Announcing Automation & BeamNG.drive collaboration!

15 June 2018

If you are into cars and car games, you’ve probably heard about Automation, the game where you can design and build your own cars in exquisite detail, from the body and chassis right down to the suspension and engine tuning. Automation enjoys a great community of players coming up with incredible cars to share with each other, all while debating the finer points of design.

We are now working with the developers of Automation to get you in the driver seat of your Automation designs. Export your car from Automation to BeamNG.drive with a single click and take it for a spin! The styling, sound, and mechanical details will all be making the conversion to our game. Not only that, we will be hosting your creations in our mod repository so you can share them with all players of BeamNG.drive.

  

The cars are not the only focus of our collaboration. We’ve also joined forces to recreate the Automation test track. Set in a mountainous area of New Zealand’s South Island, the map has a challenging roller-coaster of a track layout and many unique features to explore. Do your best to recreate the simulated laps of Automation, or explore the strengths and weaknesses of your designs on different surfaces and obstacles.

  

In light of this development, our two games will be offered on Steam for a cross promotional sale! If you have either Automation or BeamNG.drive, this will be the chance to pick up the other for a discount, and join in on the fun.

Keep an eye out for a joint release from BeamNG.drive and Automation on July 13th. The cross promotional sale starts then!

Development Sneak Peek #5

21 May 2018


Hello everyone!

Several weeks have passed since the last released update, so here´s a 5th sneak peek blog, to make the wait for the next update shorter 🙂

There’s tons of work that can’t really be showcased in a visually appealing way. It’s therefore not shown below, but is taking place nonetheless. We want to briefly explain part of it in future posts or threads.

Remember that you can keep track of development by subscribing to the developer subforum – that’s where most of the content in this post comes from.

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!

tdev, Feb 26, 2018:

So, apparently, we went through 110TB of traffic for the repository from the 1st of Feb so far D:





We will need to setup new CDN nodes to push all this traffic. Also, it’s getting costly – we pay some amount per GB right now as they are all over the limit right now :/

tdev, Feb 26, 2018:

We have some [regional data of downloads], but not from all nodes (this is the top 28 from 138 countries …):

LJFHutch, Mar 1, 2018:

I just worked on the cliffs a little bit. Here’s a comparison of the game area and a spot from Google Maps:


Reference location:

LJFHutch, Mar 2, 2018:

Some more work on the roads and forests:



LJFHutch, Mar 18, 2018:

Better dirt road textures

LJFHutch, Apr 5, 2018:

More road work:






LJFHutch, May 3, 2018:

Dirt road textures:



LJFHutch, May 4, 2018:

Better sand textures:



Diamondback, May 6, 2018:

Today, we talk about something a bit different, editor workflow! 🙂 Sounds amazing, doesn’t it?
I’m sure some of you can appreciate a little insight into how I work with lua and jbeam though. 😎

Let’s speak first about what tools I’ve used in the past for the majority of work for BeamNG:

  • Zerobrane IDE (https://studio.zerobrane.com/)
  • Notepad++ (https://notepad-plus-plus.org/)

The Zerobrane IDE is a very nice tool to work with lua, it supports all the nice stuff like syntax highlighting, auto formatting, linting, code outlines etc. All in all a very useful piece of software and what I have used in the past 3 or so years. (It also supports debugging lua with breakpoints and all, but that usually isn’t all that helpful with the kind of work I do)
Here’s a typical screenshot:

The second tool, Notepad++, is something literally everyone should have on their computers, it’s just a super handy and powerful text editor. I use it for all text files other than lua, so mostly *.jbeam, *.json, *.pc, etc
Screenshot:

In addition to that, I also work a lot with our versioning control software, so that’s overall 3 pieces of software for the majority of work.

Now, just out of curiosity, I wanted to take another look at Visual Studio Code, Microsoft’s new-ish all around lightweight code editor. I gave it a spin when it was really new but didn’t see any advantages over my existing setup.

The next post will detail what I’ve set up now with VS Code and how that works out. 🙂

[this post is the first of several, click here to view the whole thread]

LJFHutch, May 17:

The dirt roads, especially on the mountain were a bit too wide, now they’re roughly 4m across and a bit more interesting overall, [WIP]:

Falkrum, May 19, 2018:

New upcoming vehicle!

tdev, May 24, 2018:

very experimental still 🙂


(you can see the vehicles queuing at the junctions 🙂 )

tdev, May 24, 2018:

Dedicated AI tracks are work in progress

tdev, May 24, 2018:

We are investigating if navigation meshes will help us having the AI drive offroad better 🙂


blue = ‘drivable’ areas.
non-blue / transparent = cannot pass here

May 25, 2018:

A new marque arrives…

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!

Second hotfix for 0.12 released

20 April 2018

We’ve released another hotfix for version 0.12, fixing the most important issues from the bus update.

General

  • Hustle and Bustle: revised difficulty and improved overall experience
  • Hustle and Bustle: 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
Instructions on how to update the game here.
Bug reporting/Help Thread here.

First hotfix for 0.12 released

06 April 2018

Hello everyone,

Update v0.12 went pretty well, it’s clear many of you liked the DT40L!
As usual, the community has helped us track down a few issues (thanks!). This patch release addresses as many of them as possible.

Enjoy!

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
  • Fixed the City Bus being frozen when choosing freeroam after a bus route
  • Fixed the City Bus transmission group, changed name in Jbeam info
  • Fixed missing descriptions and prices of the City Bus
  • Fixed the City Bus color selection
  • Fixed missing texture on T-Series navigation unit
  • Fixed the SBR4’s rear suspension collapsing
  • Fixed the Semi 10spd auto shifting problems
  • 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
  • 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
Instructions on how to update the game here.
Bug reporting/Help Thread here.

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