Hotfix for 0.8

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.


Discuss in our community

33 responses to “Hotfix for 0.8”

  1. wim kool says:

    does this fix my  fps issues?

  2. NothingToDo says:

    "wim wrote:

    does this fix my  fps issues?

    You know what would fix your FPS issues? Upgrading your hardware

  3. Funky7Monkey says:

    "wim wrote:

    it was good before

    You don't meet minimum requirements. Don't complain.

  4. NinetyNine! says:

    You got my whole respect beamng team.

    Working during christmas to fix bugs and improve our game experience even though you could also just be lazy and do nothing (like me), really shows that you care about your community.

    Thanks for that and merry christmas!

  5. wim kool says:

    "Funky7Monkey, wrote:

    You don't meet minimum requirements. Don't complain.

    i had 30/40 fps in 7.0 now in 8.0 i barely hit 25

    — Post updated —

    update it is fixed i now reach 50 fps max

    good job no go to your family and be happy these days

  6. LukeFHJ says:

    Can we no longer change values in the console to the fuel etc? Used to be able to put "drivetrain.fuel = X" in the lua console, appears to no longer work?

  7. wim kool says:

    i cannot fin d the drive shaft app anymore the one ybr showed/

  8. estama says:

    "LukeFHJ, wrote:

    Can we no longer change values in the console to the fuel etc? Used to be able to put "drivetrain.fuel = X" in the lua console, appears to no longer work?

    Drivetrain has been replaced with "powertrain" subsystem. Drivetrain's internal parameters (like fuel) have been moved into powertrain. This is why above line doesn't work any more, it tries to access the old drivetrain fuel parameter.

  9. estama says:

    "wim wrote:

    i cannot fin d the drive shaft app anymore the one ybr showed/

    Search for the "Powertrain visualization" app.

  10. Josh says:

    Awesome, thanks devs Merry Christmas and happy holidays to y'all.

    Thanks for all the awesome content and updates from 2016.

    Looking forward to what 2017 will bring to beam.

  11. Diamondback says:

    "LukeFHJ, wrote:

    Can we no longer change values in the console to the fuel etc? Used to be able to put "drivetrain.fuel = X" in the lua console, appears to no longer work?

    Take a look here

    http://www.beamng.com/threads/changing-fuel-level.7140/#post-501893

    This applies as of 0.8.0.1

  12. LukeFHJ says:

    "Diamondback, wrote:

    Take a look here

    http://www.beamng.com/threads/changing-fuel-level.7140/#post-501893

    This applies as of 0.8.0.1

    What lua file can I find the values to change the piston ring damage etc codes? Thanks.

  13. austint30 says:

    Since the update (I think) my DFGT steering wheel has been having shaking problems, like several times a second it is grabbing and letting go. It is extremely annoying and I'm worried that it could break my wheel. I tested it with other games and it seems to only happen in BeamNG. I even have a second DFGT wheel and it happens with that one too, so it isn't the wheel itself. I thought it could be a conflict with Logitech Game Software vs the game like when I was trying to use the wheel on The Crew where it violently shook. Stopping the Logitech software fixed the conflict when playing The Crew, but that doesn't appear to be the case with BeamNG. BeamNG shakes the wheel whether it is on or not.

  14. Well nice to see ya'all fixing things up a bit.  Game works nicely on my 4790k, 70~140fps on average map, sometimes up to 400+fps with no vsync on, on a simple map.  Can run up to 7 vehicles before serious performance impact on an i7.  Spawned 18 vehicles in 0.7.x a month ago and got like 10~12fps 😡  Will have to re-test that.

    Can't wait to see how well this runs on the new AMD RyZen processor and AM4 platform that comes out in 3 weeks.

  15. MetalGear says:

    Please fix the manual transmission. Even when I set it to "realistic" there is still auto clutch. This completely ruins the manual transmission for me.

  16. Diamondback says:

    "MetalGear, wrote:

    Please fix the manual transmission. Even when I set it to "realistic" there is still auto clutch. This completely ruins the manual transmission for me.

    Disable the clutch assistant in the gameplay options 🙂

  17. MetalGear says:

    "Diamondback, wrote:

    "MetalGear, wrote:

    Please fix the manual transmission. Even when I set it to "realistic" there is still auto clutch. This completely ruins the manual transmission for me.

    Disable the clutch assistant in the gameplay options 🙂Oops, now I feel stupid. Thanks 😉

  18. nug700 says:

    They should've released a patch for the most obvious issues and new crashes by now. The trim_n/d/etc errors, AT LEAST.

  19. BombBoy4 says:

    "nug700, wrote:

    They should've released a patch for the most obvious issues and new crashes by now. The trim_n/d/etc errors, AT LEAST.

    Never seen that error. If they had, it would be fixed by now. Try reinstalling?

  20. Nadeox1 says:

    "nug700, wrote:

    They should've released a patch for the most obvious issues and new crashes by now. The trim_n/d/etc errors, AT LEAST.

    The thing is that the issue you mentioned is not a problem of the game. It's caused by some older mods.

    There is nothing we can do about it. You either see if there is an updated version of those mods, or remove them.

    More info here:

    https://www.beamng.com/threads/0-8-0-1-discussion-feedback-bugs-reporting-thread-read-1-post.33989/

  21. nug700 says:

    "Nadeox1, wrote:

    "nug700, wrote:

    They should've released a patch for the most obvious issues and new crashes by now. The trim_n/d/etc errors, AT LEAST.

    The thing is that the issue you mentioned is not a problem of the game. It's caused by some older mods.

    There is nothing we can do about it. You either see if there is an updated version of those mods, or remove them.

    More info here:

    https://www.beamng.com/threads/0-8-0-1-discussion-feedback-bugs-reporting-thread-read-1-post.33989/I'm aware other mods cause it, but mods being able to affect default content in this way is, indeed, a problem with the game.

  22. tdev says:

    "nug700, wrote:

    I'm aware other mods cause it, but mods being able to affect default content in this way is, indeed, a problem with the game.

    That is intentional, so mods can change the default content 😐

  23. nug700 says:

    And even so, using a hundred message boxes that each freeze the application  (despite the error referring to a minor visual inconvenience) is the complete wrong way to handle to them. They could be reduced to a simple console message (this is more what my original message was referring to).

  24. nug700 says:

    "tdev, wrote:

    "nug700, wrote:

    I'm aware other mods cause it, but mods being able to affect default content in this way is, indeed, a problem with the game.

    That is intentional, so mods can change the default content 😐There are better ways of doing that, like leaving the shared files (the ones that are used by various mods) protected, and allowing you to upload new files to use instead for a particular vehicle.

  25. tdev says:

    "nug700, wrote:

    There are better ways of doing that, like leaving the shared files (the ones that are used by various mods) protected, and allowing you to upload new files to use instead for a particular vehicle.

    The original files are 'protected'. The mod 'overlays' files over the default content usually. Don't use the mod maybe?

  26. nug700 says:

    "tdev, wrote:

    The original files are 'protected'. The mod 'overlays' files over the default content usually. Don't use the mod maybe?

    The issue is not with using the mods (I'm not even sure which mod(s) causes it). The issue is with the vanilla content giving the error messages.

  27. Nadeox1 says:

    Those errors are required so that you know something is not working properly.

    Restraining them to console error will make nobody notice it.

    "nug700, wrote:

    The issue is not with using the mods (I'm not even sure which mod(s) causes it). The issue is with the vanilla content giving the error messages.

    It's not vanilla, not after using that mod.

    The mod in question will make the game create a broken 'materials.cs', stored in Documents/BeamNG.Drive/vehicles

    Even if you remove the mod, the cache remains. Using the 'Clear Cache' button is required.

    The problem wouldn't even have appeared if the author didn't do the mistake of making the mod 'overwrite' the original 'materials.cs' file.

    I believe the author of the 'Mad Mod' thing already fixed it, so just get the newer version of that mod.

  28. Funky7Monkey says:

    "Nadeox1, wrote:

    It's not vanilla, not after using that mod.

    The mod in question will make the game create a broken 'materials.cs', stored in Documents/BeamNG.Drive/vehicles

    Even if you remove the mod, the cache remains. Using the 'Clear Cache' button is required.

    I think he is suggesting that when the error occurs, the game should detect what mod is causing the error and disable it automatically. I don't think that is a bad idea, as long as players can turn it off, and it is clear that the mod has been disabled.

  29. the_MOLERAT says:

    Devs, I want to say, you have changed my life. Every time I drive somewhere, I go "Oh look! That one is like a/the *insert BeamNG car here*!" (there is a car in my town that looks JUST like the Ibishu Covet.)

    Thank you.

  30. supurp says:

    "estama, wrote:

    Search for the "Powertrain visualization" app.

    So I am new here, tried looking for the Powertrain Visualization app in the mods and everywhere, still couldn't find it. Could anyone help point me in the right direction?

  31. Nadeox1 says:

    "supurp, wrote:

    So I am new here, tried looking for the Powertrain Visualization app in the mods and everywhere, still couldn't find it. Could anyone help point me in the right direction?

    Not under mods, under UI apps.

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