Early Access Changelog (2018)

Early Access Changelog (2018)

From BeamNG

This is the changelog of the Steam Early Access versions released during 2018. Minor updates to version 0.15, which were released in 2019, are subordinate to this year's final major update, and as such have also been included in this list, while the first version of this year, 0.11.0.5, had its major update last year and is instead included in that year's list.

Date Released Version Number Contents
Steam Early Access: 0.16.0
March 14, 2019
0.15.0.5

Bugfixes:

  • Fixed repository not working when manifest cannot be parsed
  • Fixed crash when static render manager tries to render 30000+ instances in one draw call
February 27, 2019
0.15.0.4

Bugfixes:

  • Added guard for missing default.pc
  • Fixed crashdump being saved to default userpath even after changing it
  • Fixed default userpath being incorrect if Windows Defender “ransomware protection” is enabled
  • Fixed crash on render related to shadow materials
  • Fixed missing GPU meters on the performace UI
January 29, 2019
0.15.0.3

Bugfixes:

  • Fixed crash when rendering shapes with invalid details numbers
  • Fixed initial window size of scriptAIManager
  • Fixed Autobello thumbnails
  • Fixed custom groundmodel not being loaded
  • Fixed Some utility function using default userpath instead of actual defined userpath (may have fixed issues inside the torque3D editor)
  • Launcher: Fixed open dialog failing to open on some specific configuration
January 11, 2019
0.15.0.2

Improvements:

  • Added new binding “Reset all vehicles” to quickly reset all spawned cars using Shift+R
  • Interior skins changed for Autobello Piccolina 110b and Carabinieri
  • Improved reverse gear logic of scriptAI
  • Improved steering positioning of scriptAI when driving on heavily cambered roads
  • Reduced peak and runtime memory usage of Static Collision subsystem
  • Reduced default depth of dirt_loose_dusty groundmodel
  • Reduced piano destruction sound volume

Bugfixes:

  • Fixed floating camera on missing default vehicle
  • Fixed lighting issues when Lowest graphic settings is used
  • Fixed materials UV animation on Material editor
  • Fixed crash on imposter generation
  • Fixed render using instancing when materials use dynamic cubemap
  • Fixed ability to repair cars during competitive scenarios through the “Reload all vehicles” binding
  • Fixed duplicate “Reload vehicle” binding name in UI (was really “Reload all vehicles”) and added a default Ctrl+Shift+R binding for it
  • Autobello Piccolina: Fixed turbocharger turbine direction, lights falling off when spare tire falls off, wheels breaking off at max offset, steering limiters inhibiting steering (off-road steering), fixed wrong turn signals for 130a variant
  • Fixed reset and recovery lag while using vehicles with a navigator display
  • Fixed Moonhawk drift steering breaking at full lock
  • Fixed some small issues with Roamer off road roofrack
  • Fixed ‘Through the center’ time trial rolling start spawning car underground
  • Fixed gate prop not spawning correct configurations
  • Fixed Barstow ‘Old Paint’ skin not displaying correctly
  • Reverted change to mud and sand groundmodel default depths
  • Fixed game crashes and loss of force feedback with various Thrustmaster wheels, as well as potential issues with many other force feedback devices
  • Fixed log spam when encountering certain problems with force feedback system
  • Fixed rare possibility of log file corruption
  • Slightly improved force feedback ‘Auto’ update rate detection
  • Improved handling of force feedback devices when they are unplugged
  • Fixed harmless error logs when force feedback devices are connected before running BeamNG.drive
  • Fixed some cases where force feedback would be disabled or routed to an incorrect device while multiseat is enabled
December 21, 2018
0.15.0.1

Improvements:

  • Replaced old performance graph by new imgui-based performance graph (in scenario mode)
  • Audio: Changed loading type of water assets for Italy to improve performance
  • scriptAI: Improved user interface and fixed performance problems

Bugfixes:

  • Fixed crashes when running 32 Bit (x86) version
  • Fixed license plate always defaulting back to old text generation
  • Fixed old Italian plate breaking text when trying to parse something else than valid plate (Eg: nicknames with numbers)
  • Fixed missing bumpers for Autobello 110B version
  • Fixed tailgate grill normals issue
  • Fixed hydros deforming other parts of the car when their movement is nearby the natural frequency of the other parts. This happened at low FPS and inside a certain movement speed zone
  • Fixed wheel force feedback being disabled when scriptAI is recording
  • Fixed scriptAI not setting arcade gearbox mode when following a recording
  • Fixed scriptAI not preserving initial direction when looping
  • Fixed crash on static render manager when shapes don’t have any LOD
  • Fixed PointLight shadows
  • Fixed crash when opening a replay before having loaded any map first
  • Fixed watercooled engine thermals not cooled down by water
  • Fixed wrong information showed for the Etk 854tx (A)
  • Fixed scenario logic breaking after trying to reset a paused scenario
December 20, 2018
0.15.0

Physics:

  • Small optimizations in the physics core (~5%)
  • Increased sensitivity of duplicated beam warning
  • Improved dirt and gravel surface friction values (gains more grip with sliding than before)
  • Tied fire thermals to engine and brake thermals
  • Clean up of fire subsystem
  • Fixed random fire ignitions
  • Fixed removing engine also removing the wheels for some vehicles
  • Fixed particle slipForce values reported by the physics core
  • Fixed particle collision depth values

AI:

  • Added scriptAI subsystem. It allows to record a driving path and then having the AI try to drive the same path.
  • Added penalty parameters for above and below cutoff driveability, to map.getPath. They control the path finding algorithm based on the cutoff driveability threshold.

Powertrain:

  • Prevent DCTs from shifting up while in frozen mode
  • Automatic transmission doesn’t provide an engine load anymore in N when frozen
  • Added bigger freeplay to sequential transmissions
  • Tuned default upshift prevention settings
  • Electric servo device now has settable min/max angles
  • Temporary rev limiter (used for launch control and TCS) now uses the actual rev limiter logic of the engine instead of always a smooth limiter
  • Turbochargers now work much more reliably at low framerates
  • Increased display accuracy of torque curve app vs actual performance of turbocharged engines
  • Fixed clutch slipping too easily when vehicle has a low range gearbox
  • Fixed reverse airflow causing temperature increase in radiators and oil coolers

Graphics Engine:

  • Render optimizations to improve CPU bound cases
  • Render optimizations for TSStatic objects
  • Added support for BC7 texture compression. Should be the prefered format for all textures except normal maps. Results in more detailed textures on-screen.
  • Fixed decals not rendering correctly over meshes using visible mesh for collision
  • Fixed some performance meters used in Performace UI
  • Fixed “look back” behavior of orbit camera
  • Fixed black screen after physics instabilities

Vehicles:

  • Added new vehicle: Autobello Piccolina
  • Added ‘Shift Lights’ (Single LED and Multi LED). Added by default to Race and Rally configurations of most vehicles
  • All new ‘Rally Lights’ meshes and textures, with skinnable covers
  • Rally Lights: Adjusted brightness and shadows on variants with more than 2 lights. Improved positions to avoid light flares from leaking behind
  • All new ‘Roofrack’ meshes for the Gavril Roamer. Higher quality models and textures, added a Jerrycan
  • Added an 8-speed DCT to modern ETKs
  • Civetta Bolide: Added ‘Polizia’ configurations (skin and emergency leds). Added ‘Volitalia’ skin
  • Hirochi Sunburst: Added ‘Gripall’ skin. Fixed minor issue on the mudflaps uvMap
  • Hirochi SBR4: Added ‘Apex’ skin
  • Added new license plates format (European 52x12cm) and pattern generation. Read more here.
  • Ability to set default license plate for every new vehicle `settings/cloud/forceLicencePlate.txt`
  • Tuned Sunburst CVT to use lower RPMs
  • Tuned ETK 800 Series and ETK K-Series weight distribution, awd parts add more weight
  • Fixed beacon lights not shutting off when broken
  • Improved Lightbar/beacon siren sounds: now come from vehicle’s horn location rather than the lightbar itself
  • Strengthened suspension subframes for most vehicles
  • Increase Burnside radiator effectiveness
  • Fixed ETK K-Series default front track width
  • Fixed many cars getting small amounts of damage just from aggressive driving
  • Increased small standard tires treadCoef to match larger sizes (increases off road grip)
  • Some changes to some configurations’ colors
  • Refreshed thumbnails
  • Added information about current vehicle in htmlTexture (`VehicleInfo`)

Levels:

  • Added new level: Italy
  • Automation Test Track road surface overhaul: now using a 3D mesh for greater smoothness and for improved control over details where needed. Should improve Force-Feedback feeling.
  • Fixed drag strip christmas tree on West Coast USA
  • Fixed minor water issue on Gridmap’s groundmodels area
  • Fixed minor issues on East Coast USA
  • Added new preview images for Cliff, Gridmap, and Utah

Scenarios and Time Trials:

  • New scenarios: ‘Autobello Piccolina Showcase’ and ‘Pizza Delivery’
  • New Time Trials for Italy: Crest Road, Highway, Mini Village Loop, Asphalt Hillclimb 1 & 2, Island Tour, Mixed Circuit, Mountain Village Circuit, Cliff Road, Gravel Hillclimb 1 & 2, Mixed Hillclimb and Through the Centre

Bus Routes:

  • Added bus lines for Italy: 101 Norte, 101 Norte reverse, 142 Lucera-Norte, 142 Norte-Lucera, 145 Norte-Villapace, 145 Norte-Villapace reverse, 701 Conca azzura-Fastello, 707 Fastello-Conca azzura
  • Added ability to use other buses in ‘Bus Route’ mode
  • Fixed using two times the same waypoint for different stops in navhelp
  • Fixed spawning the bus in the last bus stop trigger

Track Builder:

  • Added procedural obstacles: Cube, Bump, Cylinder, Ring, Cone and Ramp.

Sounds:

  • Changes to loading type for all assets, should improve overall performance
  • Added cobblestone groundmodel sounds
  • Added 2 new siren sounds
  • Added support for multiple engine sound source
  • New suspension sounds for cars
  • New cannon roll and fire sounds
  • Tweaks to cabin EQ and mix

User Interface:

  • Added propulsion, fuel, transmission, braking distance, and drivetrain to vehicle performance data
  • Optimized navimap sending to a vehicle to only happen when the map has changed
  • Updated tooltips
  • Updated some outdated levels’ thumbnails
  • Fixed Italian language not always being properly recognized and used
  • Fixed navimap road construction for the case of multiple overlapping road segments intersecting with another one

Replay:

  • Fixed rare bug where vehicle colors and skins would momentarily switch around between identical cars

Input:

  • Enabled force feedback by default for the Logitech Momo Racing Force Feedback steering wheel
  • Fixed sped up response when switching back and forth between keyboard and gamepad steering
  • Fixed force feedback persisting when a vehicle is deleted

Controller:

  • Node collision event is now exposed to controllers
  • Added shiftlight controller with highly configurable settings
  • Support for electric propulsion (WIP)
  • Fixed a few corner cases where a manual transmission in arcade mode would get stuck in a higher gear at stillstand for a while
  • Refactored how Sports mode works across all relevant transmissions
  • Improved DCT control logic

Launcher:

  • Displays an error message if can’t clean cache (if using userpath==rootpath)
  • Added progress dialog for clean cache, fixed backup folder created using 12h time format
  • Added trackEditor and new editor to clean cache whitelist

Misc:

  • New and more reliable Performance Graphs
  • Removed some unused files
  • Updated vehicle tests to include new data points such as “Propulsion”, “Fuel Type”, “Induction” and automated detection of transmission and drivetrain type
  • Added warning message when importing terrain texture map outside game/user folder
  • Fixed free space warning when using `-nouserpath`
  • Fixed a bug where the web browser would not open at all
  • ProceduralMesh: fixed a crash when vectors are empty
November 29, 2018
0.14.0.4
Latest version available for Windows Vista. Future updates require DirectX 11 (Windows 7) or higher.

Contains only a minor fix for the world editor. (exporting heightmaps)[1]

November 27, 2018
0.14.0.3

General:

  • Fixed crash when online features are enabled.
  • Repository settings “Auto update” disabled by default

Content:

  • Brought back ‘Hard Parking’ scenario

Editor:

  • Fixed crash when deleting decal roads
  • Fixed crash when editing terrain in editor
  • Fixed forest editor not deleting objects of a type after all have been deleted

UI:

  • Fixed automation vehicles not being selectable in quickrace menu

Vehicles:

  • Fixed Sunburst steering breaking at high speeds and full lock
  • Fixed instability of ETK KC6T with Hirochi wheels

Camera:

  • Fixed ‘External’ camera glitches when driving faster than 210mph and then switching camera
  • Fixed duplicate cameras when clicking too quickly in Options > Camera ordering buttons
  • Fixed ‘Driver’ camera behaving incorrectly on LHD vehicles after having driven a RHD vehicle

Track Builder:

  • Fixed Track Builder obstacle placement
  • Fixed Track Builder not working in reverse (Time Trials/Light Runner)
November 9, 2018
0.14.0.2

Gameplay:

  • Fixed playing track in reverse not working in Time Trials and Light Runner

Cameras:

  • Fixed tiny camera movements when approaching or leaving the BeamNG.drive window borders
  • Disallowed extreme field of view angles to prevent graphic issues
  • Fixed ‘External’ camera using incorrect vehicle position when set as default camera

Input:

  • Fixed speed-sensitive steering limits not working correctly
  • Removed two non-working input actions

Replay:

  • Fixed possible crash when handling vehicles with very large or very small amounts of nodes
  • Removed experimental work-in-progress replay options from Options > Other menu
  • Fixed crashes when opening replays if the aforementioned options had been enabled in the past
  • Fixed incorrect filesystem error logs when a recording is succesfully stopped

Track Builder:

  • Added Seven Trials Bridge: A difficult and long track, featuring seven different challenging track styles
  • Fixed being able to click on Track pieces while in Drive or Test mode
  • Fixed obstacle placement not working
  • Fixed Linear Interpolation for height not using the correct slope
  • Custom Slope now auto-enables to prevent gaps in tracks when using advanced interpolations for height
  • Resetting checkpoint size now sets the size to the width of the track piece
  • Windows no longer exactly overlap upon opening them
  • Added description and difficulty fields for saving tracks (and all existing tracks)
  • Reworked the drop in Kraken Incorporated, made Nosedive track shorter
  • Fixed a bug where the width was calculated incorrectly on thin tracks
  • Added a few more decals for materials and border shapes
  • Fixed textures for obstacles not showing up in some levels

Vehicles:

  • Fixed cannon not being able to shoot
  • Re-enabled gearbox debug and shift decision apps

Physics:

  • Fixed bug with beam counts > 32768
  • New max beams limit is 65534

Misc:

  • Fixed static collision debug tool
  • Fixed lag when updating mods using in-game repository
  • Fixed ‘Change Configuration’ button taking you to Quick Race menu in Light Runner mode
  • Fixed garage not loading correctly when a level had been loaded previously
  • Decreased step value on fog slider
  • Fixed settings\base.ini not being created if doesn’t exist. Would only cause debug messages to be visible by default in the console

Notable Known Issues:

  • In rare cases, users are reporting a crash on launch if Online Features are enabled. (fixed in 0.14.0.3)
November 2, 2018
0.14.0.1

Features:

  • Added option to enable/disable the driver’s seat adjustment controls (In Options > Camera – will be disabled by default)

Fixes:

  • Removed Options > Camera > Collision option. This is still a very experimental feature that has the potential to break the camera in numerous situations
  • Fixed incompatibility with some mods that omitted required data
  • Fixed rare cases where Light Runner mode could freeze the game

Notable Known Issues:

  • In rare cases, users are reporting a crash on launch if Online Features are enabled.
October 30, 2018
0.14.0

Vehicle Additions, Improvements and Fixes:

  • Added chainlink gate prop
  • Added rotary steering actuators (using torsionHydro) to Barstow, Burnside, Miramar, Moonhawk. The new system better represents recirculating ball steering kinematics and countersteers faster with FFB wheels
  • Added improved anti-roll bars (using torsionBar) to 200BX, Barstow, Covet, ETK800, ETK-K, ETKI, Miramar, Moonhawk, Pessima, SBR4 and Sunburst (more vehicles are in progress)
  • Anti-roll bar stiffnesses are now properly matched to real life equivalent cars
  • Improved steering arm rigidity using torsionBar beams (currently only on cars with new sway bars, still work in progress)
  • Adjusted smaller wheel and tire widths to more accurate dimensions
  • Wheel axle node collision has been changed so wheels can now fall flat on the ground
  • The actual default configuration of the Pickup will now load if default is selected
  • T-series:
    • New Car Hauler upfit, suitable for hauling vehicles and other large, bulky items
    • Most upfits now use the second color channel, allowing the upfit color to be different from the cab color
    • Frame torsional rigidity reduced, but bending rigidity increased using torsionBar beam
  • Barstow: Increased rigidity of front frame sections using torsionBar beam
  • Burnside:
    • Increased rigidity of front frame sections using torsionBar beam
    • fixed some instability when using 15×8 Alder Basketweave wheels
    • Fixed the hood lifting spring deforming on spawn as well as the issue causing the rear axle to sometimes be unstable with small wheel choices
  • Citybus: Shift point spacing widened
  • D-series, H-series, Roamer (as well as Grand Marshal, for italicized features):
    • New V8 engine and transmission meshes.
    • Improved engine flexbodies and made SFA steering more durable.
    • Fixed steering breaking easily when using independent front suspension with 8 lug hubs and fixed some parts deforming too easily from general driving
    • Centrifugal supercharger changed to roots supercharger to maintain consistency between vehicles using this engine
    • D-series only: Updated ‘Rusty’ skin materials to make it blend better with the vehicle colour
  • Hopper: Fixed issue causing the rear axle to be unstable with wheels spaced outwards
  • Pigeon: Added radiator nodes
  • Sunburst: Drift steering should now not break easily at full lock
  • ETK800, ETK-K: Changed shift point spacing on low gears to prevent loss of control when downshifting in corners
  • Moonhawk: Increased rigidity of front frame sections using torsionBar beam
  • Sunburst: Closer gear ratio spacing for Hillclimb config
  • SBR4:
    • Wider bodywork for better proportions
    • Closer gear ratio spacing for Hillclimb configuration and handling tweaked to suit new wider track
    • Added a black & blue interior skin and made interior carpet a separate map for skinning
  • Tire textures have been improved to add symmetrical tread and move whitewall/lettering to the outside only
  • Made improvements to some lightbars’ flares to avoid them leaking in the opposite direction
  • Improvements to the ‘Sawhorse’ prop materials

Levels:

  • Revisit the neon-lit glory days of the 80’s with the new Light Runner map, showcasing the capabilities of the Track Builder with some electric glow skins for selected vehicles
  • Fixed some East Coast USA roads having wrong groundmodel assigned

Camera:

  • Added new ‘Driver’ camera, featuring side-look and rear-look, as well as customizable settings: lock to horizon, inertia effect percentage, autocentering, FOV *angle, per-vehicle seat position adjustment and tilt angle. This camera works as a replacement of the old “onboard.driver” camera
  • Added right mouse button support to ‘Chase’ camera.
  • Fixed ‘Top-Down’ camera while paused
  • Fixed rare camera errors after reloading system Lua or when switching between vehicles with different available cameras
  • Fixed some camera rotation issues when simultaneously attempting to look left and right, or up and down (using keys)
  • Right mouse button now works correctly while F11 editor is open
  • Fixed an issue causing camera zoom speed to be too slow or too fast unless the button was lifted and pressed again

Physics:

  • Added torsion bar support in physics core. This is a new physics entity that simulates rotational springs
  • Added torsion hydro support to simulate controllable rotational actuators
  • Added breakGroup support to couplers
  • Added planet gravity support. This simulates gravity both inside and outside a planet
  • Added “staticCollision” node attribute. Setting it to false disables collision of the node with static geometry (default is true)
  • Fixed “normalForce” attribute of particles to be positive (previously it was negative)
  • Fixed calculation of collision energy used to initiate fires
  • Added a new debug function to draw triangles (obj:drawNodeTriangle)
  • Added “beamstate.addPlanet”, “beamstate.delPlanet” and “beamstate.setPlanets” functions to vehicle Lua
  • Added “thrusters.applyImpulseBody” function to vehicle Lua
  • Changed electrics.airspeed to be based on ground speed instead of airflow speed
  • Increased maximum nodes limit to 4000 (from 3000) and maximum beams limit to 20000 (from 15000)

Powertrain:

  • Added “free-play” support to the friction clutch, increased holding torque by ~25% and improved the damping calculation
  • Reworked “vehicleController” to allow for more possible use cases outside of regular combustionEngine powertrain layouts
  • Tweaked shift logic for sequential transmissions to go through a tiny period of neutral state while switching gears
  • Implemented basic “Two-Step-Launch” logic
  • Fixed “smart” parkingbrake being stuck on from time to time
  • Fixed a bug where custom powertrain devices could overwrite default ones
  • Fixed ESC/TC staying in an incorrect state after disabling it

Audio:

  • FMOD has been updated to V1.10.0
  • Rock surfaces have new surface sounds
  • The turbo audio mix has been given a balancing pass
  • The radiator damage sound has been replaced and radiator hiss sounds have been added
  • New suspension samples have been added for pickups, trucks, bus and semi
  • Replay cameras will now filter surface sounds based on distance filtering
  • Improved the ambient water sounds in Utah, East Coast and Jungle Rock maps
  • Volume and equaliser settings for group channels have received mix changes
  • The default game volume has been changed from 80 to 100, compensated for by decreasing the volume in FMOD
  • New default master volume in game audio settings
  • All glass impacts have been refactored into FMOD
  • Aero, Piano Crash and Suspension have been refactored into FMOD
  • Five music tracks in a ‘Synthwave’ style have been added for the Light Runner level
  • Tweaks to cabin view filtering with reduced high and low frequencies
  • Fixed skid sounds being triggered while inside heightmap holes

Gameplay:

  • Included Light Runner game mode with several tracks and appropriately styled skins for Bolide, Moonhawk, 200BX and SBR4
  • “Teleport to checkpoint” now sets the direction of the vehicle either to the direction of the directional checkpoint or the velocity of the vehicle when entering the nondirectional checkpoint
  • Resolved an issue which would cause checkpoints to trigger late
  • Fixed some issues in the ‘Port Escape’ scenario

Force Feedback:

  • High-Frequency smoother has been removed, as it is no longer necessary
  • Added new coefficient slider to improve generic self-centering
  • Simplified low speed force slider into a checkbox
  • Increased smoother setting range in Options > Controls > Force Feedback
  • Increased default force resolution when drivers don’t provide this information (such as some direct drive wheels), potentially providing extra detail in those few cases
  • Small improvement of force feedback responce at higher framerates
  • Added new “Side Accel Feedback” slider. It allows emulation of sideways forces on the driver by passing them to the wheel

User Interface:

  • Track Builder tracks can now have Preview images for time trials
  • New options for the Track Builder: custom materials, ground models, border shapes, walls and ceilings, obstacles and custom Checkpoints
  • Fixed extreme UI slowdowns while ForceFeedback Graph UI app was visible
  • Removed incorrect “Nm” unit from ForceFeedback Graph UI app
  • Rearranged Force Feedback settings page, fixed some alignment issues
  • Added key binding cheatsheets to Options > Camera menu
  • Deprecated ‘Smart V-Sync’ graphics setting
  • Implemented new groundmodel debug window
  • Updated thumbnails for some older scenarios
  • Fixed an issue that made the save dialog not show up for PostFx
  • Fixed in-game repository ‘Discussion thread’ button redirecting to a wrong thread if the mod does not have a discussion thread

Input:

  • BeamNG.drive Remote controller V2 (Smartphone app) will now update its HUD regardless of whether Outgauge setting is enabled or not
  • XBox gamepad linearity default changed to a softer 2.5 value, for better control at high speeds

Lua:

  • Added an ‘onMouseLocked’ camera callback, triggered when right mouse button is pressed or released (check its usage in the new ‘driver’ camera)
  • Added function to add a command to the queue of every object except those with id “exceptId“ using BE:queueAllObjectLuaExcept( string command, int exceptId)
  • Commandhandler should now not repeat all commands when the Lua VM is reloaded
  • The Json parser has been optimized to be 30% faster
  • Added smootheststep Lua function

Game Engine:

  • Improved the render interface for TrackBuilder meshes
  • Added support for decals on TrackBuilder meshes
  • Implemented new immediate GUI with multithreading support
  • Fixed shader issue when normalmaps are used with detail UVs
  • Loading PNGs with greyscale + alpha formats should now not cause crashes
  • Resolved issue causing rare crashes on vehicle deSpawn
  • Added support for progression in Steam Achievements
  • Reduced latency by 1 frame
  • Fixed issue causing crashes when loading invalid mesh cache files

Misc:

  • A performance warning for drive space, cache folders and cloud storage has been added
  • Steam Rich Presence has been added to the game
  • Removed some unused / extra copies of some files
  • Tuned default graphical settings to be less heavy on Dynamic Reflections
  • Added ‘Hay’ and ‘Confetti’ particle effects

Known Issues:

  • The setting file “base.ini” cannot be created if missing, Resulting in debug messages not being blacklisted by default. (fixed in 0.14.0.2)
August 10, 2018
0.13.0.5

General:

  • Force Feedback: response is more immediate now, self-steering improved

Fixes:

  • Fixed crash with some vehicle’s stock colors
  • Fixed crash when first vehicle spawned is removed but other vehicles share sounds with it
  • Fixed trailer’s reset logic affecting non trailer vehicles
August 3, 2018
0.13.0.4

Improved Force Feedback (FFB): These improvements are fairly new even for us, so you may need to play with the FFB settings to extract the most out of it. Please refer to our steering wheel setup guide for more information.

  • Much faster self-steering or countersteering ability
  • Forces are much smoother when FPS is lower than 60
  • More detailed forces, subtle changes in grip are easier to feel now

General:

  • Added CrossJumps Track for the Track Builder
  • New time Trials on Hirochi Raceway: Medium Race Circuit, Forgotten Raceway 2
  • New time Trials on West Coast USA: Long Race Circuit 2, Alternative Race Circuit, Highway Intersection
  • New time Trials on Jungle Rock Island: Island Dirt Loop
  • Tweaked some car-specific Force Feedback (FFB) strengths
  • Updated Sunburst ‘Custom’ skin (thanks to @JungAlun)
  • Improved ‘spawnpoint’ marker in editor

Fixes:

  • Fixed Semi Dumptruck and Cement Mixer steering alignment
  • Fixed Moonhawk mirrors becoming jiggly after small impact
  • Fixed several small garage issues
  • Fixed Utah Mixed Road Time Trial
  • Fixed invisible vehicle after visiting Parts Manager menu and then recording a replay
  • Fixed lag on bigger Track Builder Tracks
July 27, 2018
0.13.0.3

General:

  • Improved Dam Jump scenario : Added accuracy score, one new target and an explanatory image
  • Wentward DT40L: Tweaked config values to be more realistic for a 20-30 year old bus, added white steel wheels which are standard on Base and Safari configs
  • Tuned wheel deformation – most alloy wheels will deform a bit more now
  • Cleaned up Pessima Turbo Burger info.json

Fixes:

  • Fixed broken flex meshes after use of “RESET ALL” button on Debug panel
  • Fixed shortcuts in Gravel Circuit and Old Race Track Circuit Time Trials
  • Fixed Big Air Vanster scenario
  • Fixed crash on engine Lua reload (CTRL+L)
  • Fixed tanker fender breakgroup
  • Fixed issue with the rear 4 lugs wheels on the 200BX
  • Adjusted engine strength on Sunburst, rear doors latch stronger
  • D-Series / H-Series front hub adjustments
  • Minor handling balance tweaks on 200BX,ETKi and Bolide
  • Fixed some visual issues on the Automation level
  • Fixed restarting of Bus Route scenarios
  • Fixed rear wheel skidplates

Known issues:

  • Vehicles can disappear during replays (fixed in 0.13.0.4)
July 22, 2018
0.13.0.2

(see 0.13.0.1)[2]

July 20, 2018
0.13.0.1

New content:

  • Added new scenario intro screen that enables vehicle selection
  • Added 3 time trials to the Automation Test Track: Hillclimb 2, Short Circuit, Old Race Circuit
  • Added Dam Jump scenario
  • Added 3 Tracks for the Track Builder: Fast and Slow, TB Raceway, Corners

General:

  • Added degenerate collision triangle warning
  • Made physics core more robust when faced with degenerate collision triangles
  • Improved distance attenuation for backfires
  • Improved distance attenuation for rumblestrips
  • Improved turbo and supercharger sounds
  • Improved performance for kickup (lowered max voices)
  • Improved sand surface sound emitting
  • Throttle cut during shifting of automatics is now disabled by default
  • Nodegrabber fixed nodes can now persist across Ctrl+R vehicle reloads
  • Added message to in-game repository when connection fails
  • Rephrasing for repo mods removal button and message box

Fixes:

  • Fixed tracking of deformation energy (used by crash sounds)
  • Fixed some sounds not affected by slow motion, like breaking glass sounds
  • Fixed loose surface sounds not audible with many vehicles (changed voice settings)
  • Fixed WCA drag strip christmas tree
  • Fixed mods with long names causing mod icons to be misaligned
  • Fixed Grand Marshal front suspension breaking with some wheels, fix wobbly hood hinges
  • Fixed City Bus degenerate coltri, add n2o purge valve
  • Fixed Moonhawk turn signal and headlight switch sounds
  • Fixed siren audio not playing in scenarios until its reset (Affected Scenarios: East Coast Chase (1,2,3,4), Bank Robbery, Delivery Truck Takedown, Small Island Chase, Police Patrol)
  • Fixed lifting a key/button right after switching vehicles (was acting on the new vehicle, rather than the original one) (regression in 0.13.0.2)
  • Fixed error when attempting to record replay while in main menu
  • Fixed replay not stopping when going back to main menu
  • Fixed low replay update rate of UI apps during both recording and playback
  • Fixed Hotlapping app not working
  • Fixed exception in Mod Manager when invalid packed mods are parsed

Known issues:

  • Main menu is sometimes shown when starting a time trial
  • 200BX has compatibility issues with some 4 lugs wheels (fixed in 0.13.0.3)
July 13, 2018
0.13.0

Gameplay:

  • Track Builder:
    • Added ’empty piece’, allowing you to have gaps in the track
    • Added three tracks: Whirl, Jumps and Parkour
    • Custom lap count and allows tracks to be reversed
    • Improved performance, now only updates track pieces that actually need to be updated
  • Vehicles now spawn/reset with activated smart parking brake
  • Fixed bug where scenarios stopped working when the user changed the vehicle
  • Fixed inability to use a bus stop twice in the same route
  • Fixed Time Of Day resetting to default when a scenario is restarted
  • Fixed bug incorrectly giving a user the success outcome when they actually failed the scenario
  • Fixed static collision not working in some scenarios while playing campaign mode
  • Fixed bug where a newly started mode or activity would not work if the game was paused previously
  • Fixed Bank Robbery scenario
  • Fixed Moose test scenario
  • Fixed restarting scenarios
  • Time Trials: No longer resets level and track when clicking “Change Configuration” in the end screen

Vehicles:

  • T-Series: Added 2nd UV channel, supports skins (includes BeamIndustries, multiple two-tone, and Patriot skins), tweaked fifth wheel attachment; it’s now 3.5 times stronger, brake balance tweaked
  • ETK K-Series: Added 2nd UV channel, supports skins (includes ‘Polizei’, with lightbar, and ‘Sporty’ liveries)
  • Burnside: Added ‘taxi’ variant (including skin and parts)
  • New-Gen Pessima: Added 2nd UV channel, supports skins (includes ‘TurboBurger’ skin)
  • Barstow: Added ‘old paint’ skin (default on ‘Awful’ configuration), re-textured ‘Frontguard’
  • Moonhawk: Added ‘old paint’ skin (default on ‘Terrible’ configuration), reduced weight to ~1700kg, tweaked Stage 3 supercharger
  • Wentward DT40L: New door opening mechanism, corrected the color of some exterior rear lights, and other minor fixes, fixed micro deformations which increased the damage counter from normal driving in scenarios
  • SBR4 rear suspension design improvement, engine and transaxle tuning changes, rolling resistance of tires reduced
  • Tweaked Sunburst and SBR4 race DCTs/manuals for quicker launch
  • Added more damping to all tires, makes for more direct steering feel and more controlled body motion
  • Miramar race brake strength reduced
  • Increased steering system rigidity on most vehicles
  • Hopper: Increased wheel attachment strength
  • Minor durability tweaks to some cars
  • Fixed intercooler meshes stretching when engines come out of the car
  • Turned off collision for wheel axle nodes to stop snagging things (self collision is still enabled)
  • More consistent radiator damage for Barstow and Legran
  • Sunburst: Brake power and balance tweaked on Sunburst Rally, tweak CVT hill holder behavior
  • Fixed H45 Van rear axle becoming unstable at max track width
  • Pessima rear suspension stability fixed
  • Added Race seats available for most of vehicles
  • Fixed camera breaking when removing subpart on Wood Crate, Wood Planks props
  • Improved trailer behavior on vehicle reset/recover

Physics:

  • Added thread scheduling subsystem to physics core. The scheduling subsystem removes the 64 vehicle/object limit, that constrained previous versions
  • Increased max nodes limit from 2000 to 3000 and max beams limit from 10000 to 15000
  • Added “extentFactor”, “inExtent”, “outExtent” parameters to hydros. They work in the same way as “factor”, “inLimit”, “outLimit” but with meter units
  • Added “RUMBLESTRIP” ground type
  • Added pitch detector and peak force detector subsystem on wheels
  • Added impact energy tracking
  • Improved tracking of wheel’s slip attributes and downforce
  • Improved deformation energy tracking
  • Fixed possible crashing bugs in static collisions subsystem
  • Fixed river calculation for vehicle nodes
  • Improved customization of airbrakes

Terrains:

User Interface:

  • Added clutch thermals debug app
  • Updated key binding app to be smaller by default
  • Improved ‘ABS’ settings’ name, ordering and tooltip
  • Added translation strings for scenario difficulty types
  • Added keybinding to refresh UI (F5)
  • Changed UI process priority as game priority
  • Increased category filter height on in-game repository
  • Added electrics source for displaying if N2O is being active or not
  • Fixed replay notifications being hidden by most menus
  • Fixed Forgotten raceway time trial having wrong layout on the thumbnail
  • Fixed part selector not updating when changing between vehicles
  • Fixed some minor bugs regarding part highlighting
  • Fixed AiPathEditor icon
  • Fixed typo in Thumbnail Generator app
  • Fixed typo in an Industrial map scenario description

Audio:

  • Added new surface sounds for various surfaces, including various loose roll, skid and kickup effects for: Gravel, Dirt, Sand and Grass
  • Implemented experimental geometry-based rumblestrip shape detection and its corresponding sound effect triggering
  • Reimplemented apshalt sounds from scratch, with new Asphalt skid samples and much better logic
  • Improved forced induction: new system with separate hiss noise and spindle whine layer
  • Forced induction: new turbo sounds
  • Forced induction: new supercharger sounds
  • Impact sounds: new vehicle collision samples using different impact strengths, with added LFE sample layer
  • Improved logic for fire and impact sounds, they can now follow the position of nodes
  • Implemented various sets of handbrake effects: ratchet, electric, pedal and lever mechanisms
  • Implemented support for having interior sounds at their correct location
  • Aero audio: replacement wind samples
  • Suspension: replacement loop (longer, more detail)
  • Improved piano crashing sounds
  • Mixing: various smaller tweaks for balancing snapshots, volume and filters, environmental reverb slightly reduced
  • Updated FMOD to version 1.09.14
  • Fixed incorrect pitch fluctuations in Doppler effect
  • Expanded possible range of audio pitch and volume values
  • Removed ingame audio device selection, please use Windows settings instead (was buggy for a few users, but impossible to fix without a complete rewrite)
  • Added setVolumePitchCT, playSFXOnceCT, playSFXOnceStaticCT functions that allow to control the “color” and “texture” attributes of sound events
  • Fixed ambiance sound leaking after exiting garage
  • Fixed rotation of sounds attached to vehicles
  • Fixed memory leaks on audio system

Powertrain:

  • Implemented turbo boost per gear support
  • Implemented ECU top-speed limit support
  • Added ability to set max physical engine RPM from jbeam
  • Added support for automatic shifter layouts not including D
  • Improved thermal support for air cooled engines
  • Improved clutch thermal simulation, exposed various parameters in jbeam
  • Reduced inertia of gearbox input shaft in neutral
  • Locked differentials can auto calculate a maximum stiffness and strength value if nothing is defined
  • Automatics now properly reduce throttle during shifts
  • Fixed Park mode problems
  • Added some missing internal features to CVT code (minimal effect on behavior)
  • DCT now uses independent stiffness calculation for each clutch, making for tighter shift feel
  • Combustion engine intake/exhaust modifier torque tables now use the last raw value past their defined range instead of 0
  • Fixed automatic transmission getting stuck with reduced output torque
  • Fixed electric motor not generating any torque if turned against its turning direction
  • Fixed powertrain inertia not being recalculated after shifting a manual without using the clutch
  • Fixed powertrain inertia not being recalculated after shifting a DCT at all
  • Fixed excessive turbo RPM/pressure overshoot

Mod repository:

  • Added Automation tab to repository

Artificial Intelligence:

  • Overall code cleanup
  • Fixed inputs being unnecessarily reset
  • Fixed force feedback effects being generated while AI drove the vehicle

Misc:

  • Fixed userpath being mounted twice with wrong priority
  • Fixed problem with FileSystem if manually defined userpath didn’t have a trailing slash character
  • Fixed levels list cache being a refreshed everytime a file modification happened in the userpath

Lua:

  • Added getSensorZ() function, it returns the acceleration (without gravity) on vehicle’s Z-axis
  • Added getSensorVectorRaw() function, it returns a float3 vector containing the acceleration (including gravity) on vehicle’s X, Y, Z axes
  • Added optimized tableSizeC function to utils, it returns the size of C-like arrays (starting at 0)

Graphics Engine:

  • Debris particles and ‘Time of Day’ now correctly follow the currently selected slow/fast motion speed
  • Added support for BC4 texture compression
  • Fixed normalization of specular light for forward rendered meshes
  • Fixed unsteady field of view angle during replay playback while using Orbit camera
  • Fixed license plates being generated on vehicles without licence plates too
  • Fixed tiny memory leak in render system
  • Fixed jittering of top-down camera
  • Fixed PostFX Open/Save functions

Replay:

  • Note: the internal replay format has changed and old files won’t be readable any more
  • Included additional select-able playback speeds during playback
  • Improved vehicle reuse during replay, leading to faster playback startup times
  • Added safeguard to replay system, will now correctly stop recording when the level or any vehicle changes, when running out of space on disk, etc
  • Improved detection of deprecated replay file formats, they will now stop immediately
  • Fixed gap in replay recording while a second vehicle was reloading
  • Fixed rare crash when resetting a vehicle during a replay recording session
  • Fixed vehicle shape corruption when playing back a second replay
  • Fixed unwanted full vehicle transparency in various situations

Game engine:

  • Added new ‘Force High Performance Plan’ option
  • Added game’s version to launcher’s title bar
  • Optimized raycasting algorithms
  • Small speedup of vehicle loading
  • Slightly improved vehicle switching times when tens of them have been spawned
  • Fixed rare black screen after all vehicles were removed
  • Fixed ‘Out of memory’ crashes when loading certain assets from disk
  • Fixed level saving process, was ignoring empty scenetree nodes (leading to error logs when loading the level)
  • Fixed game getting stuck in loading screen when the default vehicle was no longer valid
  • Fixed memory leaks on vehicle spawn

Known Issues:

  • Main menu is sometimes shown when starting a time trial
June 18, 2018
0.12.0.4

Fixed an issue with the launcher not working under some Windows 10 OS.[3]

April 20, 2018
0.12.0.3

General:

  • Hustle and Bustle:
    • Revised difficulty and improved overall experience
    • Display how to activate nitrous oxide injection in certain bus scenario
  • Added deactivate button to in-game repository
  • Added rally suspension parts to Barstow and Moonhawk
  • Improved transbrake to hold the car in place, not just the engine
  • Reduced strength of City Bus brakes so they aren’t as touchy
  • Changed RPM tuning variables to increment in 50rpm steps instead of 100rpm
  • Finer step distance for Trailer Bogie position variable

Fixes:

  • Fixed missing game window on ALT + TAB when fullscreen and borderless are used at the same time
  • Fixed crash when no audio device is available
  • Fixed rare crash when using non-supported languages
  • Fixed free camera switching back to the vehicle in various situations
  • Fixed off road tire material name, reverted back to original name (was breaking some mods textures)
  • Fixed vehicle interior sounds can be heard while driving another vehicle
  • Fixed bug with ETKI rev limiter variable
  • Fixed 2bbl carburetor missing from Moonhawk
  • Fixed City Bus frame not being a required part
  • Fixed City Bus N2O Min Gear variable going up to 12
  • Fixed mirrored UV map on Barstow’s rear bumper
  • Fixed automatic transmission logic expecting a torque converter to work
  • Fixed non-working colors of radial menu bus options
  • Fixed missing graphs in Performance UI
  • Fixed SimplePowertrainControl app showing incorrect amount of fuel remaining for JATOs
  • Fixed a small median curb in West Coast that was lacking collision
  • Fixed missing cubemap reflection on Driver Training Center wet roads
  • Improved stability of camera code when using corrupted configuration files

Known Issues:

  • Bus stops look out of place on some maps
  • Randomly some sounds do not follow slow motion
  • Waypoint counter doesn’t update in some scenarios
  • Optional scenario waypoints can disappear after selecting them and retrying a scenario
  • Sometimes vehicle’s props are not visible when using Part Manager
April 13, 2018
0.12.0.2

Contains only a tiny internal fix, so there's no official changelog for this version. [4]

April 6, 2018
0.12.0.1

General:

  • Added “Remove Track” functionality to the track builder
  • Added “nodeMove” jbeam parameter that translates a part in absolute coordinates (as opposed to nodeOffset which mirrors about YZ plane)
  • Added total number of bus stops to route selection menu
  • Improved consistency of JATO icon on SimplePowertrainControl app
  • Changed LOD for low quality track builder tracks to be always the same

Fixes:

  • Fixed AI freezing the game when colliding
  • Fixed AI not being able to cross bridges made out of objects
  • Fixed “Extinguish Vehicle” not working
  • Fixed Hotlapping App throwing errors when adding checkpoints
  • Fixed issue with Light derived classes in Lua interface
  • City Bus:
    • Fixed being frozen when choosing freeroam after a bus route
    • Fixed transmission group, changed name in Jbeam info
    • Fixed missing descriptions and prices
    • Fixed color selection
  • Fixed missing texture on T-Series navigation unit, and fixed 10-speed automatic shifting problems
  • Fixed the SBR4's rear suspension collapsing
  • Fixed the Hopper’s engine management part being required
  • Fixed the Moonhawk engine always having a rev limiter
  • Fixed some configurations having power steering installed. Since power steering is a FFB effect only, it is optional to equip.
  • Reverted material name change of off road tire

Known Issues:

  • Bus stops look out of place on some maps
  • Randomly some sounds do not follow slow motion
  • Performance UI is missing some graphs (fixed in 0.12.0.3)
  • Waypoint counter doesn’t update in some scenarios
  • Optional scenario waypoints can disappear after selecting them and retrying a scenario
  • Sometimes vehicle’s props are not visible when using Part Manager
April 3, 2018
0.12.0

Gameplay:

  • New “Bus Routes” gameplay mode
  • Added “Hustle and Bustle” bus campaign mini-chapter
  • Added Track Builder
  • Fixed some issues with ‘Tanker Delivery’ scenario
  • Improved some language in scenario descriptions
  • Improved “Airfield Showdown” scenario
  • Improved navigation line

Vehicles:

  • Added the new bus vehicle Wentward DT40L, featuring various skins, airbag suspension, pneumatic doors and “JATOs”
  • Added ETK800/ ETK K stage 1 turbo delivering around 440HP
  • Added ETK K “Trackday” config with better tires, suspension and brakes, spoiler and a stage 1 turbo
  • New race tires for 19×9 and 19×10 wheels (ETK wheels)
  • Added new engine tuning options – Engine Management/ECU, Engine Internals
  • 200BX: Street tuned config uses sport brakes
  • Barstow: Fixed rear suspension unstable with 15×8 Magnum wheel
  • Bolide: Fixed issues with exhausts
  • ETK800: Reduced vehicle polar inertia, fixed shaking during burnouts, engine breaks more easily in crashes
  • ETKC: Reduced vehicle polar inertia, fixed shaking during burnouts, engine breaks more easily in crashes
  • ETKI: Improved suspension geometry, fixed rear suspension unstable at times, reduced crash strength in the rear, Knallhart uses race tires and RP02 wheels
  • Grand Marshal: Base tire grip tweaked, Police configs gets sport steering
  • Hopper: Steering instability fixed, reduced stiffness of sway bars
  • Miramar: Fixed spoiler shaking laterally
  • Pickup/Roamer/Van: Added extra node to front axle for better collision, fixed heavy duty tire unstable and causing truck to bounce
  • Semi: Improved collision of flatbed, strengthened 5th wheel attachment, added 10 speed automatic transmission, added airbag suspension controller, reduced torsional stiffness of frames, reduced rear suspension roll stiffness. Changed rear tire model to real duallies!
  • Small trailers: Brake fix, instability fix
  • Sunburst: Reduce body polar inertia, fix skidplate collision issue, fix Sunburst Sport RS using race DCT
  • Brake stiffness increases to all cars to suit higher stability of new brake code
  • Improve rigidity of mirrors on some cars
  • Drag tire grip balancing
  • Rally configs not using ultra light flywheels anymore
  • Reduced some overly high locking rates on limited slip differentials
  • Add/improve jbeam for intercoolers
  • Unified engine part slot order for all cars
  • Added support for dampCutoffHz in pressureWheels
  • Added wheelAngle property for pressureWheels, allows wheel to spawn at chosen orientation
  • Fixed an issue with the Roamer ‘roofrack’ materials
  • Fixed an export issue with ‘grille_d.dds’ texture

Physics:

  • Braking torque is applied in a more stable and effective way now. Threshold braking is much easier now.
  • Improved antisticking of collisions
  • Increased max limit of vehicles/objects to 100
  • Performance optimizations
  • Added “beamLongExtent” property to Anisotropic and Support beams. It works in the same way as beamLongBound but with meter units
  • Added “precompressionRange” beam property. It works in the same way as beamPrecompression but with meter units
  • Added “longBoundRange”, “shortBoundRange” to Bounded beams. They work in the same way as beamLongBound and beamShortBound but with meter units
  • Added “boundZone” property to Bounded beams. It controls the boundary zone range (in meter units) of a bounded beam. Default value is 1m
  • Bounded beam internal forces are capped now to increase their stability
  • Fixed brake pre-tensioning that was causing vehicles to rock back and front while stopped
  • Fixed breaking of triangles defined inside the quad jbeam section

JBeam:

  • Intakes and Exhausts modify engine torque
  • Engine internals can change torque rating, RPM limit, and modify base torque curve
  • Implemented an expression based system for jbeam variables, allows for much better and easier customization with user-set tuning variables
  • Expression system has support for various math related function such as min, max, floor, ceil, case, random, etc
  • Can be used to tie multiple jbeam values to one tuning setting with varying logic

Terrains (specifically West Coast, USA):

  • Additional construction equipment models for roadblocks
  • Optimized parts of the city (LoD tweaks)
  • Opened bridge and added tunnel loop
  • Various building, sidewalk and road mesh bugfixes

User Interface:

  • Added multi-part highlighting
  • Tuning variables improved: Set brake bias directly, change ride height in real units, and more!
  • Added Bus Line app
  • Added wheel power/torque figures to engine dyno app, cleaned up other uses of “wheel” data in the apps and made sure they actually use the correct values
  • Added JATO fuel indicator to Simple Powertrain Control app
  • Improved labels in ‘Display Shadow’ option
  • Reduced jumpyness of vehicle selector scroll
  • Reduced perf impact for some minor apps
  • Reduced likelyhood of endless loading screen
  • Fixed apps sometimes spawning over the loading screen
  • Fixed bug where the positions of the items in the vehicle selector would change positions on scrolling
  • Fixed Debug visualisation not reseting when choosing None

Audio:

  • Added experimental FMOD modding support. More info coming soon.
  • Implemented a new set of vehicle sounds: indicators, lights, back-up beeper, air brakes, pneumatic doors, air suspension, additional horn and siren sounds and *realistic flat tire sounds with correct relation to wheel speed
  • Engine starter sounds are now based on loops with a dedicated start and stop sample rather than a series of single sounds
  • Added option to follow Windows default audio device on game startup (enabled by default)
  • Fixed empty selected option after disconnecting audio device and restarting game
  • Manually chosen audio device will be remembered across game restarts, even if it’s temporarily unplugged
  • Refined the skid sound parameters for earlier onset of sound but softer increase in volume
  • Various tweaks improving volume, reverberation and filters
  • Cleaned up ambient zones, sfx emitters and reverb zones
  • Added “Horn” part to all cars
  • Fixed slow-motion applying to UI sounds
  • Improved support for engine sounds using FMOD Studio

World Editor:

  • Fixed heightmap importer for 8-Bit images
  • Fixed heightmap exporter
  • Fixed camera autofit binding (F key)
  • Fixed lag when material editor try to find a missing textures
  • General cleanup of old/broken editor cameras

Powertrain:

  • Added “dynamic” brake lights feature that makes the brake lights flash when braking with ABS and enables the hazard lights after coming to a harsh stop
  • Completely reworked the ABS logic for much better brake response and feeling
  • Reworked engine torque curve handling, there are now 4 different curves available (existing “base” torque, a multiplier table for that base torque, an intake modification table and an exhaust modification table), different curves can be set from different parts for much increased modding potential, allows for detailed torque curve changes without redefining the full curve in every part
  • Torque converter lockup is now disabled during shifts (unless sport mode is selected) and smoother in operation
  • Added “RPM” and “spin” values for turbocharger for use with animated props
  • Time based rev limiter gained an RPM fallback, this increases usability when drifting with grippy tires
  • Throttle input rate is now considered when calculating shift aggression
  • Combustion engine rev limiters can now be adjusted in a broader range without affecting the torque curve
  • Rebalanced engine thermals
  • Increased compatibility of the electric motor device with the latest ESC improvements
  • Retuned all ESC/TC setups for ongoing vehicle changes
  • Fixed AWD Pessima not working correctly after reset
  • Fixed S transmission mode disabling post crash braking logic
  • Fixed an issue where the turbocharger assumed and efficiency of 100% outside its defined range
  • Fixed an issue where the automatic transmission would start in a too low gear after going through N while driving
  • Fixed dynamically altered brake torques not being reset properly
  • Fixed some issues with drum brake thermals, rebalanced thermals due to changes in brake code
  • Reduced effectiveness of some radiators
  • More off-idle torque for various engines
  • Remove deprecated “absThreshold” value from vehicles

Mod repository:

  • Added a fallback to offline data if connection drops (works only if mod is mounted)
  • Game will now automatically create the ‘mods’ folder on the first run

AI:

  • Various fixes for random pathfinding
  • Various fixes for map span pathfinding
  • Create aliases for manual waypoint names that have been merged
  • User input validation in manual mode checks against node name aliases

Misc:

  • Added Steam Big Picture support: skip launcher and enforce fullscreen
  • Very minor speedup when switching to another vehicle
  • Optimized decal loading from disk
  • Fixed rare crash on level load
  • Performance warnings are now acknowledged only for the current computer (rather than all computers sharing your Steam account)

Lua:

  • Implemented pneumatics controller to control anything with pneumatic cylinders (rather than hydraulic simulation with hydros), can be used for airbag suspensions, low riders, bus doors, etc
  • Work on Lua debugger adaptor
  • Added new controller.getControllerSafe API that can be called in a fire and forget way without checking if a controller actually exists
  • Added “obj:getFrontPosition()” to vehicle Lua, it returns the position of the front of the vehicle
  • Added “obj:getObjectFrontPosition(objId)” to vehicle Lua, it returns the front position of another vehicle
  • Added “obj:getObjectInitialWidth(objId)”, “obj:getObjectInitialLength(objId)” to vehicle Lua, it returns the initial width and length of another vehicle
  • Added “clamp”, “smoothmin” functions in Lua mathlib
  • Added “getRotationTo”, “rotated” methods to mathlib:vec3
  • Added experimental “castRayStatic(rayStart, rayDir, distance)” fast function to both vehicle and game engine Lua. It returns the distance to closest ray hit with static geometry or ground
  • Added “obj:getDirectionVector”, “obj:getDirectionVectorUp” to game engine Lua
  • Added sceneGetCameraFrustum
  • Added Frustum.isBoxOutside , Frustum.isBoxContained and Frustum.isPointContained member functions
  • mainLevel.lua has proper alias in global table now
  • New base: fixed texture hotloading
  • Fixed BNG Trigger Box contain
  • Fixed debug of trigger box contain, fix debug build of player.cpp

Graphics Engine:

  • Improved caustics postfx: now fades out after a certain depth
  • Improve smoothness of road splines in Utah
  • Added support for explicit UVs channels in Material’s textures
  • Render code refactoring
  • Particles are now correctly affected by custom gravity values
  • Disabled turbulence effect (wavying screen) when underwater
  • Improved imposter UVs usage
  • Improved fire particles texture
  • Improved default dynamic reflecion settings
  • Fixed detail texture in Materials
  • Fixed dynamic deferred decals on Lowest settings
  • Fixed frozen particle effects when choosing extreme slow motion speeds
  • Fixed Relative camera flashlight staying on even after switching to another camera
  • Fixed material switching. It was affecting dashboard indicators of certain vehicles
  • Fixed two invalid color correction ramps files (for Postfx usage)

Input:

  • Added Neutral Gear binding (e.g. for keyboard users)
  • Added 8th Gear binding
  • Fixed various force feedback bugs affecting multiseat mode
  • Fixed rare dangling forces after modifying force feedback configuration

Replay:

  • Note: the internal replay format has changed and old files won’t be readable any more
  • Drastically reduced replay sizes. Compression could increase up to 1x-5x depending on the situation
  • Added option to ignore vehicle transparency feed during playback in Options > Other > Replay
  • Improved interpolation technique, providing generally much smoother playback (can be turned off in Options > Other > Replay)
  • Minor optimizations of playback
  • Fixed playback randomly freezing in replays
  • Fixed random inability to seek to the end of the time bar
  • Fixed various bugs with files bigger than 2 gigabytes
  • Fixed rare desynchronization of broken beams and materials
  • Fixed small memory leak when opening many replays

Known Issues:

  • Bus stops look out of place on some maps
  • Randomly some sounds do not follow slow motion
  • Performance UI is missing some graphs
  • Waypoint counter doesn’t update in some scenarios
  • Optional scenario waypoints can disappear after selecting them and retrying a scenario
  • Sometimes vehicle’s props are not visible when using Part Manager
  • Bus brakes are applied after exiting bus route with Freeroam button. Reloading the vehicle (CTRL+R) would help as workaround (fixed in 0.12.0.1)
Steam Early Access: 0.11.0.5