clutch

Content:

  • Jungle Rock Island: Improved performance by roughly 10%, completed a new stretch of road, added new dirt road textures, added new vegetation object (alternate species of the filler)
  • Updated old barriers on Derby
  • Covet: fixed incorrect deformation of windshield cracks, suspension improvements, pbrake shudder reduced
  • Added "vehicle-filter" to UI selector
May 30, 2015
0.4.0.2

Bugfixes:

  • Fixes graphics card containing a whitespace at the end of their name reloading the settings every frame resulting in unchangable settings, bad performance and randomly moving tacho
  • Fixed vehicle selector not scrolling correctly
  • Added missing runtime dlls for the launcher in case the Steam installer fails to install them correctly

Content:

  • Added missing UI app thumbnails
  • JRI optimization
May 29, 2015
0.4.0.1
  • Don't run the x64 exe if on Windows less than 7 SP 1
0.4.0

Features:

  • Major work on the UI: lots of new things and bugfixes
  • Added scenarios
  • Configurable force feedback settings
  • Remember last window size when toggling fullscreen
  • Dynamic steering for keyboard
  • Filtered input for gamepad - Linearity, smoothing, spring
  • Improved default inputmaps for G25/G27
  • Prefab features: Ability to add decalroads into them, Global positioned prefabs
  • Added new tacho based on SVG (see tacho.svg)
  • Re-introducing AI Flee mode using the new AI mode (see AIControl app)
  • Added new race UI features: some apps, improved preset support, reset button in uiedit mode
  • Improved sand and mud groundmodels
  • Added vehicles' glass reflections

Bugfixes:

  • Improved display of level and scenario selection
  • Fixed cursor hiding when over interface
  • Fixes on DecalRoad's having incorrect UVs
  • Fix potential crash on x64 due to bad pointer cast
  • More objects exposed to Lua properly now making them usable in lua
  • Fixes crashes on 32Bit vs 64Bit pointer problems
  • Fix window problems after docking mode (windows and cursor keys)
  • Fixed T3DLua printf not trying to interpret format tags and filling it with garbage
  • Clouds, Forest, Water and Grass now use simulation time: it slows down with the game properly now
  • Removed the old, laggy T3D Cursor that was showing by chance sometimes
  • Fixed random crashed on 64Bit due to png library problem
  • Fixed a crash when full screen have not focus during level load
  • Fixed luasocket sandbox not working properly
  • Add msg for alert users about some incompatible apps with game in fullscreen mode: Bandicam, etc
  • Allow precipitation to have 0 drops (and so disabling it)
  • Improved Lua crash reporting: it writes the stackdump to the log upon crashing now
  • Inut: Fix nonlinearity, fixed input events leaking to the inputmap, FFB options, Disable FFB while the user is using UI
  • Fixed input focus between the UI and the game: now working on click instead of mousemove
  • Input filtering for scenarios: now possible to filter out events so they are not usable in there
  • Fixed big problem on non-ASCII characters and the UI and game interface: special characters should display properly now
  • Fixed inability to create inputmaps from scratch
  • Improved FPS limiter
  • Lua extensions can now have more than one argument
  • Fixed UI Focus problems
  • Water reflection now only uses dynamic reflection or static cubemap, not both as before
  • Options now have an order, not randomly anymore
  • Fixed loading screen up
  • Manual waypoints are preserved: no optimization of the map code of them
  • added vislog for removed nodes: ui apps > aicontrol > vislog
  • Fixed issue with audio provider
  • Fix to allow static objects to use instance color
  • Old automatic waypoint generation disabled
  • Added ability to load custom part configs on scenario start
  • Vehicles no longer reload twice when choosing preset (loading time now faster)
  • Fixed a problems when packing prefabs
  • Cursor hiding when rotating camera

Content:

  • Updated some assets' textures
  • Minor improvements to some assets on Grid Map
  • Various updates to Small Island
  • Various updates to Industrial
  • New props (Haybales, Saw Horse Barrier, Traffic Tube, Wall)
  • JRI - added more forest
  • Bolide: suspension geometry changes, steering and FFB improvements, new tires, fixed fenders' color
  • Covet: brake balance, steering lock improvements, scrub radius tweaks, suspension improvements
  • 200BX: headlight shake fix, drift version upgraded to race brakes, reduced drift tire grip, added rollcage and widebody kit weight
  • T-Series: tire and steering tweaks, fixed drivetrain breaking too easily
  • H-Series: FFB improvements, shake reduced, detailed V8 engine added, fixed engine clipping, added liftkit, updated decals
  • D15: suspension improvements, steering speed adjusted, bed more stable for object interactions, tuning, Added box
  • Sunburst: brake disc, wheel spacing, suspension tuning, improved FFB, swaybar tweaks, Reduced and tweaked weight, restored lost normalmap detail
  • Grand Marshal: reduced shaking, fixed damaged break light texture
  • Moonhawk: tire tweaks, reduced shake, mesh improvements, added door glass
  • Window reflections and broken glass textures for all vehicles
  • Fix for dragCoef causing low top speeds
  • Improved ground models: reduced gravel friction, increased grass friction
  • Added static cubemaps to levels for lowest lighting
  • Added grass particles
  • Hirochi Raceway: updated preview images, added chalk markings for scenarios
  • East Coast, USA: Improved textures and materials, vegetation
  • Industrial preview images updated
  • Added rally start and finish gates
  • World editor: Added navigraph visualization to view "AI path" (also scenario debug in there), Decalroad selection improvement (can now select the top road over others), Template feature for decalroads, drivability to DecalRoad editor (for AI), Removed "scripted" tab and other useless items, Streamlined world editor object list (defaults to current level, ignore cache folder), Advanced Text rendering in the editor: now non-overlapping and with background. To disable: F11 > eye icon > advanced text
  • Lighting fixes and improvements for all maps
  • Tweaked tire screech sounds threshold

Note: Some mods may not work correctly after installing the new update! Update your mods so that they are compatible with this version!

Pre-Race: 0.3.8.3