Early Access Changelog (0.5.x)

Early Access Changelog (0.5.x)

From BeamNG
This is the changelog of the Steam Early Access versions released as 0.5.x from December 2015 to June 2016.
Date Released Version Number Build Number Contents
Steam Early Access: 0.6.0
June 4, 2016
0.5.6.1
2462

Bugfixes:

  • Fixed extremely long vehicle’s loading times
  • Utah: Fixed terrain creating spikes on the eastern end in the tunnel entrance, fixed hole in the map
  • Fixed crash on certain messages from inside libbeamng
  • Improved support tool workflow a bit: added extra field to the support request
0.5.6.0
2459

Physics:

  • Fixed timing issues that could make the simulation run in slight slow motion
  • Fixed engine flooding being partially tied to graphics framerate
  • Fire simulation now uses the dynamic exhahust manifold temperature, fires should happen less often with a cold engine
  • Ability to run the physics with maximum speed. This is the same way bananabench operates – only with graphics. Use with “be.physicsMaxSpeed = true” in the GE Lua console.

Renderer:

  • Added SMAA Antialiasing
  • CPU render optimization for Forest items
  • Vehicle GPU optimizations using compute shaders on DX11
  • Fixed memory leak with dynamic decals/tiremarks
  • Optimized uploading UI to GPU
  • Fixed FPS limiter
  • Fixed skybox rendering
  • Fixed frame limiter always enabled
  • Added moddable license plates (Tutorial here)
  • Fixed vehicle skin slots on child parts
  • Optimized generation of decals/tiremarks on TSStatic objects
  • Fixed generation and render of imposters
  • Improved launcher handle for non-updated OS

Vehicles:

  • Added new vehicle: ETK K-Series (More variants to come later)
  • Added 3 new hubcaps
  • Make Anti-Lock Braking System (ABS) removable on all cars that have it
  • Made door panels optional for Moonhawk and Barstow
  • Fixed various broken link errors in jbeams
  • Official Content is indicated with a small icon now
  • Fixed Large Crusher not observing user defined bindings
  • Added analog input support for Large Crusher (you can now crush vehicles as slowly as you want)
  • Implemented improved ESC 2.0 (WIP), much better control over how cars react to over-/understeer
  • Added damage message when a containing beam of a fuel tank breaks
  • Changed ‘Police’ on ETK800 Lightbar to ‘Polizei’
  • 200BX: Fixed drift tires becoming unstable/popping too easily
  • Barstow: Jbeam improvements to achieve better stiffness on front end and body in general, steering flexbody improvement
  • Bolide: Suspension jbeam redesigned for lower rear roll center, better steering geometry
  • Covet: Fixed Okudai sideskirt self collision glitch
  • D-Series/H-Series/Roamer: Fix off road leaf spring suspension over extending after landing jumps
  • Grand Marshal: Fix instability with 245/50R17 sport tires
  • H-Series: Fixed suspension limits to prevent clipping through flatbed/cargobox
  • Miramar: Front subframe less likely to bend, increased Miramar roll cage strength in front impact, fix broken damping tuning variable, fix missing suspension sounds
  • Moonhawk: Steering flexbody improvement
  • Pessima (89): Fixed rear bumper becoming unstable after minor bumps
  • Pigeon: Redesigned front suspension jbeam, added latest leaf spring design to rear suspension
  • Sunburst: Stronger wheel connections
  • T65/T75: remove license plate on frame with cargobox and flatbed configs
  • Tweaked some dash cams to make sure all cars have consistent camera sway when driving
  • Normalized force feedback strengths between cars, improved high speed steering damping to reduce shake while still allowing fast steering
  • Change all cars steering back to dual hydros (less chance of car pulling left or right)

General Bugfixes:

  • Fixed syntax problem breaking the reload function, forcing users to restart the game
  • Fixed OutGauge support. Instructions here.
  • Fixed shifting mode notification spam during recovery and other situations
  • Fixed some settings not being correctly loaded during startup in a few rare corner cases
  • Fixed crash to desktop when trying to pack prefabs in editor
  • Fixed issue with OpenAL that cause to use a very low number of concurrent sounds
  • Fixed per-level gravity not being used correctly on startup
  • Fixed Crash to desktop on strange sound runtime conditions

Terrains / Scenarios:

  • Created Utah tunnel
  • Completed reduction mill building
  • Added details to Utah
  • Fixed shallow water in Gridmap preventing engine flooding in certain cases

Input:

  • Added option to allow gamepads and other controllers to work even when window is not focused, as well as force feedback (disabled by default)
  • Added Force Feedback response curves for Logitech G25 and DFGT, and Thrustmaster T300RS and T500RS (reset your bindings if you don’t see the curve right away)
  • Fixed parser of force feedback response curves when finding empty values
  • Modified camera related bindings, they are now categorized together in Controls menu
  • Fixed inability to customize vehicle-specific bindings
  • Fixed inability to disable force feedback in multiseat mode in the controllers of secondary players
  • Force feedback and vibration effects are now disabled during pause
  • Deprecated “Switch FOV values” and “Toggle DoF Zoom” bindings
  • Normalized force feedback strengths between cars, improved high speed steering damping to reduce shake while still allowing fast steering

User Interface:

  • New Quickstart menu: control the most important things directly with the gamepad
  • Tweaked Navigation App (now in 3D and with multiple vehicle support)
  • Added vehicle damage app
  • Added visual vehicle damage app
  • New UI app placing
  • Added turbocharger gauge
  • More intuitive apps’ placement
  • Minor bugfixes
  • Updated Main & Loading menu images
  • Fixed TripComputer
  • Fixed Node/Beams Debug App
  • Updated/Fixed Unitsystem for Apps
  • Filter Vehicles in Vehicles Selector for Official and Mod
  • Vehicleselector now also shows pc files
  • Launcher now has a simplistic user interface. Also improved support workflow: It opens the support form after submitting files. You can skip the new UI by using “-noninteractive” as first argument to the game.

AI:

  • Added simple AI chase mode
  • Fixed AI bugs triggering when no player vehicle exists
  • AI speedup through the use of quadtrees
  • Added a function to quadtrees that reduces the memory that they need
  • Added Manual Destination selector in Artificial Intelligence Control app

Terrain Editor:

  • Added new terrain tools (‘smoothing’ and ‘align with mesh’ tools)
  • Added holes feature: you can cut holes into the terrain now and drive below terrain as well.
  • Widened the editor sidebar from 210 to 260 pixels
  • Improved the starting height of the sidebars to fill the whole screen all the time
  • Do not allow the headlights to be selected when selecting vehicles
  • Removed a lot of obsolete sound classes

Misc:

  • Convex objects now have collision
  • Added relative camera mode
  • Improved Node Grabbing: camera will now automatically switch to fixed mode, to prevent grabbing forces buildup
  • Improved vehicle recovery system (Insert key): vehicles will no longer be restored upside down

Jbeam / Lua:

  • More accurate torque reaction physics
  • Added hubTriangleCollision option to pressureWheels
  • Changed support beams to always have 0 transitionZone
  • Removed automatic damping limits on bounded beams. Now, if excessive damping is used on bounded beams it can destabilize them
  • Fixed error in input.lua deserializer when reloading vehicle after having used vehicle-specific bindings
  • Implemented radiatorDeformThreshold, which specifies how much deformation a radiator can take before it actually starts leaking

Known Problems:

  • Torque Curve app broke – removed it for now
April 29, 2016
0.5.5.0
2290

User Interface:

  • UI upscaling option: Scales the UI on big resolutions, fixes performance problems on 4k screens.
  • Units are a lot more customizable now: Added British configuration as well.
  • Redesigned messages app: including new icons, background, etc
  • Ported navigation app to dark theme, as used by the other apps
  • Improved render performance
  • Minor fixes in graphics options

Camera System:

  • Fixed missing internal cameras, added ordering, fixed numbering
  • Added ability to create custom camera mods: Tutorial and Example here
  • Added option to completely disable new/custom camera modes
  • Fixed more issues of camera drifting or behaving oddly with noisy/accurate controllers
  • Chase camera: Inverted looking directions. Fixed weird default to chase camera behavior. Defaults to orbit camera again. Improved zooming.
  • Camera transition speed can be changed or disabled altogether
  • Adjusted all vehicle chase cameras for perfect 1/3 composition of car and horizon
  • Fixed camera resetting behavior
  • Fixed chase camera being selected as default camera, when no default camera had been set

Assorted:

  • Jbeam loading will now treat link problems as errors
  • Improved performance on Lowest Quality settings
  • Added Buttons to vehicle selector to remove vehicles
  • Fixed mesh highlighting in part selector not working correctly
  • Fixed too fast initial recovery speed (was twice the intended speed)
  • Fixed vehicle not being repaired in recovery mode if end of recovery data had already been reached
  • Added engine flooding basic progress display (useful in scenarios that involve drowning of Pigeons)
  • Improved engine hydrolocking process (water flooding is now predictable)
  • Fixed Lua debugger always starting, resulting in slow startup times.
  • Trigger fixes: Rectangular triggers actually triggering correctly now.
  • Added support for scenarios in subdirectories
  • Fixed MeshRoads collision meshes not updating after exiting editor
  • Added default brake pressure ramp-up to simulate braking fluid effects
  • Fixed transmission issues leading to launch weirdness in some cars
  • Fixed ‘Simple Gears’ app not correctly displaying ‘Neutral’
  • Implemented underwater engine block cooling
  • Fix for physics core getNodeForceNonInertial function. This fixes G-meter’s z-sensor and oil starving behavior

Input:

  • Decreased unwanted vibration in low force feedback situations for Logitech G25 and G27
  • Improved force feedback linearity display
  • Added help message for users experiencing weird force feedback with some Logitech wheels. Note: if you have a modern Logitech wheel, you might want to install their latest drivers
  • Increased default force feedback update rates for Logitech G29 and G920 back to previous figures of 2000Hz

Vehicles:

  • Added two-tone skin for Miramar Luxe
  • Added skinnable second UV channel to ETK 800
  • Added plate spoiler and roll cage to Moonhawk
  • Added camper shell/bed cap to D-Series
  • Added new D15 “Marauder” config
  • Improved D-Series bed rack and added accessories (ladder and pipes)
  • Improved Roamer roof rack customization
  • Added tow hitch to 200BX, Pigeon, Bolide, and SBR4
  • Added upfit slot to H15 frame
  • Improved Moonhawk fender flares, added body colored version
  • Fixed some wheel and tire mesh issues
  • Fixed SBR4 radiator damaging too easily
  • Fixed top of Miramar fuel tank being body colored
  • Fixed lots of small bugs/typos/errors
  • Fixed T-Series not having suspension sounds
  • Fixed H-Series seats easily clipping through rear wall, off-road rear shock having too much damping
  • Fixed D-Series/H-Series/Roamer off-road leaf spring shackles inverting, changed steering limiters to support beams, strengthened steering hydro, changed bumpstops to have 0 rebound damping
  • Reduced 88 Pessima and Sunburst rear differential weights
  • Tweaked '88 Pessima turbo
  • Added ETK800 Police version

Terrains / Scenarios:

  • Utah: Fixed many minor issues such as floating rocks, random triggers, etc; changed the warning signs to be the correct type, improved some roads and the way they’re placed, added some safety bushes, improved bush behaviour
  • Hirochi Raceway: improved the Level Of Detail of the roads and added collision to the tents
  • Created a new scenario for Utah: Canyon Race
  • Changed the size of a flare sheet used for lens flares to be a power of 2 to avoid loading errors
April 19, 2016
0.5.4.0
2252

Physics:

  • Physics core performance optimizations (10-50% more MBeams/sec)
  • Reduced memory usage of physics core
  • Added getAirDensity and getAirDensityAtSeaLevel functions to vehicle LUA
  • Added beamLimitDampRebound option to bounded beams
  • Increased stability of clutch at high torque situations (most visible at low gears)
  • G-meter z-sensor does non-inertial measurements
  • Fixed denormal constants in vehicle LUA
  • Fixed incorrect parsing of some ground model properties

Vehicles:

  • Added new vehicle: Ibishu Miramar
  • Added new custom off-road wheels
  • Added tow hitch to all cars
  • Added ‘Weight Multiplier’ tuning to metal box
  • 200BX: Added ‘BlastR’ skin. Fixed beams deforming too much when trying to set alignment. Improved setup of 200BX drift (should hold drift angle more easily)
  • Barstow: New leaf spring design. Improved steering geometry
  • Bolide: Updated ‘Group4’ skin
  • Burnside: Added welded differential option. New leaf spring design. Increased body and frame stiffness
  • Covet: Improved stiffness of body parts. Added rally lights
  • D-Series/H-Series/Roamer: New leaf spring design front and rear. Added bull bar. Improved rigidity of van rear door opening. Reduced D15 frame stiffness for more accurate twist. Made spindles non removable. Added ‘Camo’ skin for D- and H-Series. Fixed HD fuel tank not igniting. Improved stiffness of cargo box and flatbed. Added bug shield and front lip to D-Series. Added D25 and H25 pickup and van configurations with medium duty suspension parts
  • ETK800: Increased clutchtorque ~10%
  • '88 Pessima: Added rally lights
  • Pigeon: increased power of base engine
  • Sunburst: Made rally lights functional/breakable
  • T-Series: Added white steel wheels. Added new turbocharger options, ranging from 300 to 400 horsepower. Separated wheels/tires. New leaf spring design. Fixed large breakGroups/deformGroups causing lag in crashes. Improved stiffness of visor and air horns on the cab
  • Made radiators much stronger and less susceptible to damage from bottoming out
  • Fixed some self-collision instability on some cars
  • Changed shock absorbers to use advanced damping (fast/slow bump/rebound) (on some cars, WIP)
  • Changed bump stop damping to work on compression only (on some cars, WIP)
  • New camera options added to all vehicle jbeams
  • Fixed some broken tire pressure variables (tuning menu was not affecting the tire)
  • Reworked torque curves with more realistic friction and braking properties
  • Fixed some tires still having mesh breaking disabled. Was causing mesh stretching
  • Fixed Civetta wheels becoming unstable on other cars
  • Removed “propulsed” arguments from vehicle jbeams. Was causing problems when wheels or differentials were removed

General Bugfixes:

  • Reduced game startup time a lot by only loading the editor things when actually using them
  • Reduced zbias on decals and roads
  • Reduced grass desity on non-High graphic settings, added a slice toa select custom values.
  • Reduced memory usage on level load
  • Optimizations to reduce map loading time
  • Fixed the game not downloading a mod via the scheme URL when not started first
  • Fixed nodegrabber strength randomly set to zero or other values (was changing while user scrolled through UI menus)
  • Fixed broken meshes when using recovery mode
  • Fixed broken Lua functions: serialize, path.split
  • Game Engine extensions now use subfolders
  • Silenced logging a lot – making it easier to spot the important things
  • Logging on vehicle loading is only enabled if Advanced mode is switched on
  • Improved Bananbench output (http://media.beamng.com/5SB5xeFy2wwdU0b6)
  • Fixed broken Ground models: Attributes had typos. Added error checking for that to prevent similar problems in the future
  • Improved compatibility for vehicles with no camera or refnodes: will spawm simple orbit cam now
  • Improved support for really long log messages.
  • Console window placement saving/restoring working a lot better
  • Fixed null audio provider selected by default

Terrains / Scenarios:

Input:

  • Added customizable force feedback update rate limiter, ranging from 30Hz up to 2KHz (see Controls > Force Feedback menu)
  • Revamped Force Feedback UI app, showing all information related to rate control and force limiters
  • Added tentative fix for Logitech G29 and Logitech G920 force feedback behaving erratically on some computers
  • Added support for force feedback linear response correction curves, with force deadzone detection (see Controls > Force Feedback menu)
  • Added default force feedback response curve for Logitech G27
  • Fixed camera drift when using certain controllers
  • Fixed vehicle-specific bindings not working in scenarios
  • Fixed gamepad menu navigation not working correctly in Controls menu
  • TrackIR support added, simply start the software then the game, should simply work.

User Interface:

  • Increased damage messages duration, so they don’t go unnoticed
  • Updated game credits
  • Minor app improvements
  • Fixed highlighting in Partconfig
  • More Mod distinctions in Modmanager
  • More options (http://media.beamng.com/Ojkz1WeGo6ZkdtUy)
  • Added option to disable the steering wheel prop by default
  • Added option for ‘competitive scenario conditions’: will allow to change vehicles etc during scenarios
  • Improved unit system (interesting for mod creation)

Misc:

  • CPU render optimizations, frame rate stability significantly improved
  • Overhauled camera: new mode, options, customizability (all in Lua now)
  • Added reversed depth buffer to solve clipping/flickering issues on levels
  • Added plan-merging to AI (used by flee AI)
  • Fixed nodegrabber not working if CEF development console was open (‘-cefdev’ parameter)
  • Improved recovery system, will recover faster and faster if you press the key for longer
  • Added notice when user has reached beginning of recovery path
  • Support connecting multiple Android phones via the Remote Control App

JBeam / Lua:

  • Added option to toggle preheating for the thermal simulation
  • Oil thermostat is analog now
  • Oil heating tweaked, oil should overheat more easily now if the rest of the engine is too hot
  • Torque curve app displays flywheel values now instead of raw jbeam inputs, fixed various bugs with the app
  • Fixed turbo torque curve calculation not being correct sometimes
  • Improved beam debug visibility and added deformgroup mode
  • Improved shifting strategies and launch behavior
  • Added oil starvation logic: when a car is upside down, the engine is going to be starved of oil eventually
  • Physics ID refactor: objects now have an identifier that is global and supposed to be used everywhere: vehicle:getID()

Modding changelog:

  • Scenarios with custom extensions need to correct their paths to “extension/scenario/*”
  • Deprecated textures with size non-power of 2 or smaller than 16 pixels.
  • Deprecated non gpu compressed texture formats.
March 16, 2016
0.5.3.2
2036

Bugfixes:

Vehicles:

  • Upgraded configuration files to new format
  • Cargo Door now using dpov instead of upov on Xbox Controllers.
  • Fixed Moonhawk gas tank being body coloured
  • Fixed some unstable tires
March 15, 2016
0.5.3.1
2032

General Bugfixes / Misc:

  • Greatly improved static collision performance in certain areas
  • Added warning to Controls > Hardware menu when G25, G27 or DFGT steering wheels drivers are not properly installed
  • Fixed incorrect time measurement reports during WMI devices detection
  • Fixed thermals behavior with greatly overheated coolant while the rest was still fairly cold
  • Coolant temperature now is being displayed as increasing even without a radiator
  • Tweaked ramp positions on “Big Air Vanster” scenario to make it playable again
  • Exposed thermal damage values to other parts of vehicle lua (including vehicle lua extensions)
  • Tweaked oil heating logic to heat up faster under high revs
  • Lowered threshold for heavy particulate emission
  • Fixed radiator fan potentially not turning off again
  • Fixed “Press TAB” message also appearing when replacing the current vehicle
  • Removed ability to modify game speed in scenarios (was affecting the scores in some of them)
  • Added lots of tooltips in the Controls menu, to help users set up their devices more easily

Vehicles:

  • Sunburst: fixed strut bar flexbody, improved trunk stability
  • 200BX: fixed wrong lettering on base model, accurized tachometer
  • Covet: fixed exhaust/rear bumper hitting each other and bending, fixed tachometer
  • ’88 Pessima: fixed steering limit, drift steering should work properly now, fixed carbon fiber hood being just called “hood”, improved trunk stability, fixed tachometer
  • '96 Pessima: fixed gas pedal clipping into floor, fixed speedometer limit
  • Grand Marshal: fixed gas pedal clipping into floor
  • T-Series: fixed hood not detaching properly, fixed Long Haul not having a sleeper cab
  • Roamer: deformation tweaks, strengthened radiator
  • Pigeon: fixed 600 thermals not working
  • ETK 800: stronger door latches
  • Burnside: fixed steering wheel position
  • D-Series: strengthened radiator
  • H-Series: frame strength/stiffness/weight tweaks, stiffened rear of van body/rear door opening, strengthened radiator
  • Fixed heavy duty steel wheels being unstable, moved the heavy duty hub spacers out of vehicles’ brake parts and into the wheel itself
  • Set position to 0 on flexbodies of some vehicles’ parts so they work properly with nodeOffset (pos must be set to 0 in order to be changed by nodeOffset)
  • Lowered fan temperature from 105 to 100
  • GPS device now having a black screen until we make it work properly

Terrains:

  • Fixed some missing material errors on port
  • Fixes for JRI: bridge performance, bridge lip above ground, fixed tunnel missing tris
  • Fixes for ECA: Improved FPS, trash of death, missing collision, AI issues in town, fixed missing waypoint in town
March 11, 2016
0.5.3.0
2020

Physics:

  • Thermal Simulation:
    • Simulation of multiple temperatures such as coolant, oil, cylinder walls, engine block and exhaust manifold
    • Advanced damage modelling for radiator/coolant leaks, head gasket failures, piston rings, connecting rod bearings
    • Rich visuals/audibles for damaged parts (steam from head/radiator/exhaust, blue smoke from exhaust, knocking sounds from engine, cold environment exhaust steam with cold engines)
    • Dynamic exhaust routing for accurate particle emission
    • In depth jbeam configuration for radiators (coolant/oil), oil/coolant volumes, damage thresholds, different radiator fan types, different engine block materials
    • Added Thermal Debug app to visualize the state, showing warnings/errors
  • Implemented dynamic fuel weight – fuel weight now changes when fuel is being consumed
  • Small dynamic (vehicle) collision CPU optimizations
  • Small static (terrain) collision CPU optimizations
  • Reduced static collision’s memory usage by 20%
  • Added virtual airspeed based on local acceleration data to sensors/electrics, which gives a rough estimate of the vehicle’s true airspeed
  • Added direct shifting to real auto mode too
  • Added directionVectorUp to map tracking for better positional awareness of vehicles in T3D/scenario lua
  • Implemented engine load calculation in drivetrain
  • Added support for regular exhaust smoke (load dependant)
  • Fixed Gravity settings having earth gravity on vehicle spawning for one frame resulting in downwards movements in zero-g
  • Added vehicle LUA getEnvTemperature() and getEnvPressure() functions that return environment’s temperature and pressure

Vehicles:

  • ETK 800: tweaked traction control, added lightbar and new wheels for 856td
  • 200BX: new livery for Police, increased steering lock, tweaked configuration, added new “Demon” variant
  • Moonhawk: new “Elite Custom” variant
  • Barstow: fixed misaligned fan mesh on I6, new “Nightsnake” variant
  • Sunburst: increased steering lock, new “Drift Missile” variant, added skins for Rally and Custom
  • SBR4: increased steering lock
  • Bolide: added Civetta factory graphics to 390 GTR, added oil cooler for race models
  • ’88 Pessima: added carbon fiber hood to Custom, tweaked dashboard shape
  • Roamer: added optional body colored trim and Sport variant
  • H45: relocated heavy duty spare tire, stiffened heavy duty rear suspension
  • Added functional oil coolers as optional parts for Sunburst, 200BX, Covet, ’88 Pessima, and Bolide
  • Added new custom wheel Okudai PR01, in 3 colors, ranging in size from 15×7 to 17×9
  • Added Legno Classico custom steering wheel
  • Separated all vehicles’ bodies/frames to a sub-part: This will allow replacing the frame or body of a car without replacing the entire car or overwriting default files – useful for creating different body types of the same car
  • Added a generic “Additional Modification” slot to all cars to help with modding
  • Fixed vehicles having 100 liters of fuel when the fuel tank is removed
  • Big Traction Control rework, should control the slip ratio much more precisely now
  • Improved ESC reaction to countersteering while drifting

Bugfixes:

  • Fixed non working scenario win/fail countdowns
  • Fixed inability to use certain features (such as nodegrabber) when choosing ‘freeroam’ after finishing a scenario
  • Fixed many warnings on level load, due to invalid values in particle definitions
  • Fixed bug that broke the game when immediate action from the Traction Control was required after switching Traction Control modes
  • Fixed log spam when hovering over vehicle parts menu items
  • Fixed fatal error messages being shown behind the game, freezing the game. Now minimizing the game making the messagebox visible.
  • Particles: Debug messages about not found particles are an error now
  • Launcher: Removed crashreporter initialization error messagebox, making it completely optional to have.

Artificial Intelligence:

  • Improved dynamic planner to break long road segments into many smaller ones
  • Reduced planner tendency to use the brakes too often
  • Improved flee aggression behavior (based on how close the player is)
  • Many bug fixes that resulted in strange behaviors

Terrains / Scenarios:

  • Fixed inverted normals on tunnels in Jungle Rock Island
  • Fixed double material causing errors on Hirochi Raceway
  • Fixed “Highspeed Highway” scenario sometimes breaking in the 9th waypoint
  • East Coast, USA: Overhauled the town with new textures, areas and a nicer road surface, fixed an AI pathing problem in the town, miscellaneous improvements
  • Added “Airfield Showdown” scenario on JRI
  • Added “Bank Robbery” scenario on ECA
  • Added ‘Intersection’ scenario
  • Added ‘Intersection 2’ scenario
  • Added ‘ECA Chase 2’ scenario
  • Added ‘JRI Chase’ scenario
  • Adjusted training scenario times to match recent car changes

Nodegrabber:

  • Added weight scale graph when grabbing an object
  • Allow grabbing objects from a few kg up to around 50 metric tons (use mouse wheel to tweak grabbing strength)
  • Allow tweaking the grabbing strength also before clicking a node (and not only after clicking)
  • Fixed nodegrabber not working when mouse passed over UI apps or using some vehicle cameras

Input:

  • Tentative fix for steering wheels whose drivers don’t supply force feedback step information
  • Fixed some gamepads left stick axes overlapping the right stick axes (drivers were reporting duplicate axis names)
  • Shifter mode changes automatically when using shifting paddles too (previously only when using H-shifter)
  • Fixed keyboard driving controls sometimes not working after clicking on UI apps
  • Fixed dashboard menu stealing keyboard focus when being closed immediately after being opened

User Interface:

  • Added Navigation app
  • Apps now have a size displayed when they are resized, allowing better placement/resizing
  • Display informational messages when important car parts get damaged
  • Made controls reassignment menu more readable
  • Renamed shifting modes to make more sense: “Arcade”, “Automatic”, “Manual” and “Manual (clutch assist)”
  • Added frame time to performance graph
  • Improved gamepad navigation on Vehicle Parts menu
  • Improved usability of Bindings menu (better colors, more tooltips, corrected cursor icons)
  • Added vignette effect to loading screen and main menu
  • Added hint in Controls menu, advising users to disable combined pedals option for steering wheels
  • Added help message on screen when Recovery system is used incorrectly
  • Added hint on how to switch vehicle after spawning several of them
  • Fixed performance graphs being occluded by apps
  • Fixed gamepad menu navigation not working until BeamNG window was first clicked with mouse
  • Fixed Revert Button in Controls menu
  • Fixed streams being read-write instead of read-only
  • Improved ESCDesiredYawGraph app values with interpolation
  • Moved Javascript debug out of way
  • Added ModManager error alerts
  • Added core slots: Ability to not have an ’empty’ option in there
  • Added error message if render process is missing or died. Without this, you ended up hanging in the “Waiting for UI” screen.
  • Fixed fatal errors not closing the game correctly, leaving a zombie process behind.
  • Fixed typo in Performance Timer app

Misc:

  • Ingame console (~) now saves the history between runs of the game (use arrow up/down)
  • Sounds are now muted while the game is paused or minimized
  • Added support for loading scripts in mods: any scripts/*/modScript.lua or scripts/*/modScript.cs is now loaded
  • Improved performance of tiremarks, by adding a flag for static objects (to force prebuilding the collision octree used for decals)
  • Added beamng.log rotation (2 previous log files are kept too)
  • Cleaned up some false error message in log files
  • Fixed several crashes on the editor and sound system
  • Fixed some instabilities of the Mod Manager
  • Cleanup: removed obsolete log messages about the Game engine internal communication

JBeam / Lua:

  • Slot options are now self-isolating. They previously leaked into parts after them. This is why you had to always cancel out the nodeoffset in all possible parts
  • Lua: Fixed “Error in error handling” in some cases. It should now print the callstack properly when lua gets an exception.
  • Renamed folder from lua/t3d (Torque3D) to lua/ge (GameEngine)
  • JSon serializer uses better number output now
  • Refactored/Improved Game engine Lua interface, some call signatures changed to make more sense now.
  • Work on automated Lua – C++ API self documentation (unfinished, see dumpDoc)
  • Added new extension callback: ‘onModLoaded’: called when the module is loaded, this happens way before onInit. The game engine might not be reasdy at this point in time.
  • Added new extension callback: ‘clientPreStartMission’: ability to execute lua code before any level resources are loaded. Ability to load things that are needed when the actual resources are loaded. I.e. ground models
  • Improvements to the module subsystem: allowing custom serialization and deserialization functions: input subsystem now saving values between reloads. I.e. CTRL+R saves the parking brake state
  • Ground models now live in a json file and are case insensitive. Please do not change / work with this yet. This format will change again drastically in the next updates. We are working towards per level/vehicle/scenario collision/ground model changes
  • GameEngine Lua: converted environment lua file to an extension
  • Improved reliability of Jbeam variables loading when specifying the wrong type
  • Modders can now output the jbeam that is compiled via saveCompiledJBeam(). Uncomment the function call in lua/vehicle/jbeam/jbeam_main.lua line 2002
  • Added ability to rename files from LUA side, using FS:renameFile(oldFileName, newFileName)
February 10, 2016
0.5.2.1
1887

Bugfixes:

  • Fixed ModManager not activating mods on fly – you had to restart the game. Works without restart now
  • User Interface: Fixed the default image not showing in app and levelselector if there is no preview image
  • Automatically hide nodegrabbing stuff (along with mouse cursor) after some mouse inactivity, to allow taking screenshots
  • Possible fix for force feedback not working on the following devices: SimXperience AccuForce, LUFA Joystick, Logitech WingMan Formula Force GP
  • AI: Minor bugfixes, Better police patrol flee logic
  • Cruise control app not failing with multiple cars
  • User Interface: New thumbnails for apps + minor fixes
  • Fixed vehicles lurching back when braking in “Real automatic”

Content:

  • Fixed old 195/65R15 sport tire exploding on spawn when combined with new wheels
  • Much weaker beacon attachment for some vehicles
  • ETK800: fixed exhaust problems
February 9, 2016
0.5.2
1880

Vehicles:

  • Added new vehicle: ETK 800 Series
  • Improved new “L-beam” tire model for 200BX, Bolide, Covet, ETK800, Grand Marshal, 80s Pessima, 90s Pessima, SBR4, and Sunburst, resulting in significantly more responsive steering, and ability to deflate more completely
  • Added new towable object: Giant Flail
  • 200BX: Added tubular bash bar, changed suspension camber setting to precompression method, fixed uneven alignment, Nomi skin
  • Barstow: Optimization and deformation improvements
  • Bolide: Added rear diffuser, custom exhausts and ‘Notte’ variant
  • Burnside: Added Police variant, optimization and deformation improvements, handling improvements, suspension flexbody improvements, fixed inverted normals on fender skirt, fender skirts now available on regular body
  • Covet: Added body colored trim option, body kit, spoiler, carbon fiber hood, sway bar models, front emblem can now be placed on hood or grille
  • D-Series: Added heavy duty mirrors and bed cover, added sway bar models, added second UV channel for skinning, reworked leaf spring suspension jbeam, solid beam axle added to heavy duty 2wd variants, increased steering lock, fixed some self collision instability problems
  • Grand Marshal: Added new Grand Marshal Luxe variant with chrome trim, different wheels, red interior, and whitewall tires, added body colored trim option (used by default on Police, Sport, and Custom variants)
  • H-Series: Added sway bar models, reworked leaf spring suspension jbeam, solid beam axle added to heavy duty 2wd variants
  • Moonhawk: Added Detective Special variant, added several trim coloring options, added blackwall tires and hubcaps to I6 models, separated shifters into their own parts and made base automatics use a column shifter, fixed wobbly seats, optimization and deformation improvements
  • Pessima (80s): New GTz wheels, new rally wheels, new rally skin, made fog lights optional (filled with black filler on DX models), front emblem can now be placed on hood or grille, bumper bar reinforcement is now removable
  • Pessima (90s): Front suspension rework, rear camber setting changed to precompression method, bumper bar reinforcement is now removable
  • Pigeon: Added canopy box, heavy-duty suspension, fender flares and street cleaning equipment for Pigeon
  • Roamer: Added sway bar models, reworked leaf spring suspension jbeam
  • SBR4: Retuned turbos and changed S, TTS, and TTS2 models to use a 2.5 liter engine instead (2.0 remains for base), Fixed variants having wrong steering wheel and lettering, fixed inaccurate speedometer
  • Sunburst: Added tubular bash bar, bumper bar reinforcement is now removable
  • T-Series: Fixed T-Series not having axleBeams (wheels would not lose power when detached), fixed uneven exhaust stack strength
  • Added several new steering wheels and gave brand names to the existing ones
  • Added glass breaking sounds to all cars (still a work in progress)
  • Added several other new wheels
  • Corrected some tire sizes
  • Added tow hitch to more vehicles, using new global mesh
  • Added adjustability to race transmissions and differentials
  • Added removable seats with correct weight to some cars
  • Tweaked interior cameras for better gauge visibility
  • Fixed some col tri issues with some cars’ front ends
  • Slightly strengthened rear door latches
  • Weakened spoiler attachments, so they can no longer hold the entire weight of the car in the air
  • Flare/spotlight tweaks/fixes
  • Fixed lights not working on small flatbed trailer
  • Suspension stiffness and alignment improvements to cars with new tire models to better cope with more responsive tires
  • Separated shock and bump stop beams on suspensions for better suspension stability and behavior on hard bumps

Terrains:

  • Jungle Rock Island: added fallen tree object, improved road damage textures, removed stray prefab that shouldn’t have existed, minor improvements, updated road textures, slight change to douglas fir textures
  • Fixed issues with oak trees lod meshes where the trunk could blow in the wind (on lowest mesh detail)
  • Small Island: improved damage road and road damage textures
  • East Coast, USA: minor improvements, fixed issue with strange hole in the middle of the map

Features:

  • Added node grabbing
  • Added support for shifting up/down several gears at once in the Arcade mode
  • Switched from DirectSound to OpenAL sound system. Improves audio quality and allows a lot more features later on.
  • Added cruise control logic + app
  • Changed App designs to be more like the tacho
  • Added fog light controls (press ALT+N)
  • Added a lightbar/beacon toggle (press M)
  • Added half-resolution render of particles to improve performance (depending on quality settings)
  • New scenario – Port Shakedown
  • New scenario – East Coast Chase 1
  • Remote Control App can now be enabled in the Controls menu, so that the Windows firewall dialog doesn’t pop up for new users when starting the game
  • Separate load and overwrite buttons for vehicle config
  • Dropdowns in the vehicleconfig are now sorted alphabetically (except the Empty option, which is always at the top)
  • New design for modmanager (easier to use, more features to come):
  • Added mod download shortcuts to several menus, taking you to appropriate repository section
  • Added differential in/out rates for gamepads
  • Added new beam type: L-beams (highly experimental, to only be used by the improved tires) (see here for more info)
  • Added external spring support to physics core (used by node-dragging)
  • Added auto-calculated throttlemaps to vehicles. Throttlemaps improve the response of the throttle pedal
  • AI: New Dynamic planner (still heavily WIP). With it, the AI adapts its driving behavior in real time
  • 32 Bit Fallback: The game will show why the fallback was used
  • Performance Graphs: added Sound and Lua delay to it
  • Gravity: now set-able per Level (in the LevelInfo object)
  • Implemented damage tracking for deformgroups
  • Added ability to navigate menues using your gamepad or steering wheel (see Controls > Menu bindings)
  • Rewrote drag/lift/pressure/boyancy subsystem, gaining ~7% overall physics speedup
  • Optimizations in dynamic collision subsystem, gaining ~3% overall physics speedup
  • Small optimization of core physics wheel subsystem
  • Other smaller optimizations/cleanups of the physics core
  • Improved torque reaction physics
  • Added smoke particle limiter to reduce FPS problems

Bugfixes:

  • Fixed Skyboxes
  • Fixed serious wheel instability that affected both older hub-wheels and newer pressure-wheels (to a smaller degree). Hub-wheels (and older mods that use them) should be working again
  • Turbo stops correctly now when the engine breaks down
  • Added guards for input data to drivetrain
  • Fixed DCTs having more forward gears than expected
  • Fixed BOV not working properly
  • Fixed random noise in FFB app
  • Fixed Pessima AWS breaking when not having front steering installed
  • Fixed flat illumination on terrains without normal maps
  • Fixed crash with mods with some special characters
  • Added crash reports to the information that is send by the support tool
  • Fixed crash on lowest settings with incorrect sized compressed textures
  • Fixed shadow artifacts on vehicle spotlights
  • Fixed incorrect type identification in mod manager
  • Fixed bug creating asymmetrical construction of pressure-wheels. This improves the stability of pressure-wheels
  • More accurate wheel’ angular velocity calculations. This fixes low frequency vibrations in drivetrain
  • Guard against trying to load non existing LUA extensions
  • The vehicle loader won’t use heuristics to locate torque reaction nodes, when no such nodes have been defined in jbeam file
  • Improved DOF PostFX a bit (Sky blurs too now)
  • Fixed ‘Environment’ tab not working on East Coast USA
  • Fixed fire particles not being visible at night
  • Fixed ‘Box Delivery’ scenario
  • Various minor fixes to vehicle configurations
  • Fixed audio test button not working before loading a map
  • When switching to freeroam after a scenario the freeroam apps are now loaded instead of the race apps
  • Timer is now not reseting as soon as the scenario is finished, so one can see the exact time one needed to finish the scenario
  • Fixed racetime diff showing wrong values in some cases where scenarios had more than one lap
  • Fixed paused physics sign overlapping with the race time in scenarios
  • Fixed bug where dashboard could be opened during the loading screen
  • Tacho2 uses airspeed as fallback when there is no wheelspeed
  • Tacho2 does not “loop itself” anymore when speeds are to high
  • Tacho2 does not freezes on vehicles with idleRPM = 0 anymore
  • Fixed bug on lights without shadows
  • Simple naming for unpacked mods
  • Fixed show disabled mods on vehicle selector
  • Remote Control App can now be enabled in the Controls menu, so that the Windows firewall dialog doesn’t pop up for new users when starting the game
  • When the Remote Control App is enabled in the Controls menu the game detects if it’s blocked by the Windows firewall and shows a button to add an exception for itself
  • Fixed QR code not being scannable when using the dark theme
  • Colors that where previously fixed orange are now using the accent color defined in the options
  • Fixed newly stored configurations (in vehicleconfig) not beeing shown instantly
  • Fixed opening a dropdown placed inside a accordeon opening/closing the accordeon as well (vehicleconfig)
  • Fixed Bug, where having the Special Keys app open and resizing the window would freeze the game
  • Disabled cloudcover and windspeed in environment menu if they are not available for the current map
  • Changed design of activate all and activate none buttons in modmanager
  • Moved some Information/Warnings (e.g. Performance Warning) to be a toast, that’s clickable, hidable etc.
  • Fixed countdown not beeing paused when physics is paused (in scenarios)
  • In the Vehicle selector the search query and the option to show configurations are now “remmebered” like the other filters
  • End screen of scenario behaves the same as start screen (dashboard wise)
  • The play button in the dashboard behaves the same as pressing escape in scenarios (fixed not beeing able to get to scenario start screen after pressing play)
  • Gravity: Fixed weird issues that only some subsystems used to manually set gravity
  • Fixed precipitation objects not following the camera correctly – you can have nice rain now 😀
  • Fixed downloading mods with a single quote in their filename
  • Waypoint indicators are now hidden when a scenario is finished
  • Temptative fix for non-working force feedback on Logitech WingMan Formula Force GP and on devices based on LUFA firmwares (such as certain gameport-to-usb adapters)
  • Temptative fix for inability to disable or enable force feedback in rare random cases
  • Fixed some controllers being detected twice (including but not limited to Logitech F310, F510 and F710)
  • Enable force feedback by default for Logitech Driving Force GT
  • Added inputmap files to support tool reports
  • Fixed support tool possibly not sending reports, and improved its UI messages
  • Slightly faster vehicle recovery
  • Fixed underwater fire
December 30, 2015
0.5.1
1739

Vehicles:

  • Added new vehicle: Burnside Special
  • Added suspension sounds to all vehicles (heavy work in progress!)
  • Added full adjustability to race and rally coilovers, including access to advanced damping features if present
  • Added adjustable sway bars to some cars
  • Added variable boost stage 3 turbochargers to Covet, ’88 Pessima, 200BX, and Sunburst (choose the amount of boost in the tuning menu)
  • 1988 Pessima: Added Race, Rally, and Custom variants along with 6-speed race and rally transmissions, stage 2 and 3 turbos, roll cage, mudflaps, skidplate, and rally coilovers, added second UV channel (is now skinnable), added aero grille to HX, added optional body-colored trim skin (default on ZX, GTz, Rally, and Custom variants), changed GTz default wheels, fixed strange lumps in doors, added optional 5-lug spindles to enable more custom wheel options
  • D-Series: Fixed incorrect parts config on D35 RWD, added solid front axle suspension to D35 4WD, added heavy duty fully-boxed frame option, added hard travel limit to rear suspension, fixed misplaced 3rd brakelight flare on extended cab models, adjusted exhaust mesh to clear transfer case better
  • H-Series: Added hard travel limit to rear suspension, adjusted exhaust mesh to clear transfer case better, fixed missing headers, fixed deforming beams on spawn (steering rack was misaligned)
  • Sunburst: Properly jbeamed skidplate for Rally model
  • Covet: Redone/improved roll cage, properly jbeamed skidplate for Rally model, weakened fenders, fixed some minor Covet suspension problems
  • 200BX: Added optional 4-lug spindles to enable more custom wheel options, fixed unstable carbon fiber hood
  • Gavril T-Series: Made turbo gauge functional, fixed door beams being wrong making door jiggle
  • '96 Pessima: Added alternate interior colors
  • Gavril Grand Marshal: Added unmarked police package variant
  • Tweaked interior cameras (slightly more realistic motion)
  • Many improvements to roof and pillar deformation
  • Retuned turbochargers
  • Retuned fire on most cars to fix weird behavior
  • Made cars’ fenders less likely to detach/flap around
  • Optimized glass materials
  • Added more basketweave wheel variants (black, two-tone, and gold, in several new sizes)
  • Fixed some wheel detaching issues
  • Fixed some unstable hubcaps, wheels, and tires
  • Added more coltris to pushbars to avoid sticking
  • Added more inter-part coltris to many cars to avoid sticking
  • Fixed street light not working
  • Fixed cars’ strut bar flexbodies for less weird deformation

Features:

  • Improved vehicle tuning: categories, units, ordering, live camber/toe display for the wheels
  • Part config files are saved in ‘pretty’ json now: Much nicer to read
  • Added “Ignite Vehicle”, “Ignite Node” and “Extinguish Fire” buttons to the vehicle debug app
  • Added support for diesel turbos without a BOV
  • Broken truck scenario now also uses the fire system for even more damage
  • Improved Lua performance module
  • Added Support utility that assists our support team in resolving problems
  • Improved tire stability: Fixed bug with tire deflation that caused physics instabilities
  • Physics core optimizations
  • Vehicles can have global lua extensions now, first demo is the live camber debug

Input:

  • Improved keyboard and mouse motion-to-photons lag by up to 40ms
  • Added debug information for extremely slow starts with certain input hardware combinations
  • Minor improvements in Controls menu (show icons in hardware tab, better keyboard icons…)
  • Fixed ‘Keys’ app only showing player number for vehicle-specific bindings

Bugfixes:

  • Improved Vehicle loading speed
  • Parts selection: fixed random parts highlighting, highlighting subparts now, added sticky selections
  • Fixed vehicle config save/load: fixed new json format not loading correctly, fixed disappearing tab on small screens
  • Added workaround for external programs breaking main menu (black screen issue)
  • Fixed custom particle spawning
  • Fixed a bug where a car could self ignite if partially submerged in water when spawning
  • Fixed turbo not stopping properly when the engine broke down
  • Fixed crash when Mod Repository try to install a mod with spaces in ZIP name
  • Added DxDiag file to crash reports
  • Refactored props/flexmesh lua API: simpler, easier to use, more features possible
  • Added persistency option for system Lua modules: they can now persist data between CTRL+L reloads
  • Reduced CEF verbosity to only log errors
  • Improved physics instability message, show correct binding key to resume simulation

Terrains:

December 18, 2015
0.5.0
1700

Features:

  • Added experimental multiseat mode (requires one controller per player, can be temporarily enabled for Freeroam mode in Options > Gameplay)
  • Added turbocharger simulation (realistic turbine up, downspool and turbo lag. Characterics are configurable, from small and responsive to big and violent. Comes with two debugging apps)
  • Added ‘1-click mod installation’ (To enable this feature on your account, click the ‘Add Content’ button in the freeroam/scenario screen)
  • Added ‘NodeOffset’ feature: you can offset parts of a vehicle, such as wheels or trailers, to make them compatible with different vehicles
  • Added support for loading .jbeams from vehicles\common
  • BeamNG.Drive Remote Control app for Android (Drive using your smartphone!). Get the app here.
  • Vehicle tuning system (adjust camber, toe, tire pressure, ride height, track width, and other properties in the vehicle configuration menu)
  • Added tire popping sound effects
  • Added initial support for vehicle-specific bindings (such as cannon targeting controls, opening doors, etc), and updated some official vehicles to use them
  • Added ‘Keys’ app for vehicle-specific bindings
  • Added custom skin slots for vehicles (e.g. license plates, interior, engines, etc)
  • Added material opacity map (syntax: opacityMap[0])
  • Added material color paletter (e.g. change vehicle colors dynamically)
  • ESC now reacts more realistically to quick steering changes
  • Changed the way unpacked mods work: you can either use the Mod Manager to unpack zip files, or put the mod contents to “userPath/mods/unpacked/modName.zip/” folder

Vehicles:

  • New vehicle: ’88-’91 Ibishu Pessima
  • Wheels and tires separated out into a new global system. If the lug nuts line up, you can put any wheel on any car, and any tire that fits on that wheel. Lots of new possibilities!
  • Separated wheel and tire flexbody groups. No more wheel mesh deforming from the tire deforming
  • Improved tire deflation
  • Added several new wheels
  • Completely retuned suspension (200BX, Barstow, Bolide, Covet, D-Series, Grand Marshal, H-Series, Moonhawk, Pessima, Roamer, SBR4, Sunburst)
  • Soft bump stops have been added to our modern cars to replicate those common on newer designs. Use of these bump stops allows more control of body movement without overly stiff spring rates.
  • Sway bars replaced with a better design that doesn’t bind or give weirdly changing anti-roll stiffness
  • Alignment and bump steer tuned more accurately using new alignment debug tools
  • Race and rally coilovers have new more digressive damping curves and are now height-adjustable
  • Reworked most cars’ torque curves to have more low end torque and replaced fake turbos with real ones
  • Added breakable inter-part collision triangles to reduce the likelyhood of vehicles sticking together in collisions (200BX, Covet, D-Series, Grand Marshal, H-Series, Pessima, Roamer, SBR4, Sunburst)
  • Added colorable interiors to many cars (choose from several presets in the parts configurator)
  • Roamer: New non-offroad sheriff variant added with pushbar, added alternate interior colors, moved into its own vehicle, thanks to the ability to use common jbeams, so there’s no redundant data
  • 200BX: New gear ratios, new “Turbo Rabbit” fender flares, front bumper lip, new 6 speed race transmission, improved anti-stretch beams, police variant changed to use automatic, new lights textures to fit better with Pessima and Covet, new “blade” style wheels for the Type-LS
  • Covet: Properly modeled turbo and intercooler, new 4 speed manual transmission for DX, new gear ratios, fixed skidplate using wrong engine, new hubcaps for LXi to replace alloys, new “blade” style wheels for the ZXi
  • H-Series: Improved heavy duty rear suspension, improved muffler jbeams, retuned gear ratios, cargo area filled with collision triangles for reliable hauling, H15 cargo doors open and close, H15 can now tow the small flatbed trailer
  • D-Series: New D15 extended cab and D35 heavy duty variants, retuned gear ratios, fixed DS Custom suspension deforming beams, bed filled with collision triangles for reliable hauling, added alternate interior colors
  • SBR4: Improved anti-stretch beams
  • T-Series: Fixed missing driveshaft on long frame T65, fixed messed up coltris and breakgroups on exhaust stacks, fixed cement mixer discharge chute not opening
  • Moonhawk: Improved col tris in the front for less sticking, separated shock and spring parts, fixed binding driveshaft, added alternate interior colors
  • Bolide: Glass strength tweaks
  • Barstow: Fixed missing material on supercharger parts, fixed right door glass breaking too easily, added “Drag” coilover option, fixed binding driveshaft, separated shock and spring parts
  • Grand Marshal: Fixed c-pillar area deforming too easily, fixed binding driveshaft, retuned gear ratios, separated shock and spring parts, added alternate interior colors
  • Pessima: Front end deformation improvements, fixed c-pillar area deforming too easily, remade stanced version without stanced parts using the new tuning system
  • Sunburst: Front end deformation improvements, moved front license plate forward 1mm
  • Added RPM guard to DCT transmissions to keep RPM below redline (prevents downshifting to too low of a gear at high speed)
  • Fixed messed up glass damage textures on Covet, Grand Marshal, and D15
  • New glow colors for gauges
  • Optimized and improved chrome lettering materials and textures
  • Fixed some more wobbly steering wheels
  • Fixed incorrect speedometer limits on some cars
  • Added alternate 36 inch tall orange cone

Physics:

  • Small optimizations (~2%) of physics core
  • Vehicle collision optimizations
  • Improved performance of tire marks
  • Tire angle of contact affects tiremark size
  • Arcade automatic now lifts throttle between shifts
  • Optimized breakgroup breaking code, reduced impact lag in heavy collisions
  • Added ‘one way’ triangle breakgroups
  • Added support for “disableTriangleBreaking” beam property which prevents triangles from breaking when the beam breaks

Terrains:

  • Fixed Level of Detail (LoD) issues on Hirochi Raceway
  • Fixed colour depth maps saved in 2D instead of 1D
  • Fixed Grid Map loading some resources from other maps
  • Fixed some scenarios which had broken waypoints

Scenarios:

  • Added “Nimble Pessima” scenario, highlighting the Pessima ZX AWS’s four-wheel steering abilities
  • Added “Hypermiling” scenario, where only the most environmentally conscious drivers will reach the finish line
  • Added 5 multiseat demolition derby scenarios: “Concrete”, “Regular”, “Varied Ground”, “Mud Pit” and “The Pit”

User interface:

  • Added available vibration/force feedback motors in controls menu (under ‘force feedback’ tab)
  • Improved vehicle configurator design
  • Scrolling in the vehicle configurator does not scroll tabs too anymore
  • Background of race countdown app is now completely transparent
  • Re-added PostFX manager button graphics menu
  • Added numerical values to the sliders in photomode
  • Race timers now using lua timer instead of their own
  • Race time comparison now shows comparison between the first checkpoint and the current one compared to previous round, so one knows if their lap will be better or worse
  • Added turbo activity debug app
  • Added JS logging checkbox

Bugfixes:

  • Fixed incorrect steering axis inversion with Thrustmaster TX Racing Wheel
  • Fixed ‘ffb-not-bound’ message always showing unless using steering wheel (or a device that identifies itself as such)
  • Fixed ‘ffb-not-bound’ message not updating when user removes bindings or unplugs controllers
  • Fixed inability to detect POV hat buttons in the controls menu
  • Fixed inability to use vibration-only DirectInput controllers (such as Genius Twin Wheel)
  • Fixed keyboard keys sometimes getting stuck while opening any menu
  • Fixed support for multiple bindings in the same control (e.g. activate both parking brake and clutch with a single press)
  • Fixed inability to start scenarios when throttle and brake are assigned to the same axis (e.g. joysticks)
  • Fixed Digital Speedo showing wrong value for speedunit
  • Fixed photomode not hiding UI, calibrated camera speed slider
  • Fixed Racetimer not resetting when leaving the scenario’s end message screen
  • Fixed some vehicles not resetting their internal variables (e.g. cannon barrel angle)
  • Fixed dynamic collision bugs. These bugs heavily degraded slow-mo collisions
  • Fixed crash on level load with old DirectX10 Nvidia drivers
  • Fixed switchable materials for vehicle props (gauge needles will glow properly now)
  • Fixed missing shadows on lowest graphics setting
  • Fixed various issues with mod manager
  • Fixed scenario logic not unloading correctly when changing scenarios
  • Fixed camera positioning when vehicles are reset and physics are frozen
  • Fixed performance timers not working when on a slope
  • Fixed non working ABS lights
  • Fixed crash sounds always playing at full volume. Now the volume properly depends on the severity of the crash
  • Fixed missing values in some controls parameters
  • Fixed scenarios autostarting if reloaded twice
  • Fixed inability to add new bindings without removing others in some cases
  • Fixed buggy graphic resolutions selector
  • Fixed problem with tachometer units
  • Fixed some crashes (when running out of memory on 32-bit OS) not logging information to disk
  • Fixed incorrect line endings in launcher log file
  • Running with -cefdev now creates cefdev.log correctly in user folder and opens chrome console at startup
Steam Early Access: 0.4.3.2