Hopping into 0.9

14 April 2017

Hopping into 0.9 – Happy holidays! 🙂

Highlights

  • Added new vehicle – Ibishu Hopper (more mod parts and variants coming in the next update)
  • Improved tires and suspension for some cars (more coming)
  • Added D-Series Crew Cab
  • Added vehicle damage save/load
  • Significant physics core optimizations (more than 30% faster) and improvements (see here for more details)
  • Friction improvements
  • Improved controller mapping system

Physics

  • Physics core is more than 30% faster
  • Improved stability of heavy object collisions (carrying heavy rocks case)
  • Improved inter-vehicle collisions, anti-sticking works now for both front and back triangle faces. Adjustments might be needed for vehicle mods with misplaced nodes
  • Improved accuracy of friction
  • Added slidingFrictionCoef node property that acts like a multiplier only on the sliding friction of a node
  • Added “stribeckExponent” and “stribeckVelMult” to node properties. It allows finer control of the sliding friction curve
  • Improved accuracy of static collisions
  • Static collision subsystem filters out degenerate (zero area) triangles. This fixes static collision clipping problems with collision meshes containing degenerate triangles
  • Fixed instability with high lift coefficients in water
  • Increased accuracy of wheel/rotator angular velocity calculations, they are accurate now even for “heavy” use cases that require high precision
  • Rewrote mud/sand subsystem to use the same information as aerodynamics (in a non-newtonian fluid medium). It is more accurate now, but groundmodels will need to be adjusted
  • Added “shearStrength” groundmodel coefficient. It defines the force (per area) that needs to be applied for the ground to start yielding
  • Improved aerodynamic lift and drag curves
  • Added airfoil lift curve approximation to triangle’ aerodynamics simulation (using lift and stallAngle triangle properties)
  • Added “stallAngle” property to triangles. It defines (in radians) the angle where the lift will begin to stall
  • Bananabench works again, it tests now up to 20 vehicles

Tire Physics

Node friction load sensitivity (WIP-Not all tires yet):

  • Load sensitivity node properties are “noLoadCoef”, “fullLoadCoef” and “loadSensitivitySlope”
  • Tire’s overall grip is reduced with increased load
  • Lightly loaded tires have comparably more traction. This means less inside wheel spin with throttle in corners.
  • The cars behavior and balance at the limit is more progressive, cars do not “tank slap” as much when trying to recover from a slide
  • Cars can brake/accelerate with some 5-10% more force than they corner, because the wheelbase is longer than track, weight transfer reduces grip less in the longitudinal direction.
  • Camber affects maximum grip in a more accurate way, because loading the outside tire nodes excessively, reduces grip due to load sensitivity.
  • Vehicles, especially tall ones, are less likely to roll after hitting curbs or off camber situations, because the extreme camber reduces the grip through load sensitivity on the outside tire nodes.
Rolling resistance reduction

  • Rolling resistance reduced another 10-30% by improving the node to ground collision code
  • Increased aero drag to compensate for reduced rolling resistance
Tire “softness” friction property

  • Nodes have a new “softnessCoef” property, which changes the rubber’s hysteretic behavior. This allows them to be more sticky in transient situations. When used in wheels, this improves steering response and makes the tire less likely to be shocked loose from the road by sudden input or a bump etc. It can also reduce loss of grip at high speeds (250+km/h) to a basically negligible amount.
Tire “treadCoef” + ground model “roughness” friction properties

  • Tires have a tread coefficient that represents how well treaded the tire is (Slick = 0, mud tire = 1) we multiply this against a roughness coefficient in each ground type (mud has a high roughness, asphalt has very little) this means that a mud tire now works well in mud but mediocre on pavement, a slick works well on pavement but horribly on mud. Similar for other ground models.
  • Choosing the correct tire for the surface is more important now, as off road tires will perform well off road but not so much on asphalt, and slicks will be great on asphalt but practically useless in mud.

Gameplay

  • Time refactor: sim/real time
  • Improved node grab:

  • (Middle-Click to use ‘fixed’ node grab)

  • Added optional support to match the steering wheel rotation 1:1 to your plugged steering wheel (to the best of its ability)
  • Added new external camera, featuring two distinct modes: Fan mode (the person, not the cooler :-D) and TV mode
  • Improving pitching of orbit camera when looking from the front
  • When orbit camera is manually rotated, it tries to remain locked at that position
  • Improved tiremarks render simulation, they now take into account wheel angle
  • Greatly reduced lag when meshes break in heavy collisions
  • Slowmotion physics speed can now be instantly modified while game is paused
  • Added new quickraces, raising the total number of quickrace tracks to 46:
  • East Coast USA: Rallycross Long Course, Road Race 1&2, Dirt Race, High Speed Highway, East Coast Off-Road Course, Town Course 1&2
    Gridmap: Jumps, Offroad, Skycurve 1&2, Slalom, Suspension Race, High Speed Circle
    Jungle Rock Island: Peninsula Race, Port Shakedown, Road Race
    Small Island: Round Circuit 1&2, Rally Small Island – Stage 1, 2 and 3

  • Steam trading cards are nearly finished: we need to fix some minor issues, then they should start dropping 🙂

Input

  • Added fancy graph to Controls menu, displaying the effect of each option in real time
  • Added Sony DualShock 4 Slim inputmap
  • Added Speedlink Phantom Hawk flight stick inputmap
  • Added Thrustmaster TH8A Shifter inputmap
  • Updated all inputmaps to use default parking brake rather than permanent brake
  • Added sane limits to the linearity
  • Increased granularity of deadzone setting
  • Simplified configuration of binding deadzone, now only one value is needed
  • Input system is now shielded against possibly incorrect deadzone values
  • Fixed bug in XInput system, the controller type is now correctly recognized (although it is ignored for now)
  • Force Feedback: Added optional force cutoff at low speed. This will help remove vibrations in setups with powerful steering wheels and computers with low framerates
  • Force Feedback: Fixed the parsing of header lines in LUT and CSV response curve files
  • Force Feedback: Fixed LUT files aggravating the nonlinear response of motors, rather than fixing it (due to all their values typically being inverted)

Artificial Intelligence

  • New speed planning and targeting:
  • Handles all plan segments as circular segments.
    Calculates speeds on segments through analytic forms.
    Places target along planned path at a distance from the vehicle proportional to the vehicle’s speed.

  • Added anti slip control. Models a drivers reaction to wheel slip under excessive brake or throttle application.
  • Simple AI crash detection. AI detects a crash and engages in maneuvers to get out of it.
  • Added AI span mode. Produces paths biased towards the part of the map that has not been yet traversed.
  • Added a drivability attribute to the edges of the graph representation of a map’s road network. It allows for the user specification of the part of the map to be spanned.
  • Added options for the user specification of the route speed (limit/set) in the AI manual mode API.
  • Bug fixes to the AI random pathfinder.
  • Merge overlapping edges (forming triangles) of AI roads (navigation map) in map.lua.
  • Corrected drivability values of various road segments in East Coast USA (mainly dirt roads that had unit drivability).

Terrains

  • East Coast USA: some minor roadmarking changes, changed zebra crossings from being mesh based to using a decalroad
  • Jungle Rock Island: Fixed a collision problem with one of the tunnels, added some clearings and small details
  • Rain objects: added to Industrial and Small Island
  • Utah: fixed tunnel entrance model issues
  • Hirochi Raceway: fixed the sand to behave like a sandtrap rather than beach sand
  • Various miscellaneous fixes
  • Added spawnpoints to Gridmap
  • Dry Rock Island moved to Mod Repository : https://www.beamng.com/resources/dry-rock-island.1863/

User Interface

  • Added SimplePowertrainControl App
  • Added SimpleBrakeThermals App
  • Added electronic display to ETK 800 gauges
  • Added AdvancedWheelDebug App
  • Custom endscreen for quickrace, showing the lap times and highscores
  • Remade the quickrace previews to have the same style
  • Added local best times for the quickrace. Best times can be hovered to view, and clicked to select the used vehicle
  • Clone vehicle button in vehicle selector
  • Improved support for vehicle html textures: better interfaces createWebView, queueWebViewJS, UI logs will have an identifier now
  • New startup: short intro screen
  • Improved window position saving: will restore position, snapping, maximized correctly now
  • UI streams work smoothly in slow motion
  • Powertrain app can switch between Power(previous visualization) and Torque (click on “Torque” to switch). Torque visualization is default now
  • |

  • Fixed powertrain app bug that overlapped wheels/rotators (large roller case)
  • Added subtle animations to Powertrain app

Replay

  • Pause and bullet time hotkeys now work during replays too (specially useful in conjunction with Alt+U to hide UI)
  • New replays can now also be recorded pressing ALT+R
  • Slightly improved smoothness in slow motion and in computers where the framerate is not perfectly stable
  • Added support to load replay files from a different level than current one
  • Replay system will now restore most of the world to the state it was in before loading the current replay file
  • Fixed incorrect playback of vehicle materials (such as broken windows, dashboard lights, etc)
  • Fixed broken beams not being properly recorded (e.g. wheels that fell off)
  • Fixed small memory leak during long play sessions
  • Fixed most cases of replay freezing for tens of seconds when big amounts of skidmarks where recorded
  • Fixed tiremarks being recorded with very low frequency and not always being played back
  • Replays recorded in extremely slow computers will now play back at the correct speed
  • Bumped replay version: files recorded with previous versions will no longer be readable (this will continue happening until the replay system is stable enough)

Vehicles/Lua

  • Added new vehicle: Ibishu Hopper (more mod parts and variants coming in the next update)
  • LeGran: Added trunk spoiler/luggage rack for Sport model and landau roof for Luxe model
  • 200BX: New suspension geometry and alignment, aero tuning, reduced power of stage 1 turbo, removed wing from “Drift” config to improve predictability, added wing to “Demon” config, made ‘Nomi’ and ‘BlastR’ skin colorable, added ‘TuningStudio’ skin
  • Barstow: Added ‘Front Guard’ part
  • Bolide: Aero tuning, suspension tuning and alignment, 390GTR uses sport tires, more engine inertia, less exhaust smoke
  • Burnside: Added ‘Eye Lids’ part
  • ETKI: added ‘Knallhart’ variant, added ‘Rotopad’ skin
  • ,

  • Sunburst: New suspension geometry and alignment adapted from accurate sources, aero tuning
  • ETK800/ETK-K: New suspension geometry and alignment adapted from accurate sources, suspension strengthening, aero tuning, added engine efficiency table
  • SBR4: New suspension geometry and alignment, suspension strengthening, aero tuning
  • D-Series: Added new crew cab variants with longer frame, added rectangular roof lights part, fixed front axle torque reactions, fixed some discrepancies between D and H series frames, added engine efficiency table
  • H-Series: Added ‘Roof Parts’, ‘BeamCom’ configuration, ‘BeamCom’ skin, added rectangular roof lights part, fixed front axle torque reactions, fixed some discrepancies between D and H series frames, added engine efficiency table
  • T-Series: Deformation and strength tuning of Dump Bed Upfit, fixed some problems with fuel tanks
  • Pigeon: Speedometer now ignores stabilizer wheels speed
  • Miramar: Fixed door glass breakgroup, reduced weight of race rear axle
  • Legran: Improved race suspension, added tuneable rear alignment settings
  • Added new Okudai RP02 wheel in many sizes
  • Lightbars: Cleanup, Improved ‘ETK800 Lightbar’ model, added flares, improved materials, implemented custom lightbar patterns
  • New prop: Weight Pad
  • New prop: Ball
  • Revamped tire tuning: 200BX, Bolide, ETK800, ETK-K, Hopper, SBR4, Semi and Semi Trailers, Sunburst, all off-road tires
  • Increased steering stiffness on all cars for better response
  • Vehicle lift and drag scaling tuned to suit aero physics changes
  • Added fuel tank leak beam to all tanks, now fuel level will drop when tank is broken
  • Removed beam highlights in fuel tanks and roll cages, people mistook them for broken beams
  • Tweaked asphalt ground model to better suit new tire model work
  • Added roughness and treadCoef to groundmodels and tires (now dirt tires work better in dirt, race tires work better on asphalt etc)
  • Tuned mud and sand ground models with shearStrength and roughness, now deep mud and sand are much more difficult to traverse without good ride height and off road tires.
  • Fixed automatic and CVT transmissions sapping power in reverse
  • Added electricServo powertrain device, can act directly on wheels and rotators to control angle
  • Fixed engine thermals bug where starting a stalled engine would heat it up
  • Fixed DCT-Transmission failing to load sometimes
  • Added user setting for disabling the shift prevention of automated transmissions
  • Post-Crash-Brake now disables itself after being triggered a few times (circumvents issues with excessive skeleton vibrations triggering it)
  • Gearbox behavior now persists across reloads
  • Fixed some issues with bool values in props
  • Fixed issue where TC would not recognize the correct number of propulsed wheels
  • Clutches now default to closed if not controlled via electrics
  • Fixed issue where dT wasn’t correctly passed to controller physics updates
  • Fixed issue where a forced dummy controller wasn’t properly referenced as the main controller of a vehicle
  • Included ESC stiffness calibration app in public release
  • Reworked brake code, now with new and much better ABS
  • Improved turbocharger input value safe guarding
  • Fixed a bug where wheels without tires would use a wrong wheel radius for wheel speed measurement
  • Engine stall state is now part of the streams being sent to the UI
  • Reworked all turbos to have a much more realistic response
  • Fixed auto shift point calculations
  • ETK800/K now shift faster
  • Fixed DCT going into non existing gears
  • Automatic transmissions now look at the torque converter output speed for shift decisions
  • H-shifter usage now switches to realistic gearbox behavior
  • Reworked rotators so they can be individually braked
  • ESC is now an actual powertrain controller
  • Cleaned up UI app categories
  • Gear damage is a bit more forgiving in regards to using to clutch
  • Increased clutch smoothing rate for keys
  • Implemented ETK800 digital gauge logic
  • Implemented “powersteering” prototype, not used by default
  • Fixed bug where radiator damage appeared even if no radiator was installed
  • Added electrics value/”simplefunction” for 4wd and rangebox status
  • Fixed air cooled engines throwing errors about a missing radiator
  • Added a prototype “drift mode” to the sunburst ESC
  • Improved partial throttle turbo response
  • Broken fueltanks now slowly drain (no visuals)
  • Reworked large spinner and large roller to use the powertrain and controller features
  • Added engine load display to simple engine debug app
  • Reworked shaft inertia calculation to support rotating objects (wheels, etc) in any orientation
  • Implemented ability to manually turn off the engine in arcade mode
  • Added hazard signals to post crash brake
  • ESC/TC mode now persists across vehicle reloads
  • Added standalone “airplane surface controller” that can be used by mods to easily control airplane surfaces
  • Fixed engine load not working properly when idling
  • Fuel displays now show an empty state when no tank is installed
  • Fixed torque converter lockup looking at engine rpm instead of gearbox input rpm
  • Improved turbocharger BOV logic
  • Node debug modes now show the actual current mass, not the initial mass from jbeam
  • Fuel starved engines can now be restarted if they have been refueled.
  • Made it possible to replace an already loaded mainController with a custom controller
  • Added ability to have custom turbo, supercharger and thermals code for the combustion engine
  • Powertrain now calculates the cumulative gear ratio across the whole tree
  • Implemented ETK800 Gauge screen logic
  • Added ability to manually turn an engine off from Lua
  • Fixed scenario freezer not working with vehicles without an engine
  • Added electrics source for radiator fans

Audio

  • FMOD: Switched from OpenAL to FMOD as sound backend. No new sounds yet, however, the new system will allow us a lot better integration

Scenarios

  • Added ‘Hopping Around’ scenario
  • Added ‘Dirt Hopper’ scenario
  • Added ‘Climbing Utah’ scenario
  • Added ‘Canyon Jump’ scenario
  • Added ‘Guinea Pig Preparations’ scenario
  • Added ‘East Coast Chase 3’ scenario
  • Added ‘East Coast Chase 4’ scenario

Misc

  • Game objects serialization in JSON : json exporter for levels, improved exporter to have order now, minimal format: leaving out default values
  • Improved internationalization: fixed UI switching problems, better operating system language detection, improved support for non-ASCII characters throughout the game. Help translating BeamNG.drive here
  • Made JSON parser compatible with SJSON (it allows JSON keys without quotes and “=” instead of “:”)
  • Ported lots of old TS code to Lua, work in progress
  • Added temporalSpring smoother to utils.lua module
  • Added an easy to use library for using HTML-Textures from vehicle Lua
  • Auto performance testing now runs in fast forward mode
  • Fixed auto performance tests not working with vehicles in the mod folder
  • Auto performance tests now use low range and 4wd if available

General Bugfixes

  • Fixed infrequent render crashes
  • Fixed infrequent invalid render states
  • Fixed crash on UI when the game is running in background for some time
  • Optimized broken flexmeshes.
  • Fixed bug in color palette shader causing black artifacts
  • Fixed missing crash reports in support tickets
  • Added support for per level Lua extensions
  • Added Lua module dependencies which inform the game of which modules a module depends on and enforces processing order. A module is processed after all it’s dependencies.
  • Only modules needed per game mode are loaded now.
  • Greatly improved browsing speed of meshes in the game editor, it should be several times faster now
  • Optimized file system search algorithm. Computers with slow disks will benefit the most from this
  • Optimized iteration of directories with large amounts of files inside, and fixed crashes due to a memory leak in extreme cases
  • Exposed new Lua function “castRay”, which can be used in the game engine thread to detect obstacles (will impact performance, use with caution)
  • Fixed rare crash of camera code when no vehicle is present
  • Fixed rare crashes when spawning or removing vehicles
  • Logging fixes: fixed missing log lines, crashes
  • Filesystem fixes: some API’s were not working correctly, using findfiles now instead of walking directories
  • fixed lots of potential problems using static analysis
  • Improved backward compatibility for windows 7
  • Fixed memory corruption in forest file
  • Start unifying the file names: filename.contenttype.formattype. I.e. main.level.json
  • Improved nodegrab legend
  • Fixed UI crashes, corrupt log files, etc
  • Greatly reduced memory allocations in human readable file size string representation API
some stats:

  • 33 people from all over the world worked on this update 🙂
  • 3742 changes since last update, averaging around 47 changes per working day
Instructions on how to update the game here.
Bug reporting/Help Thread here.

Hotfix for 0.8

24 December 2016

We were quite busy the last days fixing the most important problems for you, happy holidays again!

Bugfixes

  • Fixed invalid audio provider breaking game
  • Fixed Editor camera “Smoothed Rotate” not being as smooth as in previous versions
  • Fixed crash when rendering terrain with broken materials/shaders
  • Fixed Hypermiling scenario
  • Fixed level selector not showing preview icons of levels without an “info.json”
  • Removed rewards for now as they are not working yet

Vehicles

  • LeGran: fixed automatic shifters animation, fixed shading errors on seats and parts of interior, fixed inaccurate sport speedometer, fixed base model having chrome trim, weakened radiator, stabilized hood, increased drag
  • Caravan: fixed propane tanks having the wrong name

User Interface

  • Improved Options layout
  • Language support starts. See Options > Languages (Work in progress, might be buggy)
  • Added option to disable videos in main menu
  • Level selector’s list is now alphabetically sorted
  • Improved vehicle selector performance the first time it is used
  • Fixed Engine Debug gear display

Powertrain

  • Added support for pre-damaged gears in the manual gearbox
  • Improved error logging for modder when incorrectly setting up powertrain
  • Improved “Engine is off” messages
  • Fixed auto starter motor not working correctly in all cases
  • Fixed reverse lights staying on with DCTs in P
  • Fixed “engineThrottle” and “running” electrics sources

Input

  • Fixed extreme forces/vibrations of force feedback during slow motion
  • A few of the Logitech G920 users might see a decreased amount of crashes. Please run the 32bit version of BeamNG if you still experience crashes, that could work better (though not guaranteed).
  • Removed G27 LED lights support due to bugs in G27 drivers. They will be re-enabled if/when drivers are fixed.
  • H-Shifter does not allow access to non supported gearbox modes anymore

Artificial Intelligence

  • Fixed AI flee not working in levels without roads
  • Fixed AI vehicles causing waypoint markers to disappear in scenarios
Instructions on how to update the game here.
Bug reporting/Help Thread here.

Version 0.8 rolling in …

21 December 2016

Happy holidays from the whole BeamNG Team!

Highlights

  • New vehicle: Bruckell LeGran
  • New campaign: A Rocky Start
  • New powertrain physics system
  • Completely renewed Garage mode
  • Added ‘Quickplay’ hotlapping mode

Physics

  • Vastly improved vehicle collisions
  • Physics core is 5-10% faster
  • Slight decrease of physics core memory usage
  • Improved accuracy of friction
  • More realistic water drag
  • Improved stability of drag (both air and water)
  • Working intake snorkels
  • Fixed vehicle collisions on rotating frame of references (such as the hamster wheel)
  • Fixed physics of couplers
  • Fixed coupler resetting
  • Toggling couplers resets them even when they are in semi-coupled state
  • Added “Center of Pressure” debug visualization
  • Optimized vehicle G-force sensors
  • Fixed particles being generated while passing through terrain holes
  • Torquenode does not default to Armnode anymore

Gameplay

  • Added QuickPlay mode: choose the map, layout, car, environment settings, and go! (Documentation available here)
  • Completely revamped Garage mode, with full controller support:
  • Default shifting mode is now configured through the Options menu, rather than using the Q key
  • Radial / pie menu improved: better behavior, more items, fixed deadzone bugs, much easier and nicer to use
  • Added three Steam achievements for completing the campaigns:

Vehicles

  • Added new vehicle: Bruckell LeGran
  • Added new vehicle: Travel Trailer
  • Added new upfit for T-75: Dump Bed Upfit
  • Added new prop: Wood Crate
  • Implemented BeamNavigator for all cars with new boot screen
  • Barstow: colorable stripes, tweaked torque curves, deformation tweaks, steering and front frame stiffened
  • Bolide: added colorable stripe skins
  • Burnside: added race suspension parts, optional 423 CUI V8 from Barstow with superchargers, cut hood, drag and custom variants steering and front frame stiffened, frame is now totally separable from body
  • Covet: added ‘Vandalized’ skin, made ‘Rally’ and ‘Selecta’ skins colorable
  • D-Series: added 2-tone paintjobs, added new “Beast” variant, added snorkel, front frame and suspension mounts stiffened
  • ETK800/ETKC: More durable suspension, add “Post Crash Braking”
  • ETK I-Series: made ‘Rally’ skin colorable
  • Grand Marshal: added 2-tone paint, reduced spiking in trunk and front wheel well corners
  • H-Series: added running boards, front frame and suspension mounts stiffened
  • Miramar: colorable roof and trim using 2nd and 3rd palette colors, colorable Okudai skin, added adjustable 5-speed race transmission, working dashboard clock
  • Moonhawk: deformation tweaks, colorable stripes, added colorable trim using 3rd palette color, tweaked torque curves
  • Pigeon: Added ‘Street Cleaning’ skin
  • Roamer: added 2-tone paint, added snorkel, fixed UV errors
  • SBR4: corrected power output, added navigation screen
  • Sunburst: corrected power output, added navigation screen, made ‘Custom’ and ‘Rally’ skins colorable
  • T-Series: Cleaned up beam section headers
  • Tanker Trailer: added ability to rip open
  • Fixed vehicle steering wheels, pedals, and other parts becoming severely misaligned and sticking out in crashes
  • Removed inter part coltris, leading to 5-10% improvement in vehicle optimization
  • Reduced friction of plastic parts, added correct ground models to plastic vs. metal collision triangles
  • Reduced weight of mirrors, rally lights, and some spoilers
  • Fixed strange spawning angles and camera positions on props
  • Fixed some inaccurate gauge needles on cars
  • Many other small vehicle fixes and tweaks

Powertrain

  • Modular and expandable system to create almost any drivetrain layout
  • New interactive powertrain UI app, allows to toggle device modes with your mouse, and visualize the torque and speed of each component
  • Simulation of torque converters
  • Improved Automatic, Manual, DCT, CVT transmissions
  • More advanced shifting logic with shift timing, clutch and throttle help
  • Selectable locking differentials, locking wheel hubs, high/low range
  • Improved limited slip differentials (Torque sensing, speed sensing)
  • Engines can stall, be dragged into reverse rotation, restarted with starter motor or by bump starting
  • Flow of power remains correct when driveshafts or axle shafts break
  • Implemented energy storage framework (fuel tanks, batteries, etc)
  • Initial support for electric motors
  • Initial support for multiple engines
  • Support for replacement or add-on drivetrain controllers for custom vehicle types

Vehicle Powertrain Upgrades

  • D-Series/H-Series/Roamer: Added locking axle differentials, high/low range switching, 4wd/2wd switching, unlockable front hubs
  • ETKI: Added 2 AWD transfer case types (viscous AWD, adjustable race LSD AWD)
  • Pessima: Added 2 AWD transfer case types (viscous AWD, adjustable race LSD AWD)
  • Sunburst: Added 2 AWD transfer case types (viscous AWD, adjustable race LSD AWD)
  • SBR4: Added 2 AWD transfer case types (viscous AWD, adjustable race LSD AWD)
  • Semi: Added locking interaxle differential, locking axle differentials

Input

  • Added support for 4th and 5th mouse buttons (not assigned by default, can be used for gas/brake, shifting… anything)
  • Improved the force feedback feeling on FWD and AWD cars
  • Added new inputmaps for: “Racing Wheel Thunder V5” (using a “PS(R) Gamepad Adaptor”), “Saitek Heavy Equipment Wheel & Pedal”, “Saitek Side Panel Control Deck” and “SpeedLink DriftOZ”
  • Revamped inputmaps for: “CSL Gamepad for PC”, “Dualshock 4 Playstation Controller (Wireless Controller)” (wired mode), “SRWheel”, “Dual Trigger 3-in-1” and “Fanatec ClubSport” (force feeedback now enabled by default)
  • Created new wiki page with all information related to controllers: Controller Support
  • Minor speedup of controller detection and FFB system initialization
  • Fixed invalid steering values coming from iOS version of BeamNG Remote Controller app
  • Fixed remote smartphone controllers generating many error logs for the first few seconds of gameplay
  • Fixed H-shifters forgetting the current gear when alt+tabbing to a different window
  • Fixed sticky right-mouse-button when a menu shows up while rotating the camera with mouse
  • Fixed random moving elements in several special vehicles when using XBox controllers (deadzones were missing)
  • Deprecated discrete camera zoom bindings in favour of smooth zoom bindings

Replay

  • Improved replay format: now supporting sounds, props (pedals, etc), full car transparency and current UI app data streams
  • Bumped replay version: files recorded with previous versions will no longer be readable (this will continue happening until the replay system is stable enough)
  • Minor improvement of file sizes related to vehicle shape (though new features still made them bigger)
  • Fixed incorrect camera orientation during replays
  • Fixed playback freezing during fast-motion in replays if computer couldn’t keep up with the required calculations
  • Fixed replay length being inaccurate by up to one second and leading to lockups
  • Fixed several vehicle shape corruption bugs during playback
  • Now all vehicles move when seeking through replays featuring more than one vehicle

Artificial Intelligence

  • Initial support for lane driving. Currently accurate only for single lane in each direction
  • Added a Risk parameter on the AI app. It tunes the overall aggressiveness of the AI controlled vehicle
  • New pathfinder for the AI (no map target) flee mode
  • New pathfinder for the AI random mode (does not require a prespecified) target), and reduces unnecessary three way turns
  • Refactored AI Flee Mode
  • Dynamic aggression for the AI manual Mode

User Interface

  • Improved loading screen: less likely to hang, better status messages, fading on finish
  • Enhanced main menu: new sounds, better navigation and improved looks
  • Fixed units of turbocharger app
  • Support for one level of subcategories for tuning variables
  • Updated UI Apps thumbnails
  • Added support for blurring arbitrary rectangles below the UI
  • Optimized UI updating (based on current FPS)
  • Improved defaultGearboxBehavior to have two values: ‘arcade’ and ‘realistic’
  • Added imageslider control supporting multiple previews, blending when in focus in various selectors
  • Units system: length now reporting smaller units as well (yard, etc)
  • Level selector improvements: better detail view
  • Fuel consumption fixes: not displaying values that do not make any sense
  • Improved hotlap app visuals

Audio

  • Improved how sounds are affected by simulation time
  • Better sound resource cleanup
  • Limited excessive crash sound emitting
  • Fixed bugs on audio system causing missing sounds and latency on start

Renderer

  • Added support for dynamic deferred decals, used for navigation arrows on the road (temporarily disabled on lowest graphic setttings)
  • Improved speed of UI textures upload to GPU
  • Improved nodegrabber render performance
  • Improved vehicle color palette (skins can now be coloured)
  • Fixed possible render artifacts on the first frame after a vehicle spawns
  • Fixed issue with spotlights shadows
  • Fixed bug causing dynamic HTML textures (license plates and navigator) to initialize incorrectly
  • Fixed crash when vehicles are destroyed with the lights turned ON

Campaigns

  • Added new campaign: ‘A Rocky Start’
  • Steam achievements are now awarded during campaigns (if online mode is enabled in options menu)
  • Added the new ‘Exploration Map’ that can be used by campaigns
  • Added Mission markers with UI hooks for displaying relevant information
  • Added navigation lines to show the direction to campaign missions’ starting location
  • Enforcing competetive scenario rules during campaigns
  • Added ability to specify requirements for scenarios used in campaigns
  • Improved Campaign json format and increased version from 1 to 2
  • Improved campaign folder structure convention
  • Added Odometer app for use in campaign scenario

Scenarios

  • Added support for playing comics in campaigns or scenarios
  • Deprecated onRaceWaypoint, replaced it with onRaceWaypointReached
  • Added onVehicleSpawned extension hook
  • Added onVehicleTakenDamage extension hook
  • Improved how scenarios find prefabs
  • Improved timing for displaying end screen
  • Improved vehicle tracking with per vehicle data
  • All vehicles can now trigger waypoints via onRaceWaypointReached extension hook
  • Added waypoint branching – multiple routes to a destination can now be specified
  • Ability to calculate distance travelled along a road path
  • Improved statistics filtering for scenarios
  • Scenarios can now specify required stats
  • Extended cinematic camera to follow an additional valid target
  • Added option to hide the countdown in scenarios
  • Added directional waypoints with a flat collision plane, useful for start/finish lines

Misc

  • Modified free camera behaviour, to allow smoother inspection of the vehicles and less jerkiness during rotation
  • Improved “center” camera type
  • Small orbit cam adjustments
  • Added vehicles colors to vehicle configuration files(PC files)
  • Improved level loading times
  • Cleaned and optimized vehicled recovery subsystem, should work a bit faster/smoother now
  • Outgauge split into two modules to use them separately
  • Added simple job system: the mods will keep loading in the background when you start the game
  • Added Generic executeLuaSandboxed method to catch lua execution output
  • Removed system lua instance: was not used anymore – added replacement for broadcast function: queueAllObjectLua
  • added new -batch command line option to prevent levels blocking the loading with messageboxes
  • Creator mode basics: this opens an external browser window to control your vehicles. Very much work in progress.

General Bugfixes

  • Fixed Recovery system only working for cars controlled by users (now also works for AI and others)
  • Fixed Recovery showing the same message when tapping the key as when holding it
  • Fixed Recovery system moving your car after being manually placed with editor or F7
  • Fixed log messages were getting lost randomly
  • Fixed inability to replace the vehicle when using the free camera
  • Fixed game unpausing when resetting a vehicle
  • Fixed inability to modify any of the vehicle color slots when using the free camera
  • Fixed json serializer producing invalid syntax on null items in objects or lists
  • Fixed creation of forest objects
  • Fixed Lua Simobject field performance problems
  • Added safety check to extension system: Case sensitive errors added preventing loading the same module twice
  • Fixed problems when using certain C++ APIs from within Lua coroutines

Jbeam / Lua

  • Powertrain controllers are a superset of the previously known extension system
  • Powertrain controllers are tied to jbeam, so loading jbeam specfic code is very easy
  • The entire vehicle powertrain control logic can be replaced by custom code if a mod desires so
  • Added non-linear temporal smoother Lua function
  • Removed synced GFX step of vehicles
  • Cleanup of Prop control API
  • Added possible default value as second argument to settings.getValue() to make it easier to use
Instructions on how to update the game here.
Bug reporting/Help Thread here.

Hotfix for 0.7

07 October 2016

Hotfixes for the big update from some days ago 🙂

Update: Second hotfix (0.7.0.2) released, fixing crash in “Low” quality settings.

Bugfixes

  • Fixed render issues on DirectX10 GPUs
  • Fixed empty Freeroam menu when maps with multiple .mis files were installed
  • Improved orbit of orbit cam
  • Reduced jittering of orbit cam
  • Fixed incorrect thumbnails being shown in Freeroam menu (for maps without info.json files and with multiple .mis files)
  • Fixed unintended switch to free camera when removing the current vehicle (should only happen when removing the last vehicle left)
  • Fixed rare crash related to certain keyboard events
  • Fixed Return key not working for ingame console while menus are shown on screen
  • Fixed missing translations in DCT and 8AT transmissions
  • Fixed wrong message being displayed when switching to Automatic mode in DCT transmissions
  • Fixed Messages UI app not correctly updating the text of a category in some cases
  • Reducing stuttering caused by update UI to GPU
  • Added “Pause” action to the scenario’s blacklisting
  • Fixed GroundCover on terrain holes (fixes flying rocks in tunnel entrances)
  • Fixed enabling and disabling statistics tracking
  • Improved ending sequence of scenarios, vehicle crashes should come to a reasonable end before the scenario end UI appears
  • Added easier backwards compatibility for the “old” node offset functionality
  • UI: Fixed target Vehicle field not updating correctly on AI app on vehicle switch
  • UI: hardware page updated, problems shown in main menu again. Added ability to acknowledge them. Fixed critical battery state.

Terrains

  • Derby: Fixed decalroad issue
  • ECA: fixed lod of town base being too dark
  • Chapter 1: improved downhill, improved many of the intro cameras to be quicker
  • Chapter 1 Bridge: Fixed excessive slow motion after vehicle falls off the bridge
  • Chapter 1 Wall Jump: Fixed distance tracking and scoring
  • Utah: fixed issues on some decalroads, minor terrain/forest/etc fixes
  • ETK test centre: Fixed splash particles not spawning on slippery surface

Vehicles

  • Strengthened most tires by 10-20% to reduce popping when bumping curbs
  • Fix Semi cab to frame mounts breaking too easily
  • Fix part of East Coast Town using visual mesh for collision (leading to tire popping on curbs)
  • Added proper ETK800 Driving Experience config
  • Added “Wood” Groundmodel to Suspension Bridge to eliminate sparks
  • Fix Semi driveshafts not breaking
  • Fix Pigeon rear wheels clipping through bed on hard cornering and jumps
  • Flatbed trailer: improved jbeam structure so that it can be crashed into better, added straps and improved steel pipes loads, added steel pipes config
Instructions on how to update the game here.
Bug reporting/Help Thread here.

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