Early Access Changelog (2017)

Early Access Changelog (2017)

From BeamNG

This is the changelog of the Steam Early Access versions released during 2017. The minor update 0.11.0.5, which was released in 2018, is subordinate to this year's final major update, and as such has also been included in this list.

Date Released Version Number Build Number Contents
Steam Early Access: 0.12.0
February 2, 2018
0.11.0.5
5392

Fixes:

  • Fixed random crash (related to fileSystem notifications and shaders)
  • Fixed ingame repository subscribing or unsubscribing too many times, endless download loops, not downloading new subsriptions, detail mods page not using offline data
  • Fix issue where you could not uninstall a mod you didn’t not subscribe to first (manual install)

Others:

  • Readded the “Show only subscribed” button in ingame repository
  • Ingame repository: Hide configuration is enabled by default to match website
December 20, 2017
0.11.0.4
5265

Fixes:

  • Improved ingame repository reliability on slow or unstable connections
  • Fixed levels not showing up after installing a mod
  • Fixed apps that used the sensor stream. I.e. the G-force meter
December 8, 2017
0.11.0.3
5221

Fixes:

  • Fixed Filesystem problems: user files would not overlay mods. Making it difficult to work on mods.
  • Fixed engine being disabled if the starter took too long to start
  • Fixed exhaust using wrong end nodes upon reset

Misc:

  • Improved vehicle collision reaction forces
  • Improved the rigidity of door mirrors on 200BX, Covet, Roamer
  • Retuned Stage 3/4 superchargers on Barstow, Burnside, Moonhawk to have more base engine torque and less boost pressure
  • Sunburst: Tuned weights to reduce polar inertia for faster steering response

Known problems:

  • We found the performance degradation issue with West Coast USA and are investigating it
November 28, 2017
0.11.0.2
5160

Fixes:

  • Fixed problem with muffled engine sounds – thanks to JulianSauco for the video
  • Fixed invisible tire smoke
  • Fixed A Rocky Start campaign: Delivery mission by fixing props not being able to activate triggers
  • Fixed editor opening time when lots of mods are installed
  • Removed buggy HDR option
  • Fixed physics benchmark – Banana!!
  • Fixed beacon not rotating with siren on
  • Fixed manual gearbox not resetting broken gears correctly
  • Fixed multiseat player tags being visible after disabling multiseat
  • Fixed shafts not connecting/disconnecting anymore after reset
  • Fixed reverb tails still audible when leaving tunnels
  • Fixed Lua garbage collector causing micro-lags
  • Fixed Bolide transmission breaking when exhaust fell off
  • Fixed Barstow rear suspension unstable with certain wheels
  • Fixed ETK-I rear suspension unstable

Misc:

  • Added option to disable multiseat player tags
  • Updated semi performance data
  • Added line locks to stock drag configurations
  • Strengthened push bars/bull bars (had forgotten to add to 0.11 changelog)
  • Tweaked ETK-K handling for better turn-in
  • Improved or added intercooler weight to relevant turbo vehicles
November 26, 2017
0.11.0.1
5145*

Fixes:

  • Fixed broken turbo/vacuum sounds
  • Fixed memory corruption that prevented 32 bit Windows to work correctly
  • Fixed West Coast USA getting out of memory error on 32 bit Windows
  • Fixed mirrored skin on Ibishu Hopper right door
  • Fixed unmapped skin beneath the windshield wipers on Burside Special Chopped & Channeled body
  • Fixed flickering brake light with engine turned off
  • Fixed vehicles being in the wrong orientation after resetting a scenario
  • Removed old untested multiseat prototype scenario
  • Better default configuration for the Logitech G29 steering wheel
  • Excluded mod_info from levels and vehicles folder
  • Display player numbers on top of their vehicles when multiseat mode is enabled
  • Fixed force feedback Update Type option being ignored in direct drive steering wheels
  • Fixed sound issues with slow motion
  • Fixed sound related electric motor errors
  • Fixed Grid Map and Utah spawnPoints
  • Fixed mod mount priorities
  • Fixed reduced/unstable friction between vehicles (fixes slippery trailer and similar issues)
  • Ignoring certain errors that some old mods throw, to allow them to load
  • Fixed orbit cam’s dynamic FOV jumping when resetting the cam
  • Fixed advanced bindings being misleadingly greyed out, now all bindings share the same color
  • Adjusted maximum torque ratings of Van/Fullsize V8 and 1st gen Pessima 2.0 DOHC
  • Fixed DetailedDamageApp
  • SimpleDamageApp now stays visible if damage has occured
  • Fixed missing transbrake icon for radial menu
  • Fixed invisible quad exhaust, spoiler and diffuser on the Bolide 390GTR
  • Gavril Grand Marshal:
    • Modern light bars added
    • Concealed flashers and siren added to the “Unmarked” Police Package
    • Added ‘Belasco City Police Department’ configuration
  • Tweaked drag tires and drag strip groundmodels
  • Added a user interface error message when download fails
  • Added “Subscribe” and “Open in game repo” Buttons
  • Fixed fatal vehicle lua exception in AI random mode
  • Fixed AI vehicle handling in scenario “Airfield Showdown” (Jungle Rock Island drag race).

Known problems:

  • Banana-bench does not work atm :/

*Includes hotfix for malfunctioning brake system [1]

November 23, 2017
0.11.0
5125

Physics:

  • Improved overall physics performance by around 10%
  • Improved heightmap interpolation. This smooths road surfaces and improves overall driving experience
  • Improved reaction force calculations of collisions between vehicles. This improves tilt-board and carrying heavy loads
  • Improved tiremark placement
  • Added dampCutoffHz option to normal and bounded beams. This option simulates band limited damping, increasing the amount of damping that can be stably used
  • Wind now affects particles
  • Improved the pressure calculation of initial inflation of wheels
  • Fixed pressure physics: previously pressure stopped decreasing above 88 meters
  • Fixed objects not moving while paused

Powertrain:

  • Implemented clutch thermals with overheating clutches when being abused
  • Stability improvements for torque converter lockup clutch
  • Stability improvements for automatic transmission one-way clutch and park mode
  • Added realistic Nitrous Oxide Injection support including varying bottle sizes, purge visuals, exploding engine blocks on too much torque
  • Fixed various small issues with the engine thermals in reverse rotation
  • Fixed fuel tanks being able to be overfilled from jbeam
  • Improved DCT shifting and fixed various bugs
  • Implemented physics-based afterfire sounds and visuals
  • Added simulation of engine, flywheel and drivetrain torque reactions
  • Added sequential gearbox
  • Improved calculation of virtual inertia for powertrain shafts without any child
  • Implemented “Line-Lock” feature for drag races
  • Improved exhaust tree algorithm to support multiple start nodes, multiple trees per car and merging of trees
  • DCTs and Automatics now shift down in M mode if the RPM drops far enough
  • Improved shift times of Automatics and DCTs
  • Implemented different styles of rev limiters (RPM based, time based, smooth)
  • Fixed vehicle controller aggression detection being unaware of players using keyboard-drift filter
  • Fixed minor aggression calculation issue while revmatching

Vehicles:

  • Nitrous Oxide parts added to the vehicles
  • Brake Line Lock parts added to the vehicles
  • Engine torque and inertial reactions added to the vehicles
  • Sequential gearbox added to SBR4 Hillclimb, Sunburst Rally and Hillclimb, Pessima Hillclimb
  • Timer-based rev limiter added to 200BX, Covet, ETKI, 90s Pessima, Sunburst
  • Door and tailgate glass are now removable parts
  • Tire load sensitivity and softness properties added to all tires now
  • Suspension damping increased on many vehicles particularly with race suspensions
  • Suspension geometry tweaks on the cars to improve handling
  • Vehicle engine mounts improved for better reaction to torque/inertia
  • Vehicle exhausts improved for better particle emissions/afterfire and more believable motion
  • burnEfficiency tables added to all engines for more dynamic fuel consumption
  • Hill-holding behavior stronger on automatic transmissions
  • Automatic transmissions now lose some torque during shifting
  • Added “gearboxNode” tag to gearboxes (used for gear grind sound)
  • Clutch thermal masses added to all vehicles (affects clutch heat tolerance)
  • Added UI Names to vehicle powertrain devices (for better looking messages related to powertrain)
  • Fixed mesh stretching when engine removed from certain vehicles
  • Changed vehicle info to include gearbox types
  • Off-idle torque curve tweaks for various cars
  • Fixed a jbeam issue where driveshafts breaking would stop brakes from working
  • Fixed tire pressure variable not affecting some tires
  • Default node treadCoef to 0.25 (vehicle body will have more sliding friction against dirt/mud)
  • Adjusted European Lightbar textures
  • Barstow: Added drift steering, rear suspension tweaked to reduce roll steer, “Drag” version suspension tuning, fixed steering limiters causing car to drop at full lock, fixed oil temp gauge
  • Burnside: Rear body and frame rigidity increased, “Drag” version suspension tuning
  • D-Series and H-Series: Suspension tweaks to reduce roll steer, added crawler transfercase parts, D-Series “Pig” config uses i6 and crawler transfer case
  • Grand Marshal: Front subframe strength increased, front end deformation improved
  • Moonhawk: Added drift steering, rear suspension tweaked to reduce roll steer, “Drag” version suspension tuning
  • Hopper: Frame rigidity/deformation improved
  • 80s Pessima: Front axle shafts less likely to break
  • T-Series: Added ABS, changed tires to 24 rays for smoother rolling, fix tie rod mesh stretching, various rigidity and damping improvements, various optimizations for CPU performance
  • Semi Trailers: Added ABS, fixed trailer jacks exploding, changed tires to 24 rays for smoother rolling
  • Large Tilter jbeam redesigned to reduce clipping
  • Added Mod Slot to Boxutility, Boxutility_Large, Caravan and Piano
  • Added blue-green tint to car glass
  • Reduced vehicle memory bookkeeping
  • Fixed particles spawning 1 frame behind their emitting node
  • Wheels with numRays = 0 are ignored now

Terrains:

  • Added new map: West Coast, USA
  • Added old asphalt and prepped asphalt ground models for terrain creators, tweaked “slippery” ground model
  • Hirochi Raceway: Bridges lowered and transitions smoothed
  • Jungle Rock Island: Spaced back some bushes encroaching on the road

User Interface:

  • In-game Mod Repository (Including automatic mod updates)
  • Reworked Vehicle Damage app
  • Added N2O button to Simple Powertrain Control app and adjusted positioning
  • Better naming/grammar for car, level, and scenario descriptions
  • Sliders in the camera options menu no longer change values each frame but rather once you release the slider
  • Added BBCode parsing to scenario menus
  • Fixed Engine Damage app
  • Fixed bug where Tachometer app would sometimes not initialise correctly
  • Fixed issue where certain languages would result in text overflowing on menu buttons
  • Torque Curve app can now show data for certain configurations such as N2O, Turbo etc
  • Fixed physics instability message not showing up until pause was toggled off
  • Added ability to use mouse scroll wheel even if BeamNG.drive window isn’t focused
  • The FPS limiter can now be toggled on/off without losing the value of choice
  • Added UI translations for binding filters
  • Fixed inability to click buttons when mouse axes were incorrectly assigned to nodegrabber
  • Added warning log when the user’s Steam language is not recognized
  • Improved stream sending logic, minor speedup
  • Added ABS mode setting, allowing you to have an “Arcade ABS” on any car
  • Improved the readings of the engine dyno app

AI:

  • New Speed Planner. Plan resolution increases closer to the vehicle (will accomodate overtaking in the future)
  • Adjusted (exposed) Agression limits (max is now 2)
  • Adjusted lateral/longitudinal acceleration learning curves
  • Manual mode refactoring (separated user input validation from manual mode path creation)
  • Ability to define road directions and one way roads in Navigraph
  • Made path finding road direction sensitive
  • Simplified random path finder

Lua:

  • Fixed memory: In 64Bit systems, Lua’s memory is not limited to 2GB anymore
  • Fixed all functions receiving the dtSim estimated for the next graphics frame, rather than for the current frame
  • Fixed getNodeVelocity game engine LUA function returning bogus values
  • Fixed ini settings ignoring some lines containing certain characters (such as underscore)
  • Mod settings will now be saved in Steam cloud, rather than local storage only
  • Big ESC/TC performance overhaul, ~30% speedup
  • Improved vehicle reset times by not having to fully initialize wheels and powertrain on reset
  • Improved ESC throttle cut by having a virtual rev limiter during ESC action
  • Added temporalSigmoidSmoothing to utils.lua, it simulates a point moving with inertia
  • Added volume to obj:setEngineSound function
  • Added obj:getAirflowSpeed, obj:getFrontAirflowSpeed and obj:getAltitude core functions
  • Added tableIsEmpty to utils.lua
  • Sounds from obj:playSFXOnce function. follow the node on which they were spawned
  • Fixed zero pitch values to work again
  • Fixed bug regarding equality check with floats in quadtree.lua

World Editor:

  • General improvements in editor performance
  • Optimized scene view selection/unselection/removal, can be 60x faster for maps with huge amounts of elements
  • Fixed editor scene view selecting random extra elements in maps with huge amounts of elements
  • Fixed editor not properly selecting/unselecting scene view elements when clicking them in 3d view
  • Fixed alt + scrollwheel changing both camera speed and brush size in editor
  • Fixed broken ‘v’ binding in the editor (Bounds Selection)
  • Fixed cloning of objects: everything can be cloned now, stays in the same folder
  • New level file formats: work in progress. Use with caution.

Graphics Engine:

  • Optimized render of decal roads
  • Reduced memory usage of levels
  • Added “Smart” vertical sync option: it turns vsync ON when your framerate exceeds the monitor refresh rate, and OFF when it falls down again
  • Added VSync graph to the render stats menu
  • Fixed 30FPS limit not working when BeamNG.drive window loses focus
  • Fixed incorrect bounding box of vehicles, causing vehicles dissapear in some cases
  • Fixed hotloading of meshes for forest items
  • Fixed wrong normals on imposters when using BC5 textures

Input:

  • Added support for speed-sensitive steering limits, available at Options > Controls > Filters
  • Fixed incorrect forces on Thrustmaster devices. Users that have used the 100 Hz workaround should now revert back to Automatic update rate
  • Optimized input system when no XBox controllers are plugged (very minor speedup)
  • Added force feedback ‘Update Type’ option. Only users of direct drive wheels should need to tweak it
  • Fixed broken replay seeking and flexmesh bindings, each keypress was incorrectly logged up to 5-10 times
  • Deprecated ‘slua’ context from input actions. Please use ‘tlua’ instead

Cameras:

  • Added multiseat mode to orbit camera
  • Improved orbit camera manual rotation after a vertical fall
  • Fixed orbit camera not zooming in/out smoothly
  • Improved ‘external’ camera spawn locations in tunnels, upcoming uphills and landings
  • Fixed incorrect FOV angle after onboard camera is reset
  • Reduced inertia effect of ‘external’ camera when vehicle travels at speed
  • Improved how ‘external’ camera chooses which vehicle part to focus on while stationary
  • Fixed ‘external’ camera vibrating in slow motion
  • Fixed ‘external’ fan camera behaviour depending on the framerate and on slow motion speed

Replay:

  • Added ability to cancel recording (you can press alt+shift+r, or use the new button in the replay UI app)
  • Added the map location to filenames
  • Optimized replay-related bookkeeping during normal gameplay (very minor framerate improvement)
  • Optimized tiremarks and broken beams recording and playback
  • Fixed dangling sounds (e.g. skidding effects), broken beams, prop data and material changes after stopping a replay
  • Fixed particle and sound positions being off by one frame during playback
  • Fixed frame timestamps losing accuracy when recording 20+ FPS while using 1/100x slowmotion
  • Fixed tiremarks sometimes being duplicated in replays (one duplicate per vehicle)
  • Fixed replays spawning and then removing an unnecessary vehicle when opened from the main menu
  • Fixed tiny memory leak when stopping a replay

Audio:

  • Added horn sounds, and siren sounds for emergency vehicles
  • Several minor filter, volume, reverb and distance attenuation adjustments
  • Improved skid sounds by adding a second layer with higher frequencies
  • Added new vehicle wind event
  • Added new surface layer “tire pops” for very slow speeds on asphalt
  • Added different environmental reverb settings depending on map
  • Added afterfire events
  • Added blow-off valve events
  • Added UI sound events; UI sounds not anymore effected by interior filter
  • Added new snapshots and sidechain compression for specific sounds to better cut through
  • Added new vehicle fire sounds (burn and ignition)
  • Added new tire burst events
  • Added new UI sound for “take picture”
  • Added environmental sounds and reverb zones for West Coast, USA
  • Added traffic environmental sound for garage in day time

Misc:

  • File System rewrite
  • Support tool will now automatically copy the generated report ID number to the clipboard
  • ProceduralMesh: ability to create 3D geometry via lua 🙂

Known Issues:

  • Main menu sounds might be buggy after exiting a level
August 17, 2017
0.10.0.1
4385

Physics:

  • Fixed scenery static collisions randomly being ignored
  • Fixed physics core performance regression

Audio:

  • Fixed sound mods being overwritten by new engine sounds (If you have a sound mod installed, you will now lose our new sounds until the mod is deactivated/removed)
  • Made crash sounds less loud
  • Made the starter sounds slightly louder
  • Fixed non existing engine sounds in reverse rotation
  • Moved audio blend files out of the protected zip for better mod support
  • Fixed crash when no audio output device is used
  • Added fallback when the audio device from settings are missing
  • Fixed reverb not applying in the middle of tunnels
  • Reduced very low frequencies for most vehicles, especially the t-series

Powertrain:

  • Tuned automatics to shift at lower RPMs when cruising
  • Tweaked the aggression calculation for transmissions
  • Added configurable torque loss during shifts for automatic transmissions
  • Shift times slightly decreased for manual transmissions, reduced gear spacing effect on shift times, increased shift times with low aggression
  • Adjusted gear damage warnings to better inform the user about how to avoid them
  • Fixed DCT giving unwanted throttle response on unpredicted upshifts
  • Increased engine braking torque
  • Fixed electric motor not working with mods
  • Starter motor no longer works when the engine is hydrolocked

Vehicles:

  • Fixed Piano throwing errors when removing the lid part
  • Reduced brake torque of 90s Pessima for easier brake modulation
  • Fixed steering breaking on D and H Series solid front axle with maximum track width
  • Fixed Hirochi 19×8 and 19×11 wheel/tire offset issues
  • Fixed H-Series I6 engine not having a fuel tank assigned
  • Adjusted wrongly labeled H15 Offroad configuration
  • Fixed H15 Drift Missile configuration showing wrong transmission type
  • Fixed a small issue in the Sunburst Offroad configuration files
  • Fixed ‘Small Trailer’ materials
  • Fixed ETK Kc4t missing exhaust

Terrains:

  • East Coast USA: Fixed some roads, made them smoother and less jagged
  • Hirochi Raceway: Adjusted some decals
  • Fixed missing file in ‘Template Map’

User Interface:

  • Fixed “Update translations” button – translations work properly again
  • Fixed thumbnail app using incorrect distance when using advanced settings
  • Fixed bug where SimplePowertrainControl app would change size when going into options menu
  • Made level selector show which spawnpoint has been selected
  • Made level selector show a description for the selected level
  • ‘Showroom’ map is now hidden from level selector (still accessible via Thumbnail Generator app)
  • SimplePowertrainControl now has support for toggleable limited slip differentials
  • “Open Replay Folder” button will now create the folder if one does not exist
  • EngineDynamometer app now uses correct torque unit.
  • Steam photos taken in Photo Mode will no longer show UI in the screenshot
  • Fixed typo in Thumbnail Generator UI app
  • Fixed typo in integrated GPU detection warning
  • Added buttons to open folder of mods and replay
  • Added several missing translations in Options menu
  • Added informational note about Camera switching order not being visible from the main menu
  • Fixed image slider used in all kinds of selectors triggering too fast

AI: Improved AI speed planning. Fixes drag race behavior.

Misc:

  • Added backward compatibility for extensions.use(‘ext’).doSomething()
  • Fixed update translations button
  • External camera is now enabled by default (note that disabled cameras are usable via keys 1-9; open Options > Camera for more information)
  • Fixed issue in virtual filesystem when no mods are installed
  • Fixed not-yet-implemented binding resetting the screen to black
August 9, 2017
0.10.0
4376

Audio System Groundwork:

  • Added new vehicle engine mixing to avoid sound phase problems and improve quality
  • Integrated custom BeamNG plug-in to control new vehicle engine sounds
  • Improved integration of FMOD sound library
  • Exposed parameters for vehicle engine modding (equalizer, volume control)
  • Added interior filter for all vehicles
  • Added filter changes depending on camera angle to vehicle
  • Added new asphalt roll and skid sounds
  • Added starter motor and mis-shift gear grind sounds
  • Set up new 2D and 3D ambient sounds
  • Created ambience zones (SFX Spaces) and ambient 3D emitters in all maps
  • Added dynamic reverb for tunnels in all maps
  • Added dynamic environmental reverb for distant driving
  • Greatly reduced time lag and increased smoothness of skid sounds

New Vehicles and Parts:

Physics:

  • Added ability to couple any two nodes
  • Improved initial coupling stability
  • Pressure simulation for tires, balls, blobs, etc; is simulated in a fully volumetric way now
  • Added “getRelativeAirDensity” vehicle Lua function that returns air density in relation to sea level air density
  • Improved aerodynamics debug visualization. It now shows independent normal, drag, lift lines as well angle of attack. Normal’s line length is related to surface area at the point
  • Groundmodel hydrodynamic friction is not limited any more
  • Wheel angular velocity calculations are exact now using full numerical accuracy
  • Exposed “torqueArm2” parameter used by wheel torque reaction
  • L-beams are anisotropic now, allowing different compression/expansion parameters
  • Added beam “beamPrecompressionTime” parameter that allows gradual compression of a beam over a time duration
  • Added beam deformation limits (using “deformLimit” and “deformLimitExpansion” parameters) to reduce vehicle stretching
  • Added perpendicular and perpendicularN functions to mathlib.lua. These return a vector that is perpendicular to a given vector
  • Improved vehicle memory reclaiming
  • Small speed optimizations
  • Improvements and fixes in physics core’s sound APIs

Input:

  • Support for direct drive steering wheels
  • Added support for end-of-travel deadzones in bindings
  • Updated SpeedLink Drift OZ steering wheel bindings
  • Added inputmap for Heusinkveld Engineering Sim Shifter Sequential
  • Added inputmap for SimXperience AccuForce steering wheel
  • Added force feedback support for SimXperience and OpenSimWheel-based steering wheels
  • Improved default force feedback settings for Logitech G27 and G29
  • Added new binding to switch to previous camera, not just for next one (not assigned to any key or button by default)
  • Added new binding to edit UI Apps (shift+alt+U)
  • Added support to directly switch to any camera using bindings (number row keys by default), whether it is enabled or not
  • Normalized force feedback strength between vehicles
  • Improvements for input handling for cars with no engines
  • Tweaked kbd/button clutch rates for more forgiving shifting

Artificial Intelligence:

  • AI racing line calculation improvements. Vehicle position and direction is now taken into account.
  • AI racing line optimizations (converges faster)
  • Improvements in AI path waypoint progression
  • Corrected BeamNGWaypoint (manual waypoint) radius calculations
  • Made AI settings persistent across vehicle recovery (“i”, “r”)
  • AI steering improvements: Calculates target position using circular interpolation on AI path nodes, producing more accurate vehicle trajectories.
  • Added ability to specify the drivability of roads the AI will consider in flee pathfinding.
  • Added ability to set the desired drivability for AI in scenario JSON files
  • AI road Drivability Fixes in Jungle Rock Island
  • AI road dead end Fixes in Jungle Rock Island
  • AI road fixes and additions in East Coast Usa
  • Added new onAiModeChange callback
  • Implemented selectable vehicle tracking in vehicle jbeam (“general”: {“enableTracking”: true})
  • Made the ball prop available as a target for the AI

Replay:

Vehicle Lua:

  • Added a transbrake controller, equipped with drag transmissions (activate in Pie Menu or add your own binding)
  • Improved brake pressure delay handling, now better simulates real braking
  • More accurate cooling rates for brake drums
  • Improved DCT mis-shift protection and stalling behavior
  • Post crash brake now has a better brake control without accidentally entering reverse gear
  • Added support for cars without a rev limiter
  • Torque now falls off after redline to help re-use the same base engine with different redlines
  • Implemented overrev damage, vehicles can take damage from exceeding their maximum rpm
  • Air density is now taken into account for engine torque calculation
  • Added support for a “noisy” idle RPM
  • Added engine load smoothing for simulating throttle response
  • Implemented engine starter throttle blip
  • Increased default starter motor torque for faster engine starts
  • Added “clutch fade-out” support for superchargers for easier configurability in hybrid turbo/supercharger setups
  • Added support for a “kerosene” fuel preset
  • Switched from using purely “throttle” for dynamically adjusting the shiftpoints to a new “aggression” factor that is much more adaptive to driving style
  • Shift times are now dynamic, driving aggression and gear ratio differences are taken into account
  • Implemented delay to punish shifts without using enough clutch, while still applying damage to the affected gear
  • Improved automatic S mode to be more accurate compared to similar modes in real life
  • Improved overall logic that prevents shifts in unwanted circumstances
  • Implemented “Shift Denial” to prevent engine damage due to overrev when downshifting
  • Improved automatic shiftpoint calculation to prevent gear hunting
  • Improved wheel slip based shift prevention in corner cases like losing ground contact with one wheel
  • Improved neutral gear selecttion in arcade modes and various other small improvements for the shift behavior
  • Improved ESC/TC via killing the throttle input when the ESC is active
  • Added active diff prototype to the sunburst drift mode
  • Improved stability of limited slip differentials
  • Shafts connected to wheels now provide wheel friction and electrics value for animated shafts
  • Implemented ability to have the transmission influence the engine inertia (flywheel etc)
  • Implemented proper error handling for non existing or faulty controllers
  • Added support for loading custom powertrain devices from the vehicle lua directory
  • Split vehicleController common logic and shifting logic into multiple files, allows for custom shift logic without replacing the common logic
  • Added live tire pressure readout to tuning menu
  • Made clutches stronger for manual transmissions for more direct feel

Vehicle Jbeam:

  • Barstow: Increased rigidity of mirrors, bumpers, pillars, new tire and suspension tuning
  • Bolide: Reduced spiking in cowl
  • Burnside: Increased rigidity of front frame and body parts, new tire and suspension tuning
  • Covet: Improved design of Covet suspension using geometry information from real sources, improved tire tuning
  • D-Series & Roamer: Improved rigidity of pillars, body parts, better hinge design on Roamer tailgate
  • ETK800: Increased rigidity of body parts, reduced spiking of rear subframe, reduced weight of tailgate and improved hinge design so it can pop open, handling tweaks
  • ETK-K: Increased rigidity of body parts, reduced spiking of door frame, handling tweaks
  • ETK-I: Raised ride height of rally version
  • Hopper: Increased rigidity of front suspension and frame, added windshield lightbar
  • H-Series: Reduced wheel hop when locking the rear brakes on the cargo van
  • Miramar: New suspension and tire tuning, race version has wider suspension track, added adjustable panhard bar length to center rear axle when raised/lowered
  • Moonhawk: Increased front frame rigidity, new tire and suspension tuning
  • Pessima: New suspension and tire tuning
  • SBR4: Increased rigidity of hatch and spoiler, improved rear suspension behavior with race tires
  • Sunburst: Raised ride height of rally version, changed RS all wheel drive system to use a viscous limited slip center differential, ABS and ESC added to “Street Tuned” config, stronger LSD for “Hillclimb” config
  • T-Series: Reduced engine inertia and dynamic friction, made rear suspension more flexible but increased rigidity of rear axles, fix floppy door hinges
  • Large Flatbed Trailer: Increased Rigidity
  • Cleaned up some vehicles’ materials, fixed some duplicates.
  • Changed some naming of configs for more clarity (“Rally” -> “Rally – Gravel” and so on)
  • Police/Fire/Ambulance/Taxi and similar vehicles are now “Service” vehicle configuration type. You can filter them in the vehicle selector.
  • Added new beam expansionLimit feature to the vehicles to reduce stretching of the body in crashes
  • Increased tuning range of suspension and steering alignment variables, using “beamPrecompressionTime” to prevent damage
  • Added caster tuning variable to suspensions where applicable
  • Removed rev limiters from pre-computer age vehicles
  • Increased rigidity of all solid axles
  • Changed most transmissions to use auto calculated shift points
  • Modern automatics use advanced shifting aggression while older ones use a basic method
  • Improved windshield durability when landing jumps
  • Added pressure and ballast tuning variables to the Inflated Mat, Ball, and Pressure Ball
  • Tongue jack added to small trailers

User Interface:

Nodegrabber:

  • Added ability to couple and decouple nodes
  • Minor revamp of nodegrabber appearance and binding names/descriptions
  • Improved nodegrabber mechanics: allow dragging nodes closer over the map ground

Misc:

  • Added procedural track generator, includes 9 tracks, seeded generation (same seed = same track). To use, go to Play > Time Trials > Select Map > Procedural Tracks
  • Speed optimizations in the loading of levels
  • Adjusted all level thumbnails (format/size)
  • Added minimaps for: Cliff, Derby, East Coast USA, Gridmap, Hirochi Raceway, Industrial, Jungle, Port, Small Island
  • GameEngine LUA callbacks for update and pre-render now have extra timing available, the last of which should only be used for debugging purposes: dtReal, dtSim, dtRaw
  • Moved vehicle spawn code from TS to LUA
  • Removed deprecated “Reload system LUA” binding
  • Tweaked default Free camera speed
  • Added helper message on how to tweak free camera speed when activated
  • Improved logging of binding configuration and camera jbeam errors
  • Added automatic switch to vehicle camera if user attempts to cycle it while in free camera
  • Added dynamic field of view to Orbit camera (can be tweaked in Options > Camera; disabled during replay for the time being)
  • Tweaked External camera zoom levels
  • Fixed possible slowdown due to log spamming by ‘Steering’ UI app when used in conjunction with certain mods
  • Improved colors shown for ground model debugging (in Debug menu)
  • Improved Out Of Memory message, fixed issue with it giving potentially wrong advice
  • Deprecated race.lua, moved api to scenarios.lua
  • Added removeAllWithProperty to vehicle.lua as a way to remove vehicles with a specific property from the scene
  • Cleaned up prefab spawning code. Moved from scenarios.lua to ge_utils
  • Prefab spawning Api changed to addPrefab, spawnPrefab and removePrefab
  • Added global vmType variable for identifying which VM code is running under
  • Moved tracking of waypoints from Vehicle LUA to Game Engine LUA
  • Deprecated Vehicle LUA scenario.lua
  • Unified extensions lua function names for load, unload and reload
  • Added the option to exclude sub directories when loading lua extensions using loadModulesFromDirectory
  • Set up simple obstruction/occlusion effect for vehicles inside buildings
  • Increased robustness of S/JSON parser
  • Improved editor visualization for SFXEmitters and SFXSpaces
  • Load coreModules after ModManager for allow mod extensions run in main menu
  • The rotation of the free camera is used now when spawning the first vehicle or when pressing F7
  • Small improvement of orbit cam movement after a vehicle falls from a height
  • Added startup time debug messages to investigate possible start up slowdowns

Bugfixes:

  • East Coast USA: fixed specular on vertcol material, fixed tree movements in wind being erratic
  • Jungle Rock Island: fixed some terrain spiking issues and some minor vegetation issues
  • Industrial: fixed a broken material
  • Added rain objects
  • Fixed .DDS textures to match the new specs
  • Fixed several typos in scenarios’ description
  • Fixed a broken road on JRI
  • Fixed new vehicle spawning according to current vehicle’s local space instead of world space
  • Fixed bug involving removing BeamNG manual waypoints from maps
  • Fixed many Game Editor bindings not working, they will now take precedence over regular bindings again
  • Fixed onboard camera not resetting the field of view on reset
  • Fixed physics instabilities not pausing the simulation like it used to
  • Fixed minor inconsistency in clock source (dt) of Pre-Render hooks (used for maps extension)
  • Fixed wrong camera rotation center when switching between certain vehicles
  • Fixed some crashes in Relative camera when refnodes were missing
  • Fixed minor stutter of external camera during simulation (may still stutter during replays)
  • Fixed inability to edit ‘cockpit apps’ while in Cockpit camera. They will now be shown with a slight transparency
  • Fixed radial menu obstructing view while using menus
  • Fixed keyboard focus issues while renaming a replay
  • Fixed derby scenarios with missing extensions field
  • Fixed message display for damage progress
  • Fixed damage goal; damage message was not getting displayed
  • Fixed bug where restarting a scenario toggled the police beacon light instead of setting it.
  • Fixed JRI chase AI going off road
  • Fixed input filter settings persisting from other modes
  • Fixed bug when pressing Shift + C with no vehicles in the scene, not checking if the vehicle exists.
  • Fixed bug with scenario triggers persisting when a new scenario starts.
  • Fixed chapter 1 crawl scenario, vehicle has to be in low range so it has a chance at climbing the hill
  • Fixed chapter 1 drag – callback from vehicle lua now fires correctly
  • Fixed level listing code to be backwards compatible with mis files
  • Fixes for extension namespace changes, allowing extensions to have underscores in their names and still comply with the new naming format
  • Fixed transitioning to Freeroam from a scenario
  • Fixed SimpleAGears app so that it shows correct gears on modern automatics
  • Fixed DCT issue where the car would briefly drive forward when shifting into reverse at high rpm
  • Fixed wrong ETK fuel consumption display when standing still
  • Fixed brake temperature color inverting when the brakes melt
  • Fixed minor issue with BOV handling for diesels
  • Fixed velocities and rotations of sounds sources
  • Fixed some serialization issues for reducing diffs of levels and CDAE
  • Fixed a crash during generation of binary mesh files with large number of triangles
  • Fixed crash on startup when mod_info is an invalid file zip
  • Fixed SFXSpace not stopping/playing ambient sounds correctly
  • Fixed bugs that could crash the game
  • Fixed a number of serious coupler bugs
  • Fixed deformed beam debug statistics
  • Fixed beam stress debug visualization
  • Fixed crash on load level when tree size is set to 0
  • Fixed crash on load level using special SFX parameters
  • Fixed crash on game start
  • Fixed LeGran parking brake pedal clipping through floor
  • Fixed some GTT wings instability
  • Fix some door beams mixed left to right on Grand Marshal and 90’s Pessima
  • Fix right side exhaust of Moonhawk jiggling too much
  • Fix ETKI rear bumper instability
April 27, 2017
0.9.0.5
4267

Bugfixes:

  • Fixed missing comics in campaigns
  • Fixed crash report tool
  • Fixed some scenarios taking too long before showing the end screen
  • Fixed F7 not automatically switching to vehicle camera
  • Fixed numerous level editor keys not working, they now take precedence over regular bindings
  • Fixed consecutive Ctrl+Q keypresses registering as regular Q presses
  • Fixed a few fuel tank issues
  • Fixed Intersection2 scenario
  • Fixed log spamming warnings when rotating camera in the editor
  • Fixed going into Freeroam from scenarios and campaigns
  • Running BeamNG with -level arguments won’t trigger a level reload during replay playback (path check is case insensitive now)
  • Fixed Airfield showdown scenario

Content:

  • Added Sunburst “Off-Road” configuration, based on the previous “Port Shakedown” scenario configuration
  • Added Fuel Volume to the Tuning Menu for all cars. One can now change fuel level to affect weight, balance, and range of the vehicle
  • Added 215/70R15 All-Terrain tire for low offset 15×8 wheels
  • Added 205/55R15 Rally tire for 4 lug 14×8 wheels
  • Added more grip to Race tires to act more as true racing slicks than street legal tires
  • Added more suspension damping to the Hopper
  • Finished adding noncolliding tris to all cars underbodies, less chance of getting stuck when driving over other cars now
  • Converted large all-terrain tires to 20 ray structure for smoother crawling (for 17×9 wheels only)
  • “Off-Road” tires renamed to “All-Terrain” tires to better refer to the tread type
  • Increased COG height of D-Series, Roamer, H-Series to be closer to real life comparables
  • Reduced COG height of Miramar
  • Increased steering rate upper limit of steering hydros for a small improvement in ffb stability and feeling
  • Cleaned up unnecessary “beamLimitSpring” and “beamLimitDamp” values in vehicle .jbeam files, they don’t apply to support beam type
  • Changed trailer “Landing Gear” part selector names to “Trailer Legs”
  • Minor visual tweaks to Replay app
  • Slightly faster level switching during replay

Misc:

  • Added replay seeking bindings (keyboard arrow keys by default)
  • Added ability to change camera speed with alt + mouse scroll wheel
April 21, 2017
0.9.0.4
4247

Content:

Bugfixes:

  • Adjusted offset of 6-lug wheels and Pickup/Van/Roamer track width (your custom configs with 6-lug wheels will need their track width widened by 0.02m if it’s saved in the .pc)
  • Fixed loading quickrace prefabs
  • Fixed props not being disabled when beams break/deform
  • Fixed moving/resetting vehicle while paused
  • Fixed Kickplate prop, now works properly and has an adjustable power setting
  • Added performance data to missing configurations (Hopper, Semi, Van)
  • Fixed BOV doing weird things with low inertia engines at redline
  • Adjusted ETK Gauges fuel display when the engine is turned off
  • Added noncolliding tris to Bolide, Sunburst, SBR4, Semi, tow hitches
  • Bolide fuel tank loose node fix
  • Added lockable hubs to Hopper
  • Tweaks to “Kickplate” and “Slippery” ground models
April 20, 2017
0.9.0.3
4240
  • Fixed Hopper duplicate brake slots
  • Fixed crash when a new quickrace is started while in an active quickrace
  • Fix D15 roof rack lights, some triangle issues, flexbody problem with 3-link suspension
  • Improve rigidity of bash bars
  • Rollover sled jbeam improvements
  • Fix G-meter instability on semi
0.9.0.2
4238

Vehicles:

  • Ibishu Hopper:
    • Added Dune Edition
    • Added Sport Special
    • Added more spare wheel and tire options
    • Added optional 6-lug swap (brake meshes WIP)
    • Added new wheels for ZXT6
    • Added colorable soft top
    • Added high performance radiator (still many more mod parts to come)
    • Tuned off-road dampers
    • Weakened mirror attachment
    • Fixed instability around b-pillar area
    • Made front roll bar breakable (windshield can now detach)
    • Added more steering damping for off-road steering
    • Lowered tire pressure on Off-Road and Custom variants
  • D-Series/H-Series/Roamer: Fixed some missing triangles on lightbars, improved van roof rack jbeam, improved flexbody mapping of 3-link rear coilovers, added H25 Vandal off-road van variant, added snorkel to Off-Road configuration
  • Added non-collidable triangles to parts on D-Series, H-Series, and Hopper to help anti-clipping collision system
  • Ball: Updated Jbeam, added adjustable pressure
  • Fixed Alder Dragger 15×7 wheel clipping into some cars
  • Strengthened/cleaned up some fuel tanks
  • T-Series: Fixed flat bed instability on T75 frame, fixed rear wheels vibrating at rest, improved ram plow, added T65 Ram Plow config, added T600 turbocharger (600 hp)
  • Added torque reaction nodes to car’s undriven wheels
  • Changed trailers’ bindings from “Landing Gear” to “Trailer Legs” or “Trailer Jack”
  • Fixed material conflict with TireStack prop
  • Cleaned up a lot of duplicated vehicle specific lua code (beacons, trailer feet, …)
  • Fixed rollover sled, now has an adjustable tilt angle
  • Improved turbo pressure reading while idling
  • Added multi-breakGroup and multi-deformGroup support

General Bugfixes:

  • Fixed language problems: should be a lot more stable and usable now
  • Application manifest was missing, resulting the game running in windows 8.1 compatibility mode. Nothing serious, the performance screen just reported an incorrect windows version.
  • Fixed launcher hashing log files, resulting in always missing files.
  • Optimized online mode: more reliable, faster connection
  • Fixed SimplePowertrainControll app tooltip from staying when changing vehicle.
  • Adjusted ETK digital temperature gauge display.
  • Fixed some bugs in node grabber
  • Fixed bug where gameplay modules were still loaded when the user returned to the main menu
  • Fixed bug where starting a new freerom while one was active caused an invalid access
  • Fixed bug where starting a new scenario while one was active caused an invalid access

Physics:

  • Fixed density calculations of atmosphere at altitude
  • Temperature in space is now equal to 2.73 Kelvin
  • Pressure groups deflate now when any beam on their surface breaks

Terrains:

  • Gridmap: added some more rock objects and a new rock crawling area
  • Miscellaneous minor tweaks (such as a texture issue on a road in Hirochi Raceway)
April 15, 2017
0.9.0.1
4194

Vehicles:

  • Ibishu Hopper:
    • Fixed models having the wrong spare wheels/tires
    • Added ‘Classic’ variant
    • Added heavy duty brakes
    • Added stronger quick ratio off-road steering
    • Strengthened wheel attachment 10%
    • Fixed grille badge being a subpart of the fascia and not the grille
    • Fixed rear wheel shaking with parking brake applied
    • Improved clipping of engine bay meshes (intake, radiator tube)
    • Separated intakes to their own parts
    • Added Olive Green and Army Green colors
    • Fixed skin issues
    • Fixed left rear side marker light having the wrong material
    • Fixed rogue hood beams that weren’t breaking when the body was detached
  • Adjusted weightpad display to be more stable
  • Increased value of all race transmissions to be more realistic
  • Fixed average fuel consumption unit spacing on ETK gauges
  • Fixed ESC/TC subsystem staying deactivated after losing a wheel and resetting the vehicle
  • Fixed turbocharger generating wrong pressure with turned off engine
  • Fixed powertrain instabilities when one driveshaft was removed from a vehicle
  • Fixed CVT having reverse lights on in P mode

Terrains:

  • East Coast, USA: Fixed floating house, hole in the ground of the town, minor terrain issues and other small issues
  • Utah: Fixed disconnected navigraph at tourist area parking lot
  • Hirochi Raceway: added some spawn points

General Bugfixes:

  • Fixed loading screens hanging and no description showing of what’s going on
  • Fixed “Fatal Vehicle Exception” when “Remove steering wheel” setting is enabled
  • Fixed monitors not showing in graphic settings
  • Mesh compilation working again: Every .dae file is compiled into a .cdae resulting in faster loading times
  • Made SJSON parser more strict to avoid corrupted JSON data being wrongly parsed: Fixes quite some mods that contained various json syntax errors.
  • Fixed Lua error with incorrect configured spawn points
  • Fixed crash on startup when monitor or GPU do not match game settings
  • Removed text from fixed nodes in grabber: Better for video recording
  • Fixed node grabber during vehicle reset and recovery, added one-time warning on how to unfix nodes
  • Fixed sounds not muted when game window lost focus
  • Fixed Performance screen benchmark warning
  • Simple Powertrain Control not visible anymore in cockpit view
  • Fixed Simple Powertrain Control leaving the engine starter on after being used
  • Fixed Progress dialogs not showing the proper text
  • Fixed Launcher integrity functions. Improved usability: opens notepad with the log now
  • Start screen delay down to 1 second from 2 seconds
  • Adjusted East Coast Chase 3 difficulty rating
  • Fixed findFiles native filesystem API returning invalid error codes
  • Fixed loading of modScript.lua files from mods
  • Fixed game starting arguments not working reliably
  • Removed OpenStreetMap Loader from public release: Not ready yet
April 14, 2017
0.9.0
4180

Physics:

  • Physics core is more than 30% faster (see here for more details)
  • Added vehicle damage save/load
  • Improved stability of heavy object collisions (carrying heavy rocks case)
  • Improved inter-vehicle collisions, anti-sticking works now for both front and back triangle faces. Adjustments might be needed for vehicle mods with misplaced nodes
  • Improved accuracy of friction
  • Added slidingFrictionCoef node property that acts like a multiplier only on the sliding friction of a node
  • Added “stribeckExponent” and “stribeckVelMult” to node properties. It allows finer control of the sliding friction curve
  • Improved accuracy of static collisions
  • Static collision subsystem filters out degenerate (zero area) triangles. This fixes static collision clipping problems with collision meshes containing degenerate triangles
  • Fixed instability with high lift coefficients in water
  • Increased accuracy of wheel/rotator angular velocity calculations, they are accurate now even for “heavy” use cases that require high precision
  • Rewrote mud/sand subsystem to use the same information as aerodynamics (in a non-newtonian fluid medium). It is more accurate now, but groundmodels will need to be adjusted
  • Added “shearStrength” groundmodel coefficient. It defines the force (per area) that needs to be applied for the ground to start yielding
  • Improved aerodynamic lift and drag curves
  • Added airfoil lift curve approximation to triangle’ aerodynamics simulation (using lift and stallAngle triangle properties)
  • Added “stallAngle” property to triangles. It defines (in radians) the angle where the lift will begin to stall
  • Bananabench works again, it tests now up to 20 vehicles

Tire Physics:

  • Node friction load sensitivity (WIP-Not all tires yet):
    • Load sensitivity node properties are “noLoadCoef”, “fullLoadCoef” and “loadSensitivitySlope”
    • Tire’s overall grip is reduced with increased load
    • Lightly loaded tires have comparably more traction. This means less inside wheel spin with throttle in corners.
    • The cars behavior and balance at the limit is more progressive, cars do not “tank slap” as much when trying to recover from a slide
    • Cars can brake/accelerate with some 5-10% more force than they corner, because the wheelbase is longer than track, weight transfer reduces grip less in the longitudinal direction.
    • Camber affects maximum grip in a more accurate way, because loading the outside tire nodes excessively, reduces grip due to load sensitivity.
    • Vehicles, especially tall ones, are less likely to roll after hitting curbs or off camber situations, because the extreme camber reduces the grip through load sensitivity on the outside tire nodes.
  • Rolling resistance reduction:
    • Rolling resistance reduced another 10-30% by improving the node to ground collision code
    • Increased aero drag to compensate for reduced rolling resistance
  • Tire “softness” friction property: Nodes have a new “softnessCoef” property, which changes the rubber’s hysteretic behavior. This allows them to be more sticky in transient situations. When used in wheels, this improves steering response and makes the tire less likely to be shocked loose from the road by sudden input or a bump etc. It can also reduce loss of grip at high speeds (250+km/h) to a basically negligible amount.
  • Tire “treadCoef” + ground model “roughness” friction properties:
    • Tires have a tread coefficient that represents how well treaded the tire is (Slick = 0, mud tire = 1) we multiply this against a roughness coefficient in each ground type (mud has a high roughness, asphalt has very little) this means that a mud tire now works well in mud but mediocre on pavement, a slick works well on pavement but horribly on mud. Similar for other ground models.
    • Choosing the correct tire for the surface is more important now, as off road tires will perform well off road but not so much on asphalt, and slicks will be great on asphalt but practically useless in mud.

Gameplay:

  • Time refactor: sim/real time
  • Improved node grab (Middle-Click to use ‘fixed’ node grab)
  • Added optional support to match the steering wheel rotation 1:1 to your plugged steering wheel (to the best of its ability)
  • Added new external camera, featuring two distinct modes: Fan mode (the person, not the cooler :-D) and TV mode
  • Improving pitching of orbit camera when looking from the front
  • When orbit camera is manually rotated, it tries to remain locked at that position
  • Improved tiremarks render simulation, they now take into account wheel angle
  • Greatly reduced lag when meshes break in heavy collisions
  • Slowmotion physics speed can now be instantly modified while game is paused
  • Added new quickraces, raising the total number of quickrace tracks to 46:
    • East Coast USA: Rallycross Long Course, Road Race 1&2, Dirt Race, High Speed Highway, East Coast Off-Road Course, Town Course 1&2
    • Gridmap: Jumps, Offroad, Skycurve 1&2, Slalom, Suspension Race, High Speed Circle
    • Jungle Rock Island: Peninsula Race, Port Shakedown, Road Race
    • Small Island: Round Circuit 1&2, Rally Small Island – Stage 1, 2 and 3
  • Steam trading cards are nearly finished: we need to fix some minor issues, then they should start dropping 🙂

Input:

  • Added fancy graph to Controls menu, displaying the effect of each option in real time
  • Added Sony DualShock 4 Slim inputmap
  • Added Speedlink Phantom Hawk flight stick inputmap
  • Added Thrustmaster TH8A Shifter inputmap
  • Updated all inputmaps to use default parking brake rather than permanent brake
  • Added sane limits to the linearity
  • Increased granularity of deadzone setting
  • Simplified configuration of binding deadzone, now only one value is needed
  • Input system is now shielded against possibly incorrect deadzone values
  • Fixed bug in XInput system, the controller type is now correctly recognized (although it is ignored for now)
  • Force Feedback: Added optional force cutoff at low speed. This will help remove vibrations in setups with powerful steering wheels and computers with low framerates
  • Force Feedback: Fixed the parsing of header lines in LUT and CSV response curve files
  • Force Feedback: Fixed LUT files aggravating the nonlinear response of motors, rather than fixing it (due to all their values typically being inverted)

Artificial Intelligence:

  • New speed planning and targeting:
    • Handles all plan segments as circular segments.
    • Calculates speeds on segments through analytic forms.
    • Places target along planned path at a distance from the vehicle proportional to the vehicle’s speed.
  • Added anti slip control. Models a drivers reaction to wheel slip under excessive brake or throttle application.
  • Simple AI crash detection. AI detects a crash and engages in maneuvers to get out of it.
  • Added AI span mode. Produces paths biased towards the part of the map that has not been yet traversed.
  • Added a drivability attribute to the edges of the graph representation of a map’s road network. It allows for the user specification of the part of the map to be spanned.
  • Added options for the user specification of the route speed (limit/set) in the AI manual mode API.
  • Bug fixes to the AI random pathfinder.
  • Merge overlapping edges (forming triangles) of AI roads (navigation map) in map.lua.
  • Corrected drivability values of various road segments in East Coast USA (mainly dirt roads that had unit drivability).

Terrains:

User Interface:

  • Added SimplePowertrainControl App
  • Added SimpleBrakeThermals App
  • Added electronic display to ETK 800 gauges
  • Added AdvancedWheelDebug App
  • Custom endscreen for quickrace, showing the lap times and highscores
  • Remade the quickrace previews to have the same style
  • Added local best times for the quickrace. Best times can be hovered to view, and clicked to select the used vehicle
  • Clone vehicle button in vehicle selector
  • Improved support for vehicle html textures: better interfaces createWebView, queueWebViewJS, UI logs will have an identifier now
  • New startup: short intro screen
  • Improved window position saving: will restore position, snapping, maximized correctly now
  • UI streams work smoothly in slow motion
  • Powertrain app can switch between Power and Torque (click on “Torque” to switch). Torque visualization is default now
  • Fixed powertrain app bug that overlapped wheels/rotators (large roller case)
  • Added subtle animations to Powertrain app

Replay:

  • Pause and bullet time hotkeys now work during replays too (specially useful in conjunction with Alt+U to hide UI)
  • New replays can now also be recorded pressing ALT+R
  • Slightly improved smoothness in slow motion and in computers where the framerate is not perfectly stable
  • Added support to load replay files from a different level than current one
  • Replay system will now restore most of the world to the state it was in before loading the current replay file
  • Fixed incorrect playback of vehicle materials (such as broken windows, dashboard lights, etc)
  • Fixed broken beams not being properly recorded (e.g. wheels that fell off)
  • Fixed small memory leak during long play sessions
  • Fixed most cases of replay freezing for tens of seconds when big amounts of skidmarks where recorded
  • Fixed tiremarks being recorded with very low frequency and not always being played back
  • Replays recorded in extremely slow computers will now play back at the correct speed
  • Bumped replay version: files recorded with previous versions will no longer be readable (this will continue happening until the replay system is stable enough)

Vehicles/Lua:

  • Added new vehicle: Ibishu Hopper (https://www.youtube.com/watch?v=XXqR02P_yX8) (more mod parts and variants coming in the next update)
  • LeGran: Added trunk spoiler/luggage rack for Sport model and landau roof for Luxe model, improved race suspension, added tuneable rear alignment settings
  • 200BX: New suspension geometry and alignment, aero tuning, reduced power of stage 1 turbo, removed wing from “Drift” config to improve predictability, added wing to “Demon” config, made ‘Nomi’ and ‘BlastR’ skin colorable, added ‘TuningStudio’ skin
  • Barstow: Added ‘Front Guard’ part
  • Bolide: Aero tuning, suspension tuning and alignment, 390GTR uses sport tires, more engine inertia, less exhaust smoke
  • Burnside: Added ‘Eye Lids’ part
  • ETKI: added ‘Knallhart’ variant, added ‘Rotopad’ skin
  • Sunburst: New suspension geometry and alignment adapted from accurate sources, aero tuning
  • ETK800/ETK-K: New suspension geometry and alignment adapted from accurate sources, suspension strengthening, aero tuning, added engine efficiency table
  • SBR4: New suspension geometry and alignment, suspension strengthening, aero tuning
  • D-Series: Added new crew cab variants with longer frame, added rectangular roof lights part, fixed front axle torque reactions, fixed some discrepancies between D and H series frames, added engine efficiency table
  • H-Series: Added ‘Roof Parts’, ‘BeamCom’ configuration, ‘BeamCom’ skin, added rectangular roof lights part, fixed front axle torque reactions, fixed some discrepancies between D and H series frames, added engine efficiency table
  • T-Series: Deformation and strength tuning of Dump Bed Upfit, fixed some problems with fuel tanks
  • Pigeon: Speedometer now ignores stabilizer wheels speed
  • Miramar: Fixed door glass breakgroup, reduced weight of race rear axle
  • Added new Okudai RP02 wheel in many sizes
  • Lightbars: Cleanup, Improved ‘ETK800 Lightbar’ model, added flares, improved materials, implemented custom lightbar patterns
  • New prop: Weight Pad
  • New prop: Ball
  • Revamped tire tuning: 200BX, Bolide, ETK800, ETK-K, Hopper, SBR4, Semi and Semi Trailers, Sunburst, all off-road tires
  • Increased steering stiffness on all cars for better response
  • Vehicle lift and drag scaling tuned to suit aero physics changes
  • Added fuel tank leak beam to all tanks, now fuel level will drop when tank is broken
  • Removed beam highlights in fuel tanks and roll cages, people mistook them for broken beams
  • Tweaked asphalt ground model to better suit new tire model work
  • Added roughness and treadCoef to groundmodels and tires (now dirt tires work better in dirt, race tires work better on asphalt etc)
  • Tuned mud and sand ground models with shearStrength and roughness, now deep mud and sand are much more difficult to traverse without good ride height and off road tires.
  • Fixed automatic and CVT transmissions sapping power in reverse
  • Added electricServo powertrain device, can act directly on wheels and rotators to control angle
  • Fixed engine thermals bug where starting a stalled engine would heat it up
  • Fixed DCT-Transmission failing to load sometimes
  • Added user setting for disabling the shift prevention of automated transmissions
  • Post-Crash-Brake now disables itself after being triggered a few times (circumvents issues with excessive skeleton vibrations triggering it)
  • Gearbox behavior now persists across reloads
  • Fixed some issues with bool values in props
  • Fixed issue where TC would not recognize the correct number of propulsed wheels
  • Clutches now default to closed if not controlled via electrics
  • Fixed issue where dT wasn’t correctly passed to controller physics updates
  • Fixed issue where a forced dummy controller wasn’t properly referenced as the main controller of a vehicle
  • Included ESC stiffness calibration app in public release
  • Reworked brake code, now with new and much better ABS
  • Improved turbocharger input value safe guarding
  • Fixed a bug where wheels without tires would use a wrong wheel radius for wheel speed measurement
  • Engine stall state is now part of the streams being sent to the UI
  • Reworked all turbos to have a much more realistic response
  • Fixed auto shift point calculations
  • ETK800/K now shift faster
  • Fixed DCT going into non existing gears
  • Automatic transmissions now look at the torque converter output speed for shift decisions
  • H-shifter usage now switches to realistic gearbox behavior
  • Reworked rotators so they can be individually braked
  • ESC is now an actual powertrain controller
  • Cleaned up UI app categories
  • Gear damage is a bit more forgiving in regards to using to clutch
  • Increased clutch smoothing rate for keys
  • Implemented ETK800 digital gauge logic
  • Implemented “powersteering” prototype, not used by default
  • Fixed bug where radiator damage appeared even if no radiator was installed
  • Added electrics value/”simplefunction” for 4wd and rangebox status
  • Fixed air cooled engines throwing errors about a missing radiator
  • Added a prototype “drift mode” to the sunburst ESC
  • Improved partial throttle turbo response
  • Broken fueltanks now slowly drain (no visuals)
  • Reworked large spinner and large roller to use the powertrain and controller features
  • Added engine load display to simple engine debug app
  • Reworked shaft inertia calculation to support rotating objects (wheels, etc) in any orientation
  • Implemented ability to manually turn off the engine in arcade mode
  • Added hazard signals to post crash brake
  • ESC/TC mode now persists across vehicle reloads
  • Added standalone “airplane surface controller” that can be used by mods to easily control airplane surfaces
  • Fixed engine load not working properly when idling
  • Fuel displays now show an empty state when no tank is installed
  • Fixed torque converter lockup looking at engine rpm instead of gearbox input rpm
  • Improved turbocharger BOV logic
  • Node debug modes now show the actual current mass, not the initial mass from jbeam
  • Fuel starved engines can now be restarted if they have been refueled.
  • Made it possible to replace an already loaded mainController with a custom controller
  • Added ability to have custom turbo, supercharger and thermals code for the combustion engine
  • Powertrain now calculates the cumulative gear ratio across the whole tree
  • Implemented ETK800 Gauge screen logic
  • Added ability to manually turn an engine off from Lua
  • Fixed scenario freezer not working with vehicles without an engine
  • Added electrics source for radiator fans

Audio: Switched from OpenAL to FMOD as sound backend. No new sounds yet, however, the new system will allow us a lot better integration

Scenarios:

  • Added ‘Hopping Around’ scenario
  • Added ‘Dirt Hopper’ scenario
  • Added ‘Climbing Utah’ scenario
  • Added ‘Canyon Jump’ scenario
  • Added ‘Guinea Pig Preparations’ scenario
  • Added ‘East Coast Chase 3’ scenario
  • Added ‘East Coast Chase 4’ scenario

Misc:

  • Game objects serialization in JSON : json exporter for levels, improved exporter to have order now, minimal format: leaving out default values
  • Improved internationalization: fixed UI switching problems, better operating system language detection, improved support for non-ASCII characters throughout the game. Help translating BeamNG.drive here
  • Made JSON parser compatible with SJSON (it allows JSON keys without quotes and “=” instead of “:”)
  • Ported lots of old TS code to Lua, work in progress
  • Added temporalSpring smoother to utils.lua module
  • Added an easy to use library for using HTML-Textures from vehicle Lua
  • Auto performance testing now runs in fast forward mode
  • Fixed auto performance tests not working with vehicles in the mod folder
  • Auto performance tests now use low range and 4wd if available

General Bugfixes:

  • Fixed infrequent render crashes
  • Fixed infrequent invalid render states
  • Fixed crash on UI when the game is running in background for some time
  • Optimized broken flexmeshes.
  • Fixed bug in color palette shader causing black artifacts
  • Fixed missing crash reports in support tickets
  • Added support for per level Lua extensions
  • Added Lua module dependencies which inform the game of which modules a module depends on and enforces processing order. A module is processed after all it’s dependencies.
  • Only modules needed per game mode are loaded now.
  • Greatly improved browsing speed of meshes in the game editor, it should be several times faster now
  • Optimized file system search algorithm. Computers with slow disks will benefit the most from this
  • Optimized iteration of directories with large amounts of files inside, and fixed crashes due to a memory leak in extreme cases
  • Exposed new Lua function “castRay”, which can be used in the game engine thread to detect obstacles (will impact performance, use with caution)
  • Fixed rare crash of camera code when no vehicle is present
  • Fixed rare crashes when spawning or removing vehicles
  • Logging fixes: fixed missing log lines, crashes
  • Filesystem fixes: some API’s were not working correctly, using findfiles now instead of walking directories
  • fixed lots of potential problems using static analysis
  • Improved backward compatibility for windows 7
  • Fixed memory corruption in forest file
  • Start unifying the file names: filename.contenttype.formattype. I.e. main.level.json
  • Improved nodegrab legend
  • Fixed UI crashes, corrupt log files, etc
  • Greatly reduced memory allocations in human readable file size string representation API

Some stats:

  • 33 people from all over the world worked on this update
  • 3742 changes since last update, averaging about 47 changes per working day
Steam Early Access: 0.8.0.1