West Coast USA – Preview

31 October 2017

It’s been a long time coming, but we’re finally preparing to release West Coast USA in the next update that is scheduled for November.
What started out as an experiment to see if urban environments were feasible has turned into the most detailed map in BeamNG.drive so far.
We are very excited to bring this project to completion and look forward to seeing all the ways in which the community will use it.

Discuss here

Halloween

Happy halloween! We got a little mod for you there, which includes an achievement: (install directly) (download zip) – have fun!

Development Sneak Peek #3

19 October 2017


It’s that time again, another Dev Sneak Peek!

Development is coming along nicely: there is a lot of work going on under the hood, as is usual.

Very often, things are implemented, and then discarded because they don’t meet our expectations, or they are simply dead ends. That’s what research is all about, and this simulator requires lots of it! Fortunately though, there’s lots of juicy screenshots and videos to show again this time. Please don’t get too used to it πŸ˜‰

Progress on the two upcoming maps (Italy and West Coast USA) is continuing at a steady pace. We can’t commit to a release date for either of them yet, so as usual, let’s say they’ll be released “When they’re ready”. Continue waiting patiently, as you have so far – it’ll be worth the wait.

This post contains just a sample of what the BeamNG team has been working on since the last update. Most of it is taken straight from our Developer Section, so if you want to find out about these tidbits before anyone else, you may want to subscribe to that subforum.

Enjoy!

What you see here will NOT necessarily reach the next update or the final version
If it does, it is NOT representative of what it may look like
More work happens behind the curtains – this is only a random selection!
Diamondback, Sep 16, 2017:

Work in progress πŸ™‚

Diamondback, Oct 11, 2017:

Just a little feature for you drag fans out there πŸ™‚

Diamondback, Oct 12, 2017:

A tiny little detail, but like most real life transmissions the M mode now does actually shift down automatically if your rpm drops to almost idle.
This ensures the car won’t bog down too much and makes driving in M mode much easier.

Goosah, Oct 14, 2017:

The lateral damping of our tire carcass was too low before, but we found a way to increase it by 4-5x by using specialized damping. This has also made the tires feel more direct, predictable, and smooth through ffb.

Left is old, Right is new. I used the most wobbly old bias ply tires to make it easy to see the difference.

B25Mitch, Oct 15, 2017:

West Coast USA is getting quite close to completion – below are updated versions of two of the screenshots seen in my second post in this thread.

Before:


After:

Also below you can see WIP images of part of the canal, the drift track in the parking lot behind pit lane, and road works forming a detour at the edge of the map.



Diamondback, Oct 18, 2017:

A little more information on how the N2O system works:

The basic components are:
  β€’ N2O tank with a given capacity and actual content
  β€’ Purge valve nodes
  β€’ N2O controller which just acts as a little proxy to enable/disable things
  β€’ Of course the added power can be selected either via hardcoded values in jbeam or for example with a slider in the tuning tab

You have two basic modes of operation:
  β€’ Automatic injection
  β€’ Manual injection

The automatic injection has a minimum RPM, a minimum gear and only actually injects any N2O with full throttle and when not on the clutch.
It can be armed/disarmed (arming also triggers a short purge visual) via a key binding, everything else then happens automatically.

The manual injection on the other hand does not have these safety guards, does not purge and just lets you inject N2O whenever you want really.
This has a couple of drawbacks. To prevent slipping of clutches the actual torque from the N2O system is taken into account while calculating the clutch torque, however, this uses the minimum RPM from the automatic injection as a baseline. So when you manually inject at lower RPMs, you’ll likely slip the clutch.

(Purging is just a visual thing btw)

For those that don’t know how N2O works and why the above issue exists: N2O injection essentially adds a constant power offset to your engine (hence the “xyzHP shot” names), however, since essentially power = RPM * torque (with the right units) having an additional 100hp at low RPMs requires a much higher additional torque compared to another 100hp at 5000 RPM.
To ensure the maximum powertrain stability we always want the clutch torque to be as low as possible, so making it work with insane amounts of torque at very low RPMs does not make sense.

Using N2O in the game also touches various other parts that we are still working on. (For example engine thermals, efficiency, durability etc)
Don’t expect miracles though, we work with what we have engine wise, so you’re not getting some sort of new and highly detailed engine simulation πŸ˜‰

Goosah, Oct 18, 2017:

Fans of trucks and solid axle vehicles will appreciate the newly added torque reaction features. Important results of that are:

  β€’ Chassis twist, very relevant in heavy trucks
  β€’ Asymmetric tire loading from driveshaft torque. Due to the driveshaft torque twisting the solid axle, these cars will tend to spin the rear right tire, and tend to handle differently left vs. right under power
  β€’ Engine rocking when revving due to flywheel inertia
  β€’ Engine rocking due to the opposite reaction of the driveshaft torque

Diamondback, Oct 19, 2017:

We finally found time to fix these two apps πŸ™‚

They are working better than ever now πŸ™‚

B25Mitch, Oct 19, 2017:

The latest WIP screens from West Coast USA:


Diamondback, Oct 19, 2017:

Absurd N2O setup kicking in (yo):



Your engine might not like it though.
thomatoes50, Oct 20, 2017:

Finally, the result of tons of work.

In dev-speak, we had to rewrite the whole filesystem layer, and then we fixed the file notification system. In normal-speak, we just made modding faster!

Diamondback, Oct 20, 2017:

Removed the front hood to make engine rocking visible:


As a consequence of soft-body physics, these torques can realistically ripple through the exhaust system (full-screen to see it better):
What you see here will NOT necessarily reach the next update or the final version
If it does, it is NOT representative of what it may look like
More work happens behind the curtains – this is only a random selection!

Development Sneak Peek #2

14 September 2017


Hello BeamNG.drive fans!

We’re still trying to keep you folks in the loop about BeamNG.drive development so here’s our second Sneak Peak!

This post contains just a sample of what the BeamNG team has been working on since the last update. Most of it is taken straight from our Developer Section, so if you want to find out about these tidbits before anyone else, you may want to subscribe to that subforum.

Hope you all enjoy!

What you see here will NOT necessarily reach the next update or the final version
If it does, it is NOT representative of what it may look like
More work happens behind the curtains – this is only a random selection!

General Development

Diamondback August 30, 2017:
Hm, something seems to be different here…
Diamondback September 7, 2017:
I guess my last post wasn’t quite obvious enough, even though some users guessed correctly. πŸ™‚
To properly support the new feature posted above, we overhauled the torque curve app a little.
Diamondback September 12, 2017:
Little control app for the N2O πŸ™‚

The ring is both N2O level and status indicator at the same time.

White -> Disarmed
Green -> Armed
Blue -> Actually using N2O right now

Of course the thing also doubles as a toggle button that you can click.

tdev August 16, 2017:
Buildbot broke, we needed to reinstall its OS and compilation environment, took us until 4am yesterday. Testing out the Jenkins Pipeline jobs to build the game. (This is an accelerated quick build, the complete build takes around 20 minutes):

And the steps to upload the game to steam:

Lots of work on things you will never see ^^

Diamondback August 30, 2017:
Something new in something old.

West Coast USA

B25Mitch August 2, 2017:
adding features to the motorsports park and polishing up the port and suburban areas:



B25Mitch August 11, 2017:
Adding radio masts to the top of a couple mountains, with narrow dirt access roads:



Italy

LJFHutch July 21, 2017:
Very work in progress

LJFHutch July 21, 2017:
Another little village. It’s crazy how narrow and walled in some of these streets are. Again, this is all very work in progress:

LJFHutch July 25, 2017:
Worked on the central town, also extremely WIP:

LJFHutch August 16, 2017:
(These are all very work in progress of course, lots of unfinished stuff and placeholders, the end result will vary quite a bit)

Blocking out the city. Some areas are coming together but there’s not much to see here for now.

The hilltop town is a lot further along. The design and blocking in phase it pretty much done.

Same with the eastern town

Overlooking the map:

LJFHutch August 31, 2017:
Added some cliff sections to the map

LJFHutch September 13, 2017:
I worked on adding in a lot of the flavour objects, some is almost done, some is quite early (the fort and castle)

What you see here will NOT necessarily reach the next update or the final version
If it does, it is NOT representative of what it may look like
More work happens behind the curtains – this is only a random selection!

Safe and sound: 0.10 hotfix

17 August 2017

Lots of bugfixes and tweaks for the last release πŸ™‚

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
Instructions on how to update the game here.
Bug reporting/Help Thread here.

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