Alpha version 0.7 released :)

Highlights

  • New Campaign: Senseless Destruction:
  • New Campaign: Driver Training / new Map: ETK Driver Experience Centre
  • Pitch-shift audio during slow motion:

Physics

  • Improved Force Feedback calculations, better avoidance of vibrations for a given amount of smoothing
  • Improved the stability of couplers
  • Added object collision event reporting to physics core (used by scenario subsystem)
  • Improved stability of object to object collisions (heavy objects on trucks are stable now)
  • Fixed cooling logic for air cooled engines
  • Added burnEfficiency as a table for more accurate idle fuel consumption support

Gameplay

  • Recovery using blending now:
  • Ability to use different spawnpoints per level. The last used spawnpoint will be set as default
  • Added Home position functionality: press ‘ctrl+home’ to set a new home position (for current vehicle and session), and ‘home’ to go back to it. This is meant as a replacement for some of the side-effects of ‘ctrl+r’ and ‘i’ bindings.
  • Default shifting mode is now automatically set after user explicitly switches mode with ‘Q’
  • Camera paths
  • Multiseat will now be automatically disabled after closing the game (to help users who forget about the setting being enabled)

Vehicles

  • Added flatbed trailer
  • Added tanker trailer
  • Added skins and load for dry van trailer, which is now skinnable
  • Added more racing wings and splitters to various cars
  • Animated driveshafts on all cars which have a center driveshaft
  • Trailers: improvements to deformation, especially underride guard
  • H-Series: added off-road fender flares, added lifted springs for a cheap, simple off-road option, adjusted front suspension meshes to match geometry better
  • D-Series: added Border Patrol variant, added spotlights, added push bumper, fixed rear shock meshes protruding through bed on hard landings
  • D-Series/Roamer: added super heavy duty rear springs and shocks, added lifted springs for a cheap, simple off-road option, moved solid front axle nodes to better match location of front differential, adjusted front suspension meshes to match geometry better, minor changes to fuel tank and flammable nodes
  • Bolide: added new 350 trim level (below 350 GT) with softer suspension and different wheels
  • Covet: added Selecta skin
  • Pigeon: added 2nd channel UVs for skinning, added Flames skin
  • Moonhawk: frame can separate cleanly from body, door hinges improved, fixed rear axle beams breaking on hard launches with drag version, fixed some causes of instability in front end, radiator hoses now break fully in crashes
  • ETK 800: added Driving Experience skin
  • Miramar: fixed typo in Okudai G/W Skin, radiator hoses now break fully in crashes
  • Barstow: radiator hoses break fully in crashes
  • 200BX: fixed door panel missing
  • Grand Marshal: fixed not using auto calculated clutch torques
  • ETKI, Covet, ’88 Pessima, ’98 Pessima, Miramar: Improved breaking behavior of inter-part coltris for more reliable collisions (others still wip)
  • Grand Marshal, Barstow, Miramar, ’88 Pessima, ETKI, Burnside, Bolide, ’98 Pessima: increased fuel tank strength, made fuel tank damage more accurate on all vehicles
  • Kickplate: redesigned with new jbeam and visuals, now automatically detects vehicle speed and tries to compensate
  • Increased tire pressures on Semi and Semi Trailer tires for lower rolling resistance with heavy loads
  • Fixed duplicate beams on tire wall prop
  • Rollcage: Colormask support (can change color using the first additional color wheel)
  • Large Cannon: fixed bad refnodes, increased size of piston jbeam so vehicles do not get stuck in the sides, added auto-retracting after firing, fixed misfiring in slow motion, can now be fired using axes, not just buttons
  • Cannon: fixed misfiring in slow motion, can now be fired using axes, not just buttons, fixed particles emitting too quickly at slow motion speeds, added warning when attempting to fire for a second time
  • Added “Stabilizer Nodes” support to pressureWheels, to allow easier conversions from Rigs of Rods. Stabilizer node can be added in the wheel definition with {"nodeS:":""}
  • Fixed many various minor vehicle bugs

Terrains

  • Added new ETK Driver Experience Centre map
  • Utah: Minor adjustments to (fixed rocks, road positioning etc), fixed reduction mill
  • Industrial: removed checkpoint, improved sky settings
  • East Coast USA: minor improvements (roads, building lods etc)
  • Added multiple spawn points to East Coast USA, Utah, Small Island, Jungle Rock Island and Industrial (these will be displayed after single clicking the map)

Input

  • Improved parking brake (spacebar): it will guess your intention in most cases (parking vs drifting), eliminating the need to use the two old “Temporary” and “Permanent” parking brakes (still available in Controls menu).
  • Added initial support for modding of global and vehicle-specific bindings. More details here and here.
  • Improved bindings accessibility: all bindings can now be used, even when ‘Advanced Functions” is disabled
  • Fixed unintended vibrations in Logitech G25 steering wheel
  • Changed “previous vehicle” binding from shift+tab to ctrl+tab, since Steam already uses that combination
  • Regrouped and reordered all bindings list for easier location
  • Prevent creation of problematic bindings for right mouse button
  • Fixed lack of explanations when using using an H-shifter device while in Arcade shifting mode
  • Added mappable input actions for the cruise control (no default mappings)
  • Added direct set access for fog lights and lightbars
  • Arcade shifting into reverse should happen a bit later now, to avoid going into reverse while still braking
  • Added ctrl+L / shift+L to lock / unlock all couplers
  • Deprecated the “Free Look” binding (it was not used anywhere)

AI

  • Fixed AI unable to drive when user had switched the vehicle to any manual/automatic shifting mode
  • Improved AI route and speed planning calculations
  • Optimized graphpath shortest path algorithms
  • Bug fixes in the AI cruise control part of the App (unit conversions)
  • Refactored AI speed control API to work better with the AI app side
  • Augmented AI Implicit target Object selection (applicable to flee and chase modes)

User Interface

  • Translation basics (not finished yet), using our new web service: translate.beamng.com. (How to use them here)
  • Revamped Pedals and Axis UI app:
  • Improved the Force Feedback UI app: it now displays the numeric values:
  • Updated tacho2 to use UI unit system
  • Improved Scenario end screens
  • Fixed some cases where the UI would stop responding to mouse movement or clicks
  • Improved controller support for scenario start and end screen
  • Scenarios can now be started using Return and Throttle keys in keyboard, and A button in XBox gamepad (rather than Throttle axis)
  • Fixed transparent pie menu if only one item was present
  • Fixed non-focused vehicles showing their damage notifications on screen
  • Fixed pie menu not showing Configurations menu if a mod used different upper/lower case than the original vehicle directory name
  • Messages UI app can now show binding icons with the correct keys/buttons, rather than hardcoded plain text
  • Fixed Messages UI app randomly ignoring messages
  • Fixed Messages UI app randomly showing messages for longer than requested
  • Fixed damage notifications staying on screen after repairing the vehicle
  • Fixed binding categories order not being followed in the Controls menu
  • Fixed lack of explanations when using using an H-shifter device while in Arcade shifting mode
  • Trailers are positioned after the trucks in the vehicle selector now
  • Improved version display in main menu
  • Fixed aspect ratio of the preview thumbnails for the level selector and the vehicle selector
  • Better Position/rotation attribute controls in the editor
  • Debug Menu now updates it’s values if short cuts are triggered
  • Enhancement for gamepad users in selectors: info updates now when the tile has focus, not only on click
  • Simple Tree Option in Vehicleconfig: only show the dropdowns that have more than the empty and not empty option
  • Fixed camera issues in the garage
  • Improved scenario selector search bar
  • Fixed inability to close UI apps if another app was overlapping
  • Resized bindings panel to fit most of the important ones without word wrapping
  • Fixed various issues in BBcode parser
  • New locales format: flat, new translation service
  • Fixed search fields in Garage not always receiving keypresses
  • Fixed quickacces spamming the console if any module fails to load correctly
  • Added ‘Map’ and ‘Goals’ properties to the scenario selector

Audio

  • Implemented pitch-shift audio simulation when running in slow motion
  • Increased audible distance of vehicle sounds
  • countdown sounds added
  • “scenario complete” sounds added
  • user interface sounds added

Renderer

  • Added option for reduce the number of shadows rendered to increase render performance
  • Fixed imposter generator don’t use vertex color

Scenarios

  • Added new Statistics and Scoring system for use in scenarios and campaigns
  • Added ability to freeze any vehicle action (such as cannon firing) during countdown. More details here
  • Added slow motion during results screen
  • Added cameras to ‘Intersections’ scenarios
  • Added ‘Tanker Delivery’ scenario
  • Added ‘Corridor’ scenario

Misc

  • Added online mode basics: the initial base for all upcoming online features (leaderboards, etc).
  • Added cloud-settings, will be synchronized/stored on Steam account
  • New decal file format using json
  • Scenario creation: raceGoal syntax checker fixed, it was skipping checks for some vehicles
  • Outgauge / remote control app fixed up
  • Improved ingame download: now using lua to download files
  • Added some new features to the decalroad (work in progress)
  • Obsolete code and content cleanup
  • Scenario vehicle extensions (work in progress)
  • Camera shake basics

General Bugfixes

  • Improved game error dialogs: better help and support link
  • Improved Game crashes / inability to start game because of missing DLLs: will show better errors now and link to more help and support
  • Added Verify data to the launcher to verify the game installation
  • Fixed launcher not starting if msi.dll was missing or corrupted
  • Fixed LuaJit crashing randomly on file IO work
  • Fixed crash on invalid object field in world editor
  • Fixed possible crash when opening a replay recorded in a different map
  • Fixed recovery system forgetting rotations previous to any vehicle reload or reset
  • Fixed 3D Editor camera menus not always showing updated camera information
  • Fixed camera movement being fast-motion for up to several seconds after loading any level or vehicle (the period will now be much shorter)
  • Fixed camera being moved to level coordinates 0,0,0 after removing the last vehicle: camera will now be kept wherever it was before
  • Fixed several (harmless) warning logs when entering the editor
  • Fixed scenario failure screen ignoring messages specified by lua code, instead using the one defined in json
  • Bumped replay version: files recorded with previous versions will no longer be readable (this will continue happening until the replay system is stable enough)
  • Replays now also record changes to the five vehicle color slots
  • Added reminder on how to switch to the previous vehicle when spawning a new vehicle (binding has always been there, this just makes it more visible)
  • Observer camera can track any object of interest, not just the player vehicle
  • Orbit camera can now track an object using other reference nodes besides the default ones
  • Fixes on Broken truck and Delivery truck scenario
  • Fixed scenario changes on level leak to freeroam
  • Improved stability of “NoMove” goal on scenarios
  • Improved performance when debug long camera’s SimPath
  • Fixed performance issues with environment.lua
  • Fixed scenario’s waypoints when vehicle is changed
  • Fixed Quaternion default constructor on lua
  • Fixed Instability / memory corruption issues
  • Fixed JSON parsing context not working. Now displaying where the data it parses came from
  • Fixed loading the user selected default vehicle when that vehicle does not exist

Jbeam / Lua

  • Prop hiding support: allows the creators to hide props if a breakgroups is triggered
  • Fixed issues with vehicle names starting with the string “DIR”
  • Shortened vehicle initialization
  • Optimized mathlib (vec3 is faster)
  • Fixed driveshaft stopping rotating beyond a certain speed
  • Fixed chase camera jittering
  • Improved vehicle damage estimation calculations (used for scenario scoring)
  • Optimized Lua extensions: hooks perform better
  • Added support for vehicle extensions for scenarios
Instructions on how to update the game here.
Bug reporting/Help Thread here.


Discuss in our community

45 responses to “Alpha version 0.7 released :)”

  1. TeenWolf896 says:

    Yaaaaay!

    Can't wait to test it out

  2. Hype! No selectable 4WD though sadly, but every update is welcome.

  3. "Justy4WDTURBO, wrote:

    Hype! No selectable 4WD though sadly, but every update is welcome.

    I have a feeling they pushed this update just to keep the userbase (us) happy, they've probably got a bunch of other cool things in the works that are nearly complete.

    Awesome update guys!

  4. TeenWolf896 says:

    How does one update BeamNG through steam…?

  5. 10/10 update so far, broke all my cars in BeamNG, even the stock ones.

    Will try safe mode next, so far not really hyped for this update.

  6. Funky7Monkey says:

    "TeenWolf896, wrote:

    How does one update BeamNG through steam…?

    Automatically.

  7. TeenWolf896 says:

    "Funky7Monkey, wrote:

    Automatically.

    None of the new features for me.

  8. Funky7Monkey says:

    "TeenWolf896, wrote:

    None of the new features for me.

    Steam can be a bit slow sometimes. Just give it a few more minutes.

  9. TeenWolf896 says:

    "Funky7Monkey, wrote:

    Steam can be a bit slow sometimes. Just give it a few more minutes.

    Alrighty then.

  10. Dealercrash says:

    Awesome, love the animated drive shafts and new trailers

  11. Cool, turbo pressure gauges are all effed up now.. my Covet apparently has 7.7 bar of turbo pressure?

  12. dinosaur202 says:

    Sorry for being impatient, but is the LeGran coming soon?

  13. Fen says:

    "dinosaur202, wrote:

    Sorry for being impatient, but is the LeGran coming soon?

    when its ready

  14. RobertGracie says:

    Can you at least fix the boost pressure on the boost gauge please? maybe in 0.7.0.1 its a minor bug but its still a little bit annoying

  15. RobertGracie says:

    Um when I go into freeroam there are no maps there could you check that out please because that is a likely bug for me…

    I just need others to confirm it too….I have 155 mods installed and I have never had an issue with them, I think there is DEFINITELY a bug somewhere in the Freeroam section, I just want to be sure if others are getting this bug with any of their mods installed

  16. Fen says:

    cant wait to try it, not on the humble bundle yet (for me maybe)

  17. 1185323118 says:

    Just ask, will we have a safe-driving themed campaign chapter?

  18. Diamondback says:

    "1185323118, wrote:

    Just ask, will we have a safe-driving themed campaign chapter?

    Well, as you can guess, all the features on that new ETK map aren't just there for good looks 😉

  19. crazikyle says:

    What a good birthday present this was

  20. 1185323118 says:

    "Diamondback, wrote:

    Well, as you can guess, all the features on that new ETK map aren't just there for good looks 😉

    I mean like controlling fuel mileage, speed limit stuff………..

  21. So far for me, this update is bittersweet: Some epic features, including some I've been hoping for, has come, but the LeGran is not one of them.

  22. Another great update By the Beam.ng Team!

  23. B. Tanner says:

    IMHO best update so far! Drive is evolving from a sandbox simulator into a real game. Love it.

    I already completed both campaigns and they're working great. Neat presentation of the tutorials btw, someone hasnt slept a lot in the last weeks to get this sweet camera paths right.

    So much new stuff und improvements, just look at this huge changelog.

    Thanks!

    /edit: "Fährste quer, siehste mehr!" <3

  24. Bernd says:

    "RobertGracie, wrote:

    Um when I go into freeroam there are no maps there could you check that out please because that is a likely bug for me…

    I just need others to confirm it too….I have 155 mods installed and I have never had an issue with them, I think there is DEFINITELY a bug somewhere in the Freeroam section, I just want to be sure if others are getting this bug with any of their mods installed

    It's a problem with a map having two .mis files, has been answered in this thread, I think it was the second page.

    — Post updated —

    Edit:

    "synsol, wrote:

    This is caused by a mod (map) who have multiple .mis file , please disable map mod (like this one : http://www.beamng.com/resources/passing-wind.218/ ) we work to solve this issue

  25. kyle_morton says:

    Amazing work as always! Each update leaves me thinking how can they top this, but somehow each time you guys outdo yourself! Keep up the great work, and thanks!

  26. TripleAye says:

    You all have out done yourselves once again, thank you so much! I would like to suggest the ability to be able to play individual campaign events, perhaps once upon initial completion of the campaign, it could be set up with a sub-menu similar to the new spawning menus. Also I noticed that the best score isn't taken from the campaign events but rather the score achieved right before moving onto the next, It would be nice if the best score was listed at the end of the campaign for obvious reasons. Thanks for the consideration.

  27. the_MOLERAT says:

    I translated the C&B Driving School for all who wonder what it says (although it's not too surprising)

    It reads:

    "We offer a range of safety training – from the beginner to the racing driver, for everyone."

  28. Brother_Dave says:

    "RobertGracie, wrote:

    Can you at least fix the boost pressure on the boost gauge please? maybe in 0.7.0.1 its a minor bug but its still a little bit annoying

    I have a feeling that the boost gauge is showing in PSI but the graphics says BAR.

  29. MadLeigh says:

    Is finding this update very frustrating to use… I'm a big fan of letting AI Mode control the vehicle while I just tap the clutch/brake when ever I want to see AI Mode recover in an awesome situation.. Since the update I've been having issues getting the handbrake to respond while in AI Mode even though the clutch still works fine. I don't get why this feature was removed and I really want to use the handbrake while in AI Mode once again. I was so angry that I even deleted everything to do with the latest update in the hope it would load the previous update so I could get user brake input while in AI Mode back but it went straught back to 0.7.0.0. Trying to find help on running an older version is impossible as everyone on this forum assumes theft o.O

  30. Nadeox1 says:

    "MadLeigh, wrote:

    Is finding this update very frustrating to use… I'm a big fan of letting AI Mode control the vehicle while I just tap the clutch/brake when ever I want to see AI Mode recover in an awesome situation.. Since the update I've been having issues getting the handbrake to respond while in AI Mode even though the clutch still works fine. I don't get why this feature was removed and I really want to use the handbrake while in AI Mode once again. I was so angry that I even deleted everything to do with the latest update in the hope it would load the previous update so I could get user brake input while in AI Mode back but it went straught back to 0.7.0.0. Trying to find help on running an older version is impossible as everyone on this forum assumes theft ❓

    There is nothing to fix.

    The AI is doing what it's supposed to do:

    Drive a car.

    It now also has the ability to use the handbrake to corner. If the AI is driving, you are not supposed to 'disturb' its controls.

  31. Funky7Monkey says:

    "Nadeox1, wrote:

    There is nothing to fix.

    The AI is doing what it's supposed to do:

    Drive a car.

    It now also has the ability to use the handbrake to corner. If the AI is driving, you are not supposed to 'disturb' its controls.

    That actually brings up an idea. Having an AI that you can screw with, as if you were sitting in the passenger's seat. For example, yanking the steering wheel, or pulling the handbrake. It's insane to do it IRL, unless the driver is incapacitated or not paying attention or being dumb, but would be cool to do in the game.

  32. Great update and great job!

    Would be great if we could choose any missions once we made it!

  33. MadLeigh says:

    AI Mode use to work perfectly well before it was changed to the new boring lame version. Where's the fun in watching AI now.. Disappointed.. Being in control of speed and braking while steering was controlled by AI was fun.. But like with everything good, It must come to an end.

  34. MrRatBoy2000 says:

    Maybe I'm just an idiot but is there a way to skip the cutscenes in the campaign?

  35. GoogleMe2461 says:

    "MrRatBoy2000, wrote:

    Maybe I'm just an idiot but is there a way to skip the cutscenes in the campaign?

    I don't think so,

  36. "MrRatBoy2000, wrote:

    Maybe I'm just an idiot but is there a way to skip the cutscenes in the campaign?

    "GoogleMe2461, wrote:

    I don't think so,

    What cutscenes? Those where they show the whole scenario in different shots before you start it?

    Can't you just skip them by pressing start?

  37. stenyak says:

    "MrRatBoy2000, wrote:

    Maybe I'm just an idiot but is there a way to skip the cutscenes in the campaign?

    You can skip in several ways:

     – In keyboard, with the throttle key

     – In the rest of controllers: with whatever is assigned to "Controls" > "Menu Navigation" > "Confirm/Activate selected item". For example, that's the A button by default in default XBox gamepad.

    Also, remember that you can restart scenarios by pressing the 'i' key at any moment during gameplay.

  38. "BowlerHatJack, wrote:

    What cutscenes? Those where they show the whole scenario in different shots before you start it?

    Can't you just skip them by pressing start?

    Yes by pressing R or accelerate… so easy^^

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