The 2020 Winter Release – BeamNG v0.21

15 December 2020

Today we’re here to spill some much-needed hot news to your screens with the release of version 0.21! Featuring a complete Jungle Rock Island map renovation, bringing new locations to explore and a myriad of updated roads for that sunny winter getaway, as well as revamped vegetation and a brand-new waterfalls zone.

If a tropical paradise isn’t up your alley, you’ll be happy to hear that West Coast USA received an improvement pass, including multiple new locations and the addition of two new roads – City and Highway Tunnels.

The long-awaited Gavril D-Series Remaster Part 2 is finally here with updated interiors, lights, revised configurations, and several new D45 variants. This isn’t all for the D-Series, however, hold on to your pedals because the D-Series Prerunner & Crawler models are now available and ready to conquer anything you throw at them (or them into).

We’ve also improved our tire model with new tire-ground contact physics. This has slashed long standing limitations in rolling resistance, high speed grip, and cambered tire behavior. With all tires retuned to take advantage of these changes, our vehicles are handling better than ever.

Last but not least, we’ve polished official localization for the languages listed below; for more information on how to provide feedback and report issues, please keep an eye on the official Discord server.

  • Spanish (Spain)
  • French (France)
  • Japanese (Japan)
  • Korean (South Korea)
  • Portuguese (Brazil)
  • Portuguese (Portugal)
  • Russian (Russia)
  • Chinese – Simplified
  • Chinese – Traditional

As always, we would like to thank everyone for your continuous feedback, suggestions, and bug reports! We hope you enjoy the update and wish you Happy Holidays!

Highlights

Jungle Rock Island Remaster

West Coast USA Improvements

Gavril D-Series Remastered Part 2

Gavril D-Series Prerunner & Crawler

Vehicles

  • Bruckell Legran
    • Light Jbeam rework
      • Restructured rear frame to be more physically accurate
      • Front frame tuned for better deformation, new bumper support design
      • Rear doors now have 2 full jbeam segments
      • Fender structure improved, simplified
      • Headlights and taillights are now separate and detachable
    • Fixed roof mesh spiking issues
    • Added disc brakes
    • Added lifted springs and shocks
    • Fixed rear drum brakes using disc thermals
  • Bruckell Moonhawk
    • Added front guard
  • Cherrier FCV
    • Increased amount of added floor strength when a battery is fitted
  • Civetta Bolide
    • Polizia config changed to use same wheels and tires as the 350GT. The previous tire setup did not suit the chassis and proved to be too oversteery
    • Fixed headlights values
  • ETK 800-Series
    • Reduced gear whine volume
    • Redesigned Driving Experience skin
    • Replaced old ESC/TC system with advanced Driving & Safety Electronics
    • Added various drivemodes
    • Added ActiveLocking differential
    • Added adaptive dampers
    • Fixed missing windshield node
  • ETK K-Series
    • Reduced gear whine volume
    • Redesigned Driving Experience skin
    • Added Driving Academy skin
    • Added ETK Signature skin
        
    • Replaced old ESC/TC system with advanced Driving & Safety Electronics
    • Added various drivemodes
    • Added ActiveLocking differential
    • Added TorqueVectoring differential
    • Added adaptive dampers
    • Added adaptive swaybars
  • Gavril Barstow
    • Fixed triangulation issue with front fenders
    • Taillights are now detachable
    • Added front subframe brace
  • Gavril Bluebuck
    • Bodystyle slot replaced with individual bodies
    • Fixed rear wheels breaking off on some offsets
  • Gavril D-Series
    • Updated body material and meshes



    • Updated all lights
    • Updated glass materials
    • Replaced “Rusty” skin with new “Old Paint (Colorable)” skin
    • Updated Park Ranger skin
    • Added 423 Sport skin
    • Reworked Flatbed

    • Added D45


    • Added 6.9 V8
    • Added race N/A intake
    • Added front guard
    • Added rear marker lights for dually trucks
    • Added drum brakes
    • Increased torsional rigidity of heavy-duty frames
    • Modular Desert Truck Parts
      • 3 new custom offroad frames
      • Long travel offroad suspensions, with Independant (4WD/2WD) or solid axle from suspension options all with bypass shock abosrbers
      • Bobtail rear end, dove-cut front and rear ends, or full wide body fenders
      • 2 Pre-Runner configurations: Standard length frame and extended frame
      • 2 Crawler configurations: a crew cab crawler and the Superpig
      • 1 Hybrid 4WD IFS Desert Rock Racer configuration
  • Gavril Grand Marshal
    • Changed drift config to use 6.9L natural aspirated v8
    • Updated BCPD skin
    • Updated Police skin
       
    • Added Police Interceptor skin and configuration
       
    • Added 6.9 V8
    • Added race N/A intake
  • Gavril H-Series
    • Updated all lights
    • Updated glass materials
    • Added “Street Tuned” config
    • Added “Old Paint (Colorable)” skin
    • Added derby config
    • Added Rollback
    • Added 6.9 V8
    • Added race N/A intake
    • Added front guard
    • Added drum brakes
    • Fixed cab roof accessory slot
    • Increased torsional rigidity of heavy-duty frames
  • Gavril Roamer
    • Added BCPD skin and configuration
       
    • Updated Sheriff skin

    • Updated taillights and signals
    • Updated glass materials
    • Added “Old Paint (Colorable)” skin
    • Added derby config
    • Added 6.9 V8
    • Added race N/A intake
    • Added drum brakes
    • Increased torsional rigidity of heavy-duty frames
  • Hirochi SBR4
    • Replaced old ESC/TC system with advanced Driving & Safety Electronics
    • Added various drivemodes
    • Added ActiveLocking differential
    • Added TorqueVectoring differential
    • Added adaptive dampers
    • Added adaptive swaybars
  • Hirochi Sunburst
    • Renamed old police configuration to Firwood Police
    • Added Generic Police skin and configuration
    • Added Police Interceptor skin and configuration
  • Ibishu 200BX
    • Fixed headlights values
    • Added “Old Paint (Colorable)” skin
    • Added drag configuration
    • Added “Trackday Beater” skin
    • Added automatic drag transmission
    • Added adjustable wheelie bar
  • Ibishu Covet
    • Added “2.0 GTz” and “2.0 GTz Special Edition” configs
    • Added various sport exterior parts
    • Added 2.0 engine from the Ibishu Pessima
    • Added drag configuration
    • Replaced beater with derby and skidplate configurations
    • Reworked rear end jbeam structure for better node density
    • Front and rear fascias, headlights and taillights now separately detachable
    • Removed “blown” engine and suspension parts
    • Added 5 lug hubs
    • Added heavy duty and ultra-heavy duty engine mounts
    • Added hood exhaust for 2.0 turbo and 1.5 N/A
    • Added headlight air intake
    • Added headlight blanking plates
    • Added drag rear bumper
    • Added lightweight glass
    • Added carbon tailgate and spoiler
    • Added sport brakes
  • Ibishu Hopper
    • Fixed 6 lug locking hub unlockable
    • Reduced braking force of standard brakes to prevent locking too easily
    • Added Sheriff and Park Ranger skin and configuration
  • Ibishu Miramar
    • Increased the stiffness of the steering box structure for better steering feel
  • Ibishu Pessima (1988)
    • Added “Old Paint (Colorable)” skin
    • Added derby configuration
    • Trunk lights are now removable
    • Fixed collision fighting when door glass is removed
  • Small Flatbed, Box Utility and Large Box Utility trailers
    • Added pre-loaded configurations
  • Wheels 
    • Added “Gavril Momentum” wheels
    • Added chrome “GP Wrestler” version
    • Added “Gavril HD350” wheels
    • Added “Alder Special 423” wheels
    • Added “Wangan-2P” wheels
    • Added 13×5 size for TIMS Egota wheels
  • Misc
    • Updated light materials for ambulance and cargobox upfits
    • Added Truck It Up skin for cargobox upfit
    • Improved colors for Navigation Unit map for better contrast between road and background
    • Aerodynamics tuning of all vehicles: Drag, lift and downforce values to more realistic values now that top speeds are not hampered by high tire rolling resistance
    • Minor suspension retuning on various cars to suit improved tires
    • All cars with independent suspension halfshafts: fixed issue where breaking a halfshaft would break off the wheel
    • Added 265/75R16 and 245/76R16 dually rear tires
    • Reworked the texturing on the rock crawling tire (offroadtire_06a)

Levels

  • Adjusted time scale on all levels: It now takes 18 minutes for a full cycle
  • Automation: Fixed several AI path issues
  • Derby Arenas
    • Updated map with new buildings and clutters
    • Reworked the arena with new textures and some small modeling changes
    • Fixed some decals issues
  • East Coast 
    • Fixed floating bushes and tree
    • Fixed some AI road issues
    • Fixed floating trash objects 
  • Gridmap: Fixed a collision issue causing inaccurate collisions
  • Hirochi Raceway: Fixed pole through tents
  • Industrial Site
    • Fixed floating decalroad in container land
    • Fixed port crane width
  • Italy
    • Minor fixes: road markings, deleted stray AI paths
    • Fixes to AI paths to improve the performance of traffic
    • Added anisotropic filtering to container materials 
  • Jungle Rock Island
    • Laid down Peninsula terrain layout
    • Updated industrial site with new buildings and layout
    • Updated Mine zone
    • Built abandoned Fortress and bridge
    • Rebuilt the Airfield (Tower, Hangar, Abandoned control building and airstrip)
    • Rebuilt bridges and tunnels
    • Added the Abandoned Resort
    • Reshaped the area at the Volcano top
    • Added abandoned bunkers and cannons
    • Created waterfalls zone
    • Rebuilt all beaches and coast cliffs
    • Reworked vegetation and road textures
    • Renovated old observatory 
    • Renovated port area 
  • Utah: Improved AI paths to solve some vehicles crashing into obstacles
  • West Coast: Fixed some AI issues on highways

Scenarios

  • Industrial Shakedown Scenario: Updated the ramps models and textures
  • Jungle Rock Island: Revamped existing Time Trials and Scenarios

Driving Dynamics

  • Implemented new differential types:
    • Active Locking Differential
    • Torque Vectoring Differential
  • Fixed wrong rear wheel angle calculations
  • Implemented motor torque control for yaw adjustments
  • Exposed drivemode color to electrics ( electrics.values.dseColor )
  • Adjusted body slip angle calculations affecting throttle control too much in low speed + high steering angle scenarios

Powertrain

  • Improvement to clutch angle calculation affecting behavior when partially clutched in
  • Fixed “Fundamental Frequency” setting not working in Engine Audio Debug app
  • Pefrormance optimization of various devices
  • Fixed possible NaN source in electric motor load calculation
  • Improved DCT shifting smoothness for low load applications
  • Combustion engine now additionally exposes actual idleAV min/max values
  • Combustion engine now gains ignition issues when damaged
  • Combustion engine now starts to stutter when the fuel tank is almost empty

Render

  • Added new Screen Space Ambient Occlusion with better quality and better performance with high resolutions


  • Added support Sun’s shadows in translucent materials
  • Added automatic enhancement of shadows when using Driver camera: Shadows closer to the camera will appear more defined
  • Reduced memory used to render grass by 75%
  • SMAA is now the default Antialiasing mode when using Normal or Higher quality
  • Added ability to adjust color correction strength

Audio

  • Brake squeal for all vehicles – silent for stock vehicles, progressing up to race spec vehicles
  • Discrete volume balancing between all engine/exhaust sample sets in FMOD. New default ratio load/offload curves in jbeam. All engine/exhaust jbeam volumes adjusted to compensate.
  • Direction-based filtering for ambience sounds
  • Rumblestrip improvements
  • Kickup/Skid/Roll tweaks (ongoing) plus higher pitch skid for extra smooth surfaces
  • Support for different tyre size/volume/tread/stiffness altering pitch of asphalt skids (ongoing to include other surfaces, and volume)
  • Reworked ambiences for Jungle Rock and West Coast USA
  • Improved energy calculation of break sounds
  • Implemented brake squeal logic
  • Added brake squeal to glazed brakes to convey their state more easily to the driver

Traffic

  • Implemented smarter initial spawn points of traffic vehicles
  • Improved respawning of traffic
  • Improved default generated selections of vehicles for traffic
  • Added player infractions to the police mode in traffic; they are listed in the Messages UI after you get pulled over

AI

  • Bug fix for nan value in traffic avoidance force coefficient
  • Fixed issue where AI could not resolve sharp angle of plan line and got stuck
  • Added AI follow mode for following a target vehicle
  • Bug fix to AI chase mode where the AI vehicle would not update its path under certain high velocity conditions
  • Improved ability of AI when chasing a target vehicle at close proximity
  • Pathfinding:
    • Improved traffic AI pathfinding and following
    • Added a pathinder that calculates a navgraph shortest path between a graph node and a (vec3) position (and vice versa)
    • Added a pathfinder that calculates a navgraph shortest path between two (vec3) positions

Game Engine

  • Faster file comparison for Texture cooker
  • Fixed old console overwriting console history
  • Fixed GPU performance counter displaying 0
  • Implemented hot loading of texture for TerrainMaterials
  • Fixed switchable material getting in previous state when recovery was used
  • Implemented error mesh showing if mesh failed to load or is missing (no_mesh.dae)
  • Fixed glowmap that didn’t work in replay
  • Steam Rich Presence: Fixed status not being cleared when disabling
  • Fixed parts list not being refreshed after activating/deactivating a mod
  • Added improved spawning system that prevents vehicles from spawning inside level objects or vehicles

Physics

  • Optimizations on all parts of the physics core. Now it’s more than +10% faster
  • Added calcCenterOfPressureRel, calcTotalAeroForces, calcTotalAeroTorque core functions that calculate aerodynamic properties of the vehicle
  • Added isNodeColliding(nodeId) core function. It returns if a node is colliding right now with a solid object
  • Added hasNodeCollidedDuring(nodeId, timeDuration) core function. It returns if a node has collided in the last timeDuration with a solid object
  • Fixed a crash in static collision subsystem that happened when a node’s position was at infinity

UI

  • Fixed minor issues with Traffic UI app
  • Added new differential torque vectoring icon 
  • Added new differential active lsd icon 
  • Fixed ordering of vehicle configs, so that it does not change randomly, in the vehicle chooser
  • Added new icons for electric motors, active locking & torque vectoring differentials in the powertrain app
  • Added new loading screen images
  • Fixed freecam not working in the Navigation app
  • Added a warning to the long-time deprecated Themes feature
  • Photomode V2
    • Overall improvements to interface
    • Added ability to control various parameters and effects temporarily (reset when closing photomode)
      • Added control for Time of Day
      • Added Filters (color corrections) with adjustable strength. Filters selection can be expanded by adding more textures in art\postfx
      • Added option to toggle Dynamic Reflection
      • Added controls for Ambient Occlusion
      • Added controls for Depth of Field
    • Added tooltips
    • Added button to open the screenshots folder
  • Repository
    • Overall improvements, added icons
    • Added button to clear search entry
    • Double-click is now required to use the ‘Delete All Mods’ button
  • Graphics Menu
    • Added tooltips to most settings, improved existing ones
    • Improved look of the Dynamic Reflections settings
    • Improved look of Display settings
    • Added button to reset PostFX settings to default
    • Renamed a few options to be easier to understand
  • Level, Campaign, Scenario and Quickrace Selector
    • Moved search bar location, added button to clear search entry
    • Thumbnails grid will now only show the main thumbnail of the level. The slideshow for the level’s thumbnail has been moved to the description panel
  • Vehicle Selector
    • Improved scaling of top-row buttons
  • Parts Selector
    • Parts’ dropdowns in Vehicle Customization menu now scale vertically along with the available screen space
  • Vehicle Save/Load Menu
    • Overall improvements to interface
    • Added button to open the current vehicle’s configuration folder
    • Added button to clear search entry
    • Added icon showing the source of configuration (BeamNG, User, Mod)
    • Added ability to delete User configurations by double-clicking the related button
    • Added option to disable automatic thumbnail when saving a configuration
  • Environment Menu
    • Time is now displayed in 24 hours format
    • Renamed Wind Speed option to Cloud Speed
    • Added ability to insert custom values for Fog Intensity
  • UI Apps
    • Fixed font issues on ‘Simple Pitch’ and ‘Simple Roll’ apps
    • Navigation app will now move the view according to your speed, improved zoom levels
    • Converted Rangebox and 4WD Mode buttons in Radial Menu to toggles, removing one step to operate them
  • Localization– Updated translations to include missing strings: 
    • Spanish (Spain) 
    • French (France)
    • Japanese (Japan) 
    • Korean (South Korea) 
    • Portuguese (Brazil) 
    • Portuguese (Portugal) 
    • Russian (Russia) 
    • Chinese – Simplified
    • Chinese – Traditional 

Camera

  • Added collision detection for ‘Chase’ and ‘Orbit’ cameras

Input & Force Feedback

  • Added new steering lock angle behavior 1:1 (can only reach full lock if your steering wheel turns as much as the current vehicle’s)
  • Added dropdown to choose between the three-steering lock behaviors
  • Improved various texts in force feedback menu
  • Added extra logs in some corner cases where an input device fails to work

World Editor V2

  • Added new preferences system and Preferences window (will reset all user editor preferences on first run)
  • Added an autosave level system, found in Preferences->Files
  • Added fine rotation and scale scalars when pressing Ctrl and using axis gizmo
  • Added shortcut Ctrl+Wheel to modify fade icons distance
  • Added smooth camera move and rotate checks in Camera menu
  • Added camera zoom (move forward/back) on mouse wheel
  • Added additional visualization modes for the navgraph
  • Various Inspector droplists are now sorted and work properly (materials, sfx items, etc.)
  • Toolbar now dynamically changes height when there are buttons in the second row
  • Scene Tree
    • Improved scene tree node context menu with various new items (locking, hiding)
    • Added sort menu items for groups in scene tree window node context menu
    • Scene tree items will show (clickable to clear) hidden and locked icons next to them if they are in those states
  • Mesh Road/River Editor
    • Add new nodes with “Shift” and using axis gizmo
  • Forest Editor
    • Added multi selection with Ctrl
    • Added brush keyboard shortcuts (keys 5 – 8)
  • Asset Browser
    • Added drag and drop to scene for prefab assets
    • Added “Spawn prefab at camera”
  • Material Editor
    • Added Color Palette UV selector
    • Improved Advanced submenu
  • Added vehicle aero debug app to the vehicle editor
  • “Raycast test tool” now includes a mode for static object raycasts
  • Various other bug/UX fixes

LUA

  • Updated SBR4 spoiler logic to be adjustable by driving modes
  • Fixed wrong default value handling for custom shiftLogic files
  • TwoStepLaunch is now active by default on cars equipped with it
  • Added Tools > “Log gelua profile” option to Performance Graph menu, provides an overview of time and GC costs
  • Fixed performance profiler attributing input costs to physics section
  • Fixed LUA’s global variable detector skipping checks on all extensions. If you’re an author of LUA extensions, you might start seeing new warnings
  • Fixed speedometer getting stuck with a NaN value after a physics instability
  • Added triangleBarycentricNorm, altitudeOBB_Plane, intersectsRay_Plane, intersectsRay_OBB, intersectsRay_triangle functions to mathlib.lua
  • Optimized minheap that is used by AI’s graphpath. It is both faster and does less memory allocations now
  • Added doubleExponentialSmoothing filter
  • Added a function to evaluate whether a position is appropriate for spawning a vehicle as regards to the trajectories of surrounding vehicles.
  • Added ‘type’ field in map edge data. It allows for the definition of different types of roads by use in the map data.

BananaBench

  • Reduced variance of the speed measurements by using the best time out of 100 tests
  • Removed speed measurements with collision disabled. They are not as useful any more

Performance Graph

  • Fixed Physics Other calculation (showed huge negative number)
  • Added transparent background
  • Moved buttons around to clear some space
  • Stabilized graphs for better readability

Misc

  • Recovering a vehicle now places it on the ground if possible
  • Fixed issue where certain props could spawn in the air
  • Path Camera: Fixed error in some cases when two markers were on the same position
  • Fixed issue where changing the camera mode could make the game stutter
  • Updated warn textures
  • Cleaned up old PostFX presets, renamed default preset file

An up-to-date list of known issues can be found in the dedicated Feedback & Bug Reporting Thread here.

Instructions on how to update the game here.

Minor Update v0.20.2 Released

27 August 2020

Today’s minor update brings a number of fixes to the audio system, vehicles, and levels, and official translations for Spanish, French, Japanese, Korean, Portuguese, Russian and Chinese (more info will be shared here).

As always, we are grateful for everyone’s feedback!

Vehicles

  • Gavril Bluebuck: Fixed lower end configurations using white stripe tires instead of standard blackwall tires
  • Gavril Roamer
    • Fixed weak headlight attachment beams
    • Fixed position of facelift headlight turn signal flares and tailgate light flares
  • Gavril Barstow
    • Fixed exhausts not lining up with manifolds
    • Fixed engine bay meshes not being attached to firewall
    • Fixed steering shaft not being aligned with column
    • Fixed steering linkage clipping into the oil pan at full lock
  • Fixed wrong slot suffix on 225/75R16 Standard tire
  • Fixed 200BX wrong taillights settings

Levels

  • Industrial: Fixed several textures issues and mesh breakup texture
  • Derby Arenas: 
    • Fixed terrain
    • Updated buildings
    • Fixed and scattered several decals
    • Updated meshes with new textures
    • Updated Spawn and level thumbnails 
    • Cleaned up level folders; everything is “terrain” instead of “terrains”
    • Art_v2 folders are now called just “Art”
    • Old V1 Art folders are deleted
  • Small Island:
    • Fixed wrong material path
    • Added missing textures 
    • Deleted non existing level items 
  • Italy: Fixed decal texture path 

World Editor

  • Road Editor: Fixed a crash when creating a new road
  • Fixed rare crash on editor start
  • Vehicle Editor: Added powertrain debug app
  • Terrain Editor: Fixed error when there is no terrain object present
  • Added back several missing files so the old editor tools work properly

Audio

  • Improved load calculations of engine sound near idle RPMs
  • Improved impact detection
  • Supercharger fix for backwards compatibility

UI

  • Added translation support to Parts Selector’s new features and visual improvements
  • Added checkbox in Parts Selector’s Save & Load menu to toggle automatic thumbnail generation when saving a configuration
  • Added official game localization: 
    • Spanish (Spain) 
    • French (France)
    • Japanese (Japan) 
    • Korean (South Korea) 
    • Portuguese (Brazil) 
    • Portuguese (Portugal) 
    • Russian (Russia) 
    • Chinese – Simplified
    • Chinese – Traditional 
  • Fixed glitchy selections for AI Mode in Traffic app
  • Fixed an issue with the part selector hide/show toggle not working

Misc

  • Launcher: Fixed “Clear Cache” removing thumbnails of vehicle configurations

An up-to-date list of known issues can be found in the dedicated Feedback & Bug Reporting Thread here.

Instructions on how to update the game are here.

Minor Update v0.20.1 Released

12 August 2020

With today’s minor update we are resolving several issues related to the release of v0.20. We fixed game-breaking issues with Userfolder path that contain non-Latin characters, and made a number of improvements to vehicles, maps, UI, audio, and World Editor. As always, we would like to thank everyone for your feedback and reports!

Vehicles

  • Gavril Bluebuck
    • Fixed many configs using white wall tires instead of the intended white stripe tires
  • Gavril D-Series
    • Fixed animated front universal joints on 3-link front suspension
    • Fixed roof marker light flares
    • Fixed missing side marker on Kentarch D30 configurations
    • Fixed position of roll bar lights when installed on an Extended Short Body
    • Fixed sport mufflers breaking on spawn when used with I6 and Diesel V8 engines
  • Gavril H-Series
    • Front universal joints on solid front axles are now animated
  • Gavril Roamer
    • Added tailgate light guards for facelift models
    • Fixed inverted normals on facelift bumper foglight frames
    • Fixed incorrect names of left tail light guards
    • Fixed custom two tone skin not covering all of the extended body roof
    • Fixed incorrect mufflers on LXT Roadsport
    • Fixed incorrect ECU/Intake on LXT35 Police Package
    • Fixed sport mufflers breaking on spawn when used with I6 and Diesel V8 engines
    • Fixed some description typos
    • Added Heavy Duty Torque Converter to Diesel V8 LXT35 configurations
  • Ibishu Hopper
    • Fixed instability when combining rock slider fender flares, rock sliders and certain door options
    • Fixed incorrect rear brake shoes on Trackday configuration
  • Ibishu Miramar
    • Fixed intake slot on 1.9L SOHC engine
    • Fixed incorrect width of 15×7 Okudai PR01 (Gray) wheels
    • Fixed missing intake on Miramar with 1.9 SOHC engine
  • Increased strength of 38 and 42 inch crawler tires

Levels

  • Industrial
    • Fixed port crane open mesh issue and crane dimensions
    • Activated anisotropic on metal_grate texture
    • Fixed misaligned container on the crane
    • Fixed direction of the port crane and the container attached to it
    • Raised the lower area on the industrial drift area so the doors on the trailer can open fully
    • Fixed collisions of the power poles
    • Fixed misaligned fences
    • Adjusted AI roads on jump in coastal industrial area
    • Fixed BeamNG container text
    • Fixed river not extending all the way to the dam/gates
    • Fixed wrong paths on ferry materials
    • Fixed signs using metric (they now use imperial)
    • Fixed clipping Props through container
    • Fixed concrete texture – reduced resolution from 2k to 512
  • Derby Arenas
    • Fixed missing collisions
  • Italy
    • Fixed wrongly set nearClip value, helps with artifacts with far objects
    • Replaced waterfall meshes with actual rivers

Scenarios

  • Fixed Rocky Starts “Delivery” Scenario missing the last Checkpoint
  • Rocky Starts “Gravity Race” now uses correct distance and has been rebalanced
  • Fixed “Big Air Vanster” not being completable
  • “Gravity Fuel” now uses the new Checkpoint markers and refuels faster

UI

  • Fixed Photomode FOV lower limit not matching the actual lower limit of 10°
  • Fixed vehicle loading not updating the loading screen
  • Added ability to search for parts now including some simple query syntax and a history
  • Added ‘Apply’ button to the parts menu

Audio

  • Increased volume of Covet Hatch turbos stage 1, 2 and 3
  • Reduced volume of semi rear suspension as short-term fix for volume issues
  • Fixed impact sounds not playing when volume impulse was higher than 1
  • Fixed Barstow playing incorrect supercharger bank (reported) and also Moonhawk
  • Fixed an issue where some specific vehicle supercharger pitch values go over our pitch limit
  • Fixed non finished brake squeal from playing in some situations

World Editor

  • Fixed crash when deleting forest object
  • Fixed scenetree and inspector not showing up on the first editor start
  • Terrain Editor: Fixed terrain importer materials list
  • Asset Browser: fixed an error with files that have no filename extension
  • Road Editor: Fixed error when changing edit mode while editing a road
  • Scenetree: Added navigation toggle arrow buttons for opening folders

Misc

  • Fixed issues related with non-Latin character in Userfolder paths (UTF8 encoding)
  • Fixed parts not showing up in the parts selector if the slot is defined in the common folder
  • Fixed issue with some mods not loading meshes correctly anymore
  • Improved backward compatibility for lua mods

An up-to-date list of known issues can be found in the dedicated Feedback & Bug Reporting Thread here.

Instructions on how to update the game are here.

The 2020 Summer Release – BeamNG v0.20

06 August 2020

Today we are happy to announce that v0.20 is live! This update brings a number of long-awaited improvements as well as some surprises that we hope you will enjoy. Let’s dive into the details!

Up first we have the final phase of the Gavril Roamer Remaster. The car received a major overhaul to bring it up to the latest quality standards – most textures along with several meshes were completely redone and interiors were renovated. In addition, we are introducing a new facelift version that comes complete with its own set of parts, like wheels, lights, body panels, and more! With Roamer’s renovations complete, we will begin work on these same final improvements for the D-Series and H-Series, expect more news with the later updates.

Major changes were implemented in the vehicle loading system, which significantly reduced loading and re-loading times.

In even more exciting news, this update brings the renovation of Industrial and Port maps. We’ve completely reworked and merged the two classics together. Now an even bigger and densely populated area, it includes new textures, props, and points of interest. For those of you who love a good challenge we are introducing a new unique playground – Containerland, where the fun cannot be contained!

World Editor 2.0 received further improvements along with a new theme, improved selection and preview options, and a polish pass on UI and Camera Path tool.

And lastly, as some of you were quick to figure out from one of our teasers, we are introducing water flow and river physics simulation. The system is still WIP, and the audio component will be released in the coming updates.

Highlights

  • Gavril Roamer Remaster
  • Industrial & Port Remaster

Vehicles

  • Autobello Piccolina
    • Separated glass panes into individual parts
    • Decreased brake torque of front disc brakes, fixed missing handbrake sound
  • Bruckell LeGran
    • Separated glass panes into individual parts
    • Interior door panels now have weight
    • Fixed self collision issue with luggage rack
  • Bruckell Moonhawk
    • Interior door panels now have weight
  • Burnside Special
    • Fixed Chopped and Channeled body visually clipping into the frame
    • Fixed Chopped and Channeled body driver camera attaching to the frame, making the body unable to fully detach
    • Added removable interior door panels with weight
  • Cherrier Vivace
    • Fixed stability issues when removing shocks and coilovers
    • Fixed rear race coilovers breaking on jumps, increased radiator effectiveness
    • Added ultra radiator for race versions
    • Improved halfshaft and suspension meshes
    • Fixed ride height issues with heavier diesel engines
    • Disabled post-crash automatic brakes and flashing brake lights on race configurations
    • Adjusted misaligned text on Gendarmerie skin
    • Added a bit of “over-boost” in Arsenic mode
  • Dryvan Trailer
    • Fixed slot issue with rear loading ramp
  • ETK 800
    • Separated glass panes into individual parts
    • Interior door panels now have weight
    • Moved roof parts to their own file
  • ETK I Series
    • Interior door panels now have weight
  • ETK K Series
    • Separated glass panes into individual parts
    • Fixed missing transmission type from “Highway Police” configuration
    • Adjusted position of front bumper’s police led lights
  • Gavril Barstow
    • Replaced old engine and engine bay meshes with new Classic V8
    • Fixed instability in 4-link rear suspension using certain wheels/tuning values
    • Interior door panels now have weight
    • Fixed issue self collision issue with subframe
    • Tweaked shift points of 4 and 5 speed manual transmissions
  • Gavril Bluebuck
    • Interior door panels now have weight
  • Gavril D-Series
    • Fixed collision triangle issue with extended short body
    • Adjusted 3-link suspension properties to behave better at higher ride-heights
    • Fixed fiberglass hood being too heavy
    • Fixed issue with exhaust limiter beams
    • Center stoplight is now removable
    • Fixed powertrain issue with Dually wheels that would cause odd behavior when one wheel was broken off
    • Fixed typo in D15 Extended Cab
  • Gavril H-Series
    • Fixed powertrain issue with Dually wheels that would cause odd behavior when one wheel was broken off
  • Gavril Roamer
    • Renovated body materials and lights

    • Added facelift

    • Renovated interior with new color variants

    • Fixed fiberglass hood being too heavy
    • Added derby front bumpers
    • Adjusted interior flexbody to reduce spiking
  • Gavril T-Series
    • Fixed radiator hose mesh streaking
    • Fixed fifth wheel being installed on “T65 Base (Short) (M)” configuration
    • Fixed leaking beamPrecompressionTime in steering jbeam
    • Fixed powertrain issue with Dually wheels that would cause odd behavior when one wheel was broken off
  • Gavril D-Series/H-Series/Roamer
    • Retextured chassis and underbody parts
    • Added new transfer case and inline 6 meshes

  • Hirochi SBR4/eSBR
    • Separated glass panes into individual parts
    • Interior door panels now have weight
  • Hirochi Sunburst
    • Fixed reverse light spotlights
    • Fixed taillight part values
    • Added removable interior door panels with weight
    • Adjusted misaligned text on Gendarmerie skin
  • Ibishu 200BX
    • Fixed hub mesh offsets
    • Separated glass panes into individual parts
    • Interior door panels now have weight
    • Added derby configuration
  • Ibishu Covet
    • Separated glass panes into individual parts
    • Added removable interior door panels with weight
    • Removed “No Mirror” door, removing mirrors now leaves smooth surface
  • Ibishu Hopper
    • Raised the position of the skidplate nodes
    • Added RWD conversion parts
    • Added Trackday and Drag configurations

    • CV Joints are now animated
    • Fixed values of V8 engine swaps
    • Added removable interior door panels with weight
  • Ibishu Miramar
    • Tweaked GTz handling balance
    • Moved existing engine internals parts to DOHC engine only (they were not properly compatible with the SOHC engines)
    • Added Heavy Duty internals for SOHC engine
    • Separated glass panes into individual parts
    • Interior door panels now have weight
    • Fixed steering wheels position
  • Ibishu Pessima (1988 – 1991)
    • Fixed front splitter side panel values
    • Separated glass panes into individual parts
    • Interior door panels now have weight
    • Updated ‘Race’ skin
    • Added ‘Rally Tears’ skin
  • Ibishu Pessima (1996-2000)
    • Added Sport ECU for V6 engine
    • Fixed deformgroup and limiter issues
    • Fixed pop-open for hood and trunk
    • Separated glass panes into individual parts
    • Interior door panels now have weight
  • Wentward DT40L
    • Fixed powertrain issue with Dually wheels that would cause odd behavior when one wheel was broken off
    • Fixed misplaced taillight flares
  • Wheels
    • Added Gavril 3-Spoke wheel
    • Added Gavril Quest wheel
    • Added square wheels for 4, 5, 6 and 8 lug hubs
  • Shipping container
    • New prop: 40ft shipping container with openable doors
  • Improved design of hubcap to wheel attachments
  • Resized wheel and tire overall dimensions to match standards. Some tires with unusual sizes were changed to commonly available ones
  • Added many new tire choices, including smaller drag tires available on 13×7, 15×8, 15×10 wheels (on front and rear axles)
  • Populated tire choices for all wheels of given size. So, for example, all 14×7 wheels have common tire choices regardless of bolt pattern, offset
  • Renamed period tires to use naming system of the period instead of modern radial equivalent
  • Retuned handing of bias ply tires
  • Adjusted specular values on all vehicles
  • Fixed offset in default/ETK/Vivace GPS

Powertrain

  • Fixed differentials generating inaccurate torques at high torque splits
  • Jbeam data is now being send on all init/reset events, making it no longer necessary to keep a copy of it around
  • Slight change to turbo BOV logic, pressure no longer drops instantly
  • Fix physically unconnected shafts being able to go into connected state via the UI
  • Added generic deformgroup damage system to all relevant powertrain devices
  • Added brake pad glazing simulation that affects brake effectiveness

Scenarios

  • Revamped Checkpoint Marker look and behavior:
    • New shape reduces view obstruction. It will maintain the same size on-screen and direction itself toward the camera to be clearly visible at any distance
  • Improved hit detection for checkpoints
  • Industrial:
    • Updated and adjusted all Time Trials to use some of the new track segments available
    • Added 3 additional Time Trials: Containerland Chaos, Containerland Perimeter and Warehouse Run

Race Editor

  • Race Editor can now export to Time Trials Format
  • Race Editor can now convert already loaded Time Trials

Levels

  • East Coast USA
    • Fixed a hole in the town base mesh
    • Fixed z-fighting on some signs
    • Added minimap
  • Gridmap
    • Fixed various floating rocks
  • Industrial and Port remaster & merge

    • Updated all old assets
    • Added new debris piles
    • Added new Container Land
    • Added new Industrial Area / Drift course
    • Added new Tank farm
    • Added weigh station
    • Added waste transfer station
    • Updated Rally Cross track / added scrapyard
    • Updated Race track
    • Updated Port Area
    • Updated Mine area
    • Added new industrial trash objects
    • Added new containers
    • Added new methane burner
    • Added new abandoned industrial area on the beach
  • Italy
    • Fixed misplaced rocks in Italy 
    • Fixed floating bush in Italy 
    • Fixed wobbling trunk on holm oak
    • Fixed strange terrain effect in the dry river near the mountain village
    • Fixed “ice” patches on the mountain dam
  • Small Island
    • Fixed floating bush 
    • Fixed stretched textures on LOD of solar panel in the research area
    • Added minimap
  • Utah
    • Fixed trees on off road and bushes going through rocks 
    • Fixed tunnel mesh from poking out of the terrain
    • Fixed a bunch of floating rocks

Audio

  • New i4 afterfire soundbacks for stock (these were leaked in 0.19 and assigned to all i4 classes)
  • New NEW i4 afterfire soundbanks for tuned/race.
  • New turbo_07 soundbanks for modified/street vehicles
  • Afterfire system now supports difference exhaust types (different samples if we have the source material)
  • Afterfire volume coef detached from trigger coef
  • Suspension impulse system improved with greater responsiveness, vehicles rebalanced
  • Decaymode setting for suspension audio setup removed
  • Added dynamic low-pass-filter for slow-motion
  • Reduced engine load reading at idle

Traffic

  • Improved traffic respawning; generally, the player will experience slightly more traffic
  • Improved police logic
  • Added speed limit data to map node links, with automatically generated speed limits
  • Traffic will stop before making turns at intersections
  • Fixed traffic making U-turns on highways
  • Improved three way turn speed and direction control
  • Decoupled AI chase speed from opponent speed (allows for faster AI chases)
  • AI will not ram into vehicle being chased if it’s stopped for over 10 seconds
  • Bugfix: Reset trafficBlock and trafficSide on AI reset
  • AI will obey traffic speed limits when in traffic mode
  • Added AI traffic app option for traffic speed limits
  • Added AI traffic app option for traffic vehicle awareness

Flowgraph

  • Level loading can now be delayed, so custom assets can be loading before the loading screen fades away

Camera

  • Added FOV indicator for ‘relative’ camera
  • Increased shift-key acceleration in ‘relative’ camera
  • Minor optimizations to camera system while a vehicle is spawning, should be a bit faster now
  • Made camera system more robust to use while no level or no vehicle is loaded yet
  • Fixed near-clip settings sometimes leaking when switching camera types or switching maps
  • Simplified camera API, the LUA commands are now the same in free camera as in vehicle camera
  • While in free camera mode, number pad keys 9 and 3 move camera up and down instead of changing field of view
  • While in free camera mode, key shortcuts Shift+PageUp, Shift+PageDown change field of view now

Input and FFB

  • Increased multiseat player limit from 16 to 64, as some users are already running demolition derbies with that many vehicles!
  • Improved force feedback while vehicle is stationary in all steering wheels (low-speed factor is used by default from now on)
  • Cleaned up Logitech G29 and Thrustmaster 3-in-1 Dual Shock bindings
  • Reduced log verbosity of input system
  • Adjusted FFB values for Logitech G29 

Vehicle loading changes

  • tl;dr: vehicle loading is faster, (v0.19: 0.521 sec vs v0.20: 0.172 sec) especially with CTRL+R
  • Vehicle loading (jbeam) is now happening on the GameEngine (GE) side instead of the physics. This enables up to do much better performance optimizations for the loading process. It allows a better separation of who works on what. See this thread for details. The physics will only get the pre-baked vehicle now and does not do loading on its own anymore.
  • Code cleanup and refactor: now everything is nicely organized in lua/common/jbeam
  • Vehicle Material loading switched to Lua
  • Improved error messages within jbeam loading: On part mismatches, on Part slot preprocessing, etc.
  • Part slots are now properly parsed beforehand enabling all the default jbeam features for the slots section
  • Fixed various problems with jbeam variables
  • Improved internal vehicle API: now using more the cid for everything instead of proxy objects
  • Optimization of vehicle memory – we clean up the loading data now and only retain the required data in memory
  • Merged the config of the vehicle into one place: part config, vars, colors, etc – Removed old TS parts from vehicle loading
  • Materials are not reloaded on CTRL+R unless they are changed
  • Previously, around 900 parts were loaded from jbeam, even though only around 50 were used for a vehicle. Now, only the required files are loaded and parsed, reducing the overhead a lot
  • Vehicle editor now lives inside the world editor

Physics

  • Added physics simulation for river water flow interaction with vehicles
  • Added graphics water particles (sound is WIP)
  • Fixed breaking of L-beams, it greatly affected damaged tires
  • Fixed pressure spiking for an instant when a tire got deflated
  • Added transitionZone interpolation for damping attribute of anisotropic beams
  • Added splash particles for vehicle/water interaction

Game Engine

  • Using float for time so slowmo doesn’t affect spawning of Vehicle particles
  • Fixed animation importing from non-existing file (T3d soldier)

UI

  • Fixed “Revert” button in PostFX menu
  • Updated ‘Simple Pitch’ and ‘Simple Roll’ apps visuals
  • Inverted rotation on ‘Simple Roll’ app
  • Added automatic thumbnail for custom configuration feature: Saving a custom configuration will automatically grab a screenshot to use as thumbnail
  • Start screen epilepsy warning now supports translations
  • Minor tweaks to default ingame console appearance (based on the old console)
  • Set keyboard focus to the input field whenever ingame console is activated
  • Minor improvements to nodegrabber visuals
  • Minor optimizations to level selector menu, specially on computers with disk-based storage
  • Fixed amount of tilt in navigation UI being different at high vs low framerates
  • Fixed dashboard buttons sometimes not being hidden/revealed until after a while (e.g. when loading a scenario that hides some)
  • Updated Traffic UI app

Camera Path Tool

  • Added better cut and movement controls (more details here)
  • Fixed issues with movement and rotation speed
  • Fixed crash when replay file is missing
  • Improved path form in certain cases

World Editor

  • World Editor V2 is now assigned to the F11 key binding. Old editor can be accessed with CTRL+SHIFT+F11.
  • Added “drag & drop” and drag multi-selection for items inside the scenetree
  • Added function for duplicating selection and placing in front of camera (CTRL+SHIFT+D)
  • Adjusted UI scale and other parameters, added BeamNG Theme
  • Inspector: Added material preview when selecting materials (i.e. decals)
  • Mesh Road/River Editor: Added multi node selection and transformation
  • Decal Editor: Can now place decals without holding alt
  • Create Object Tool: Hold CTRL for placing multiple objects in a row
  • Fixed issues with layout saving/loading
  • Polished ‘Path Camera Tool’ interface, added more tooltips and functionalities
  • Added TSStatic instantiation functions to Asset Browser
  • Added camera transform tool
  • .TER file are created in the current level folder not in `/levels/*.ter`
  • Added Selection Export to DAE
  • ShapePreview : implemented export DAE
  • Several UI improvements
  • Several bugfixes

Vehicle Editor

  • Moved vehicle editor into the new world editor (under “Tools” -> “Vehicle Editor”)
  • Some rework of controls and UI

LUA PROGRAMMING

  • Added new Lua function: Engine.Platform.getRuntime()
  • Added Flow graph scene objects
  • Added new Lua function: hashStringSHA256
  • Improved error handling on invalid server response upon logging in
  • New object function: isLocked
  • Changed how vehicles are loaded. Now they are loaded by game engine and then transferred to physics
  • Fixed dump/dumps ignoring all elements after the first ‘nil’ in a table
  • Fixed traffic vehicles getting temporary focus while they are being spawned
  • Optimized jsonEncode and serialize util functions
  • Added lpack Lua module containing new and very fast de/serialization functions.
  • Added signApply function to mathlib
  • Fixed JSON encoding of certain Lua escaped strings
  • Fixed “Next/Previous Drivemode” not working
  • Load WCA drag race only in freeroam
  • Mod manager: fixed unpacked mod not showing in level selector under specific condition
  • Bugfix in closest road search (findClosestRoad)
  • Created node aliases to closest nodes for manual waypoints that have no links and are therefore not connected to the rest of the road network

Console

  • Increased log history to 1k
  • Added button to disable vehicle control when console is open
  • Fixed issue when selecting and deleting previous command
  • Fixed crash when browsing command history

Misc 

  • Fixed some errors when using PostFX Manager
  • Removed several duplicated materials
  • Vector3 datatype is no more. Please use Point3F (GE) /float3/vec3 (vehicle side)
  • IntegrityTracker disabled for now: faster Lua loading for now – to be re-enabled soon
  • Improved performance of file enumeration in the physfs windows backend. Finding files is 30% faster
  • Sun class accessible from Lua
  • New LuajIT
  • Fixed Lua messages being discarded when being emitted during vehicle loading
  • Improved Lua Garbage collection position inside the frame
  • Water objects have less of a performance impact on the vehicle
  • Renamed Water object property from FlowMagnitude to FlowMagnitudePhysics. The value is in meters per second
  • Replay system refactor/cleanup. No new features yet. Coming in the later updates
  • Fixed Launcher reporting the wrong NVidia driver version
  • Fixed crash on certain sound objects during replay
  • Fixed vcomp140 being an unneeded dependency for the game

An up-to-date list of known issues can be found in the dedicated Feedback & Bug Reporting Thread here.

Instructions on how to update the game here.

« Newer Posts || Older Posts »