Get Busy – version 0.12 released

Here’s the twelfth major version update of BeamNG.drive! This new version brings you another new vehicle and some cool new features (presented in the Highlights section below), together with our traditional list of improvements, optimizations, tweaks and bugfixes.

Highlights

  • New vehicle: Wentward DT40L bus:
  • Accompanying bus gameplay modes:
  • Added “Hustle and Bustle” bus campaign mini-chapter
  • Added dynamic track creation tool: Track Builder
  • More vehicle sounds:

Gameplay

  • New “Bus Routes” gameplay mode
  • Added “Hustle and Bustle” bus campaign mini-chapter
  • Added Track Builder
  • Fixed some issues with ‘Tanker Delivery’ scenario
  • Improved some language in scenario descriptions
  • Improved “Airfield Showdown” scenario
  • Improved navigation line

Vehicles

  • Added the new bus vehicle Wentward DT40L, featuring various skins, airbag suspension, pneumatic doors and “JATOs”
  • Added ETK800/ ETK K stage 1 turbo delivering around 440HP
  • Added ETK K “Trackday” config with better tires, suspension and brakes, spoiler and a stage 1 turbo
  • New race tires for 19×9 and 19×10 wheels (ETK wheels)
  • Added new engine tuning options – Engine Management/ECU, Engine Internals
  • 200BX: Street tuned config uses sport brakes
  • Barstow: Fixed rear suspension unstable with 15×8 Magnum wheel
  • Bolide: Fixed issues with exhausts
  • ETK800: Reduced vehicle polar inertia, fixed shaking during burnouts, engine breaks more easily in crashes
  • ETKC: Reduced vehicle polar inertia, fixed shaking during burnouts, engine breaks more easily in crashes
  • ETKI: Improved suspension geometry, fixed rear suspension unstable at times, reduced crash strength in the rear, Knallhart uses race tires and RP02 wheels
  • Grand Marshal: Base tire grip tweaked, Police configs gets sport steering
  • Hopper: Steering instability fixed, reduced stiffness of sway bars
  • Miramar: Fixed spoiler shaking laterally
  • Pickup/Roamer/Van: Added extra node to front axle for better collision, fixed heavy duty tire unstable and causing truck to bounce
  • Semi: Improved collision of flatbed, strengthened 5th wheel attachment, added 10 speed automatic transmission, added airbag suspension controller, reduced torsional stiffness of frames, reduced rear suspension roll stiffness. Changed rear tire model to real duallies!
  • Small trailers: Brake fix, instability fix
  • Sunburst: Reduce body polar inertia, fix skidplate collision issue, fix Sunburst Sport RS using race DCT
  • Brake stiffness increases to all cars to suit higher stability of new brake code
  • Improve rigidity of mirrors on some cars
  • Drag tire grip balancing
  • Rally configs not using ultra light flywheels anymore
  • Reduced some overly high locking rates on limited slip differentials
  • Add/improve jbeam for intercoolers
  • Unified engine part slot order for all cars
  • Added support for dampCutoffHz in pressureWheels
  • Added wheelAngle property for pressureWheels, allows wheel to spawn at chosen orientation
  • Fixed an issue with the Roamer ‘roofrack’ materials
  • Fixed an export issue with ‘grille_d.dds’ texture

Physics

  • Braking torque is applied in a more stable and effective way now. Threshold braking is much easier now.
  • Improved antisticking of collisions
  • Increased max limit of vehicles/objects to 100
  • Performance optimizations
  • Added “beamLongExtent” property to Anisotropic and Support beams. It works in the same way as beamLongBound but with meter units
  • Added “precompressionRange” beam property. It works in the same way as beamPrecompression but with meter units
  • Added “longBoundRange”, “shortBoundRange” to Bounded beams. They work in the same way as beamLongBound and beamShortBound but with meter units
  • Added “boundZone” property to Bounded beams. It controls the boundary zone range (in meter units) of a bounded beam. Default value is 1m
  • Bounded beam internal forces are capped now to increase their stability
  • Fixed brake pre-tensioning that was causing vehicles to rock back and front while stopped
  • Fixed breaking of triangles defined inside the quad jbeam section

JBeam

  • Intakes and Exhausts modify engine torque
  • Engine internals can change torque rating, RPM limit, and modify base torque curve
  • Implemented an expression based system for jbeam variables, allows for much better and easier customization with user-set tuning variables
  • Expression system has support for various math related function such as min, max, floor, ceil, case, random, etc
  • Can be used to tie multiple jbeam values to one tuning setting with varying logic

Terrains

  • Additional construction equipment models for West Coast roadblocks
  • Optimized parts of the city on West Coast (LoD tweaks)
  • Opened bridge on West Coast and added tunnel loop
  • Various building, sidewalk and road mesh bugfixes on West Coast

User Interface

  • Added multi-part highlighting
  • Tuning variables improved: Set brake bias directly, change ride height in real units, and more!
  • Added Bus Line app
  • Added wheel power/torque figures to engine dyno app, cleaned up other uses of “wheel” data in the apps and made sure they actually use the correct values
  • Added JATO fuel indicator to Simple Powertrain Control app
  • Improved labels in ‘Display Shadow’ option
  • Reduced jumpyness of vehicle selector scroll
  • Reduced perf impact for some minor apps
  • Reduced likelyhood of endless loading screen
  • Fixed apps sometimes spawning over the loading screen
  • Fixed bug where the positions of the items in the vehicle selector would change positions on scrolling
  • Fixed Debug visualisation not reseting when choosing None

Audio

  • Added experimental FMOD modding support. More info coming soon.
  • Implemented a new set of vehicle sounds: indicators, lights, back-up beeper, air brakes, pneumatic doors, air suspension, additional horn and siren sounds and realistic flat tire sounds with correct relation to wheel speed
  • Engine starter sounds are now based on loops with a dedicated start and stop sample rather than a series of single sounds
  • Added option to follow Windows default audio device on game startup (enabled by default)
  • Fixed empty selected option after disconnecting audio device and restarting game
  • Manually chosen audio device will be remembered across game restarts, even if it’s temporarily unplugged
  • Refined the skid sound parameters for earlier onset of sound but softer increase in volume
  • Various tweaks improving volume, reverberation and filters
  • Cleaned up ambient zones, sfx emitters and reverb zones
  • Added “Horn” part to all cars
  • Fixed slow-motion applying to UI sounds
  • Improved support for engine sounds using FMOD Studio

World Editor

  • Fixed heightmap importer for 8-Bit images
  • Fixed heightmap exporter
  • Fixed camera autofit binding (F key)
  • Fixed lag when material editor try to find a missing textures
  • General cleanup of old/broken editor cameras

Powertrain

  • Added “dynamic” brake lights feature that makes the brake lights flash when braking with ABS and enables the hazard lights after coming to a harsh stop
  • Completely reworked the ABS logic for much better brake response and feeling
  • Reworked engine torque curve handling, there are now 4 different curves available (existing “base” torque, a multiplier table for that base torque, an intake modification table and an exhaust modification table), different curves can be set from different parts for much increased modding potential, allows for detailed torque curve changes without redefining the full curve in every part
  • Torque converter lockup is now disabled during shifts (unless sport mode is selected) and smoother in operation
  • Added “RPM” and “spin” values for turbocharger for use with animated props
  • Time based rev limiter gained an RPM fallback, this increases usability when drifting with grippy tires
  • Throttle input rate is now considered when calculating shift aggression
  • Combustion engine rev limiters can now be adjusted in a broader range without affecting the torque curve
  • Rebalanced engine thermals
  • Increased compatibility of the electric motor device with the latest ESC improvements
  • Retuned all ESC/TC setups for ongoing vehicle changes
  • Fixed AWD Pessima not working correctly after reset
  • Fixed S transmission mode disabling post crash braking logic
  • Fixed an issue where the turbocharger assumed and efficiency of 100% outside its defined range
  • Fixed an issue where the automatic transmission would start in a too low gear after going through N while driving
  • Fixed dynamically altered brake torques not being reset properly
  • Fixed some issues with drum brake thermals, rebalanced thermals due to changes in brake code
  • Reduced effectiveness of some radiators
  • More off-idle torque for various engines
  • Remove deprecated “absThreshold” value from vehicles

Mod repository

  • Added a fallback to offline data if connection drops (works only if mod is mounted)
  • Game will now automatically create the ‘mods’ folder on the first run

AI

  • Various fixes for random pathfinding
  • Various fixes for map span pathfinding
  • Create aliases for manual waypoint names that have been merged
  • User input validation in manual mode checks against node name aliases

Misc

  • Added Steam Big Picture support: skip launcher and enforce fullscreen
  • Very minor speedup when switching to another vehicle
  • Optimized decal loading from disk
  • Fixed rare crash on level load
  • Performance warnings are now acknowledged only for the current computer (rather than all computers sharing your Steam account)

Lua

  • Implemented pneumatics controller to control anything with pneumatic cylinders (rather than hydraulic simulation with hydros), can be used for airbag suspensions, low riders, bus doors, etc
  • Work on Lua debugger adaptor
  • Added new controller.getControllerSafe API that can be called in a fire and forget way without checking if a controller actually exists
  • Added “obj:getFrontPosition()” to vehicle Lua, it returns the position of the front of the vehicle
  • Added “obj:getObjectFrontPosition(objId)” to vehicle Lua, it returns the front position of another vehicle
  • Added “obj:getObjectInitialWidth(objId)”, “obj:getObjectInitialLength(objId)” to vehicle Lua, it returns the initial width and length of another vehicle
  • Added “clamp”, “smoothmin” functions in Lua mathlib
  • Added “getRotationTo”, “rotated” methods to mathlib:vec3
  • Added experimental “castRayStatic(rayStart, rayDir, distance)” fast function to both vehicle and game engine Lua. It returns the distance to closest ray hit with static geometry or ground
  • Added “obj:getDirectionVector”, “obj:getDirectionVectorUp” to game engine Lua
  • Added sceneGetCameraFrustum
  • Added Frustum.isBoxOutside , Frustum.isBoxContained and Frustum.isPointContained member functions
  • mainLevel.lua has proper alias in global table now
  • New base: fixed texture hotloading
  • Fixed BNG Trigger Box contain
  • Fixed debug of trigger box contain, fix debug build of player.cpp

Graphics Engine

  • Improved caustics postfx: now fades out after a certain depth
  • Improve smoothness of road splines in Utah
  • Added support for explicit UVs channels in Material’s textures
  • Render code refactoring
  • Particles are now correctly affected by custom gravity values
  • Disabled turbulence effect (wavying screen) when underwater
  • Improved imposter UVs usage
  • Improved fire particles texture
  • Improved default dynamic reflecion settings
  • Fixed detail texture in Materials
  • Fixed dynamic deferred decals on Lowest settings
  • Fixed frozen particle effects when choosing extreme slow motion speeds
  • Fixed Relative camera flashlight staying on even after switching to another camera
  • Fixed material switching. It was affecting dashboard indicators of certain vehicles
  • Fixed two invalid color correction ramps files (for Postfx usage)

Input

  • Added Neutral Gear binding (e.g. for keyboard users)
  • Added 8th Gear binding
  • Fixed various force feedback bugs affecting multiseat mode
  • Fixed rare dangling forces after modifying force feedback configuration

Replay

    Note: the internal replay format has changed and old files won’t be readable any more

  • Drastically reduced replay sizes. Compression could increase up to 1x-5x depending on the situation
  • Added option to ignore vehicle transparency feed during playback in Options > Other > Replay
  • Improved interpolation technique, providing generally much smoother playback (can be turned off in Options > Other > Replay)
  • Minor optimizations of playback
  • Fixed playback randomly freezing in replays
  • Fixed random inability to seek to the end of the time bar
  • Fixed various bugs with files bigger than 2 gigabytes
  • Fixed rare desynchronization of broken beams and materials
  • Fixed small memory leak when opening many replays

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
  • Bus brakes are applied after exiting bus route with Freeroam button. Reloading the vehicle (CTRL+R) would help as workaround
Instructions on how to update the game here.
Bug reporting/Help Thread here.

24 responses to “Get Busy – version 0.12 released”

  1. HDR says:

    Well this is a great start for april!

  2. kylian buisson says:

    FANTASTIC.

  3. steffies says:

    I. LOVE. YOU.

  4. MultiGamerClub says:

    Awewwwwwwww yehahhhhhh!!!!!

  5. Christoph says:

    Keep up the great work, well done guys ^^
    Couldnt help but smile as I recognized the update ^^

  6. ShadowTM says:

    Amazing 🙂

  7. offib says:

    So cool! I hope there’ll be improvements in Electric drivetrain stuff next.

  8. JonasonFire says:

    Pls Do a Multiplayer That will breake will break all 😀 Multyplayer is so cool u can Drive with friend ETC.

  9. Stealhelm says:

    Love the work guys!

    Any new shaders on the horizon? I know this is vague but I’d love for the game to get better visuals (generally), and if possible an better foliage collision.

  10. benzodm says:

    I can’t run the game after update, when I press play on Steam it just shows that I’m playing Beamng drive, but there is no game window or something

  11. alan says:

    i know all you the people working on BeamNG… but i hope you can add crash sounds. the ones now just sounds like your crushing a tin can maybe a some new crashing sounds and maybe put some force behind the crash sound.. and if you do add a crash sound i will be really flaiping happy,

  12. AIM says:

    FINALLY! The material editor lag is GONE! This update looks great guys, keep it going!

  13. Lukas Jokic says:

    Thank you guys so much, every time time there is an update, there also is a big smile on my face

  14. jobjox says:

    Great update!

  15. Krakenous says:

    Wonderful update. However, did the overall vehicle engine volume reduce? My custom sounds are slightly quieter now with this update. In fact, all engine sounds appear to be quieter both interior and exterior/hood. Is this intentional? It almost sounds like a peak filter at the top of the volume is being applied to lower overrall volume down a notch. Was this intended?

  16. PSProductions Twin T says:

    Great update: one thing, can you fix the license plate being the same for all the vehicles?

  17. Repeat says:

    Big thumbs up!

  18. MediocreMouse_TWTR says:

    awesome! been waiting for this for weeks

  19. PigeonDriver says:

    It’s almost like the bus was a late April Fool’s joke or something, except for the fact that it’s completely legit. Kind of funny how it wasn’t expected at all.

  20. Darren says:

    Wow, you guys are amazing.

  21. C says:

    Yay! Always excited to see improvements and additions to Beam.

  22. قبيسثلس says:

    سسشيبثصشبسيئبشسلبضش

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