Version 0.8 rolling in …

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.


Discuss in our community

68 responses to “Version 0.8 rolling in …”

  1. hosj says:

    omg omg omg omg omg omg yesssssssssssssssssssssssssss

  2. TheDesigner says:

    Thank you guys so much, you deserve this Christmas break! πŸ˜€

  3. Blijo says:

    Really superduper great. No other words, okay there were some other words. sorry moderators πŸ™‚

  4. This update looks great can't wait to smash that Le Gran.

  5. KZrT010 says:

    Very nice work Guys!!!!! And Marry Crishmas to you!

  6. DylanD says:

    I'm getting a G29 Steering Wheel just for this game. πŸ˜€

    And this update is going to make it better

  7. WOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

  8. vmlinuz says:

    We are not worthy of such greatness.

  9. iheartmods says:

    you clearly haven't slept since Sunday. Cheers mate

  10. Josh says:

    Waaaaaaahoooo Thank you devs happy holidays to all.

  11. ReaZzon says:

    such a big work. thank you guys for this update. Don't stop making it better. happy holidays!

  12. Thank you so much, merry christmas/ happy holidays to everyone at BeamNG, have a great new year and enjoy the amazing work of art you've all developed! (and your time off of course!)

  13. gigawert says:

    You guys never fail to deliver nothing but the best in this simulator. Enjoy your very well deserved break! πŸ™‚

  14. The campaign art-style from that video reminds me of this.

    Spoiler:
  15. Redkajte says:

    This is the best christmas present! Thank you based devs and happy holidays!

  16. wrinkle345 says:

    I am truly staggered. There is just so much content, and not even minor content. These are some big changes and additions. Anyone can tell a lot of love went into this update. It makes me thankful I bought this game instead of anything else. This is money well spent.

    The new slideshow map thumbnails are beautiful, the LeGran is the most bland and boring thing I've ever driven (and I love it), driving is better, and damage is notably less catastrophic in minor collisions, cars don't get stuck on each other anymore, and even the performance is notably better on my low end system (running the game on full "Normal" settings is actually viable, and on "Low" I actually get more than 30 frames on foliage-heavy maps like JRI and ECU).

    This may be one of the best, if not the best, BeamNG update I've experienced.

    And I appreciate the music used in some of those showcase videos. It reminds me of the olden classic beamng videos.

  17. Ai'toror[PL] says:

    Now I only need a better PC πŸ™

  18. What an awesome Christmas gift! Thank you devs! Also this update seem way better than I expected, just like you said it would be.;)


    Sadly I can't play the update at the moment.

  19. Damn! You guys have been busy! Thank you and Merry Christmas to you guys (The Devs).

  20. ITS HERE YAY! I knew it was coming today, because I saw those new achievements, and then, I instantly knew.

  21. Ai'toror[PL] says:

    The caravan trailer gets stuck in cars bodywork too easily. Other than that The update is awansome

  22. I'm glad the Moonhawk was improved. The car just felt way too flimsy for a big, boaty Monte Carlo-esque "muscle" car.

  23. aljowen says:

    This is an incredible update, thanks for all the hard work.

  24. crashmaster says:

    This has to be the best update ever made for beamng.

    I had an amazing derby with 5 cars (including mine) and im having so much fun with this update, the new collision system is amazing and it made beamng almost perfect. i barely get stuck anymore. in the 2 long derbies ive had i got stuck once and it was because my wheel got wrapped around with a hood inside the other cars engine bay.

    Plus i broke 2 gears, the 1st and 2nd. i didnt even know that was a feature until it happened.

    Seriously devs, you are amazing and this is the best update made. merry christmas to you too. you deserve a nice time with your family and friends.

  25. F150 Ranger says:

    Holy cow looks like Christmas is starting a little bit early this year!  This is an awesome update you guys!  I knew you must have really been working on something special this time around and you've certainly delivered on that and then some.  Merry Christmas and Happy Holidays to what has got to be the best dev team and community around!

  26. AMDβ„’ says:

    Thanks for this present :).

  27. UPDATE: A lot of the issues I was having was triggered by mods. I'm now going through which mods I can keep, and which mods I will have to discard.

  28. "wrinkle345, wrote:

    I am truly staggered. There is just so much content, and not even minor content. These are some big changes and additions. Anyone can tell a lot of love went into this update. It makes me thankful I bought this game instead of anything else. This is money well spent.

    The new slideshow map thumbnails are beautiful, the LeGran is the more bland and boring thing I've ever driven (and I love it), driving is better, and damage is notably less catastrophic in minor collisions, cars don't get stuck on each other anymore, and even the performance is notably better on my low end system (running the game on full "Normal" settings is actually viable, and on "Low" I actually get more than 30 frames on foliage-heavy maps like JRI and ECU).

    This may be one of the best, if not the best, BeamNG update I've experienced.

    And I appreciate the music used in some of those showcase videos. It reminds me of the olden classic beamng videos.

    Did you just say cars don't stick together anymore!

    *proceeds to spend rest of my life in beamng*

  29. "MisterKenneth, wrote:

    I was happy that it finally got here, but after running it, I'm not fully satisfied with it. πŸ™

    I think there's something wrong on your end. I've been able to use the new LeGran without error, the D15 still works just fine, and I haven't had a single error.

  30. The game doesn't want to run for me… just a blank screen. It opened once but the main menu wouldn't respond

    Never mind got it all figured out! Turns out it was a mod, I just deleted it. Great update guys!

  31. "Roadside_Racoon, wrote:

    The game doesn't want to run for me… just a blank screen. It opened once but the main menu wouldn't respond

    Have you tried uninstalling and reinstalling the game?

  32. because the monster truck is currently broken πŸ™

    [ATTACH]210827

  33. Everettc45 says:

    I just finished updating, and I do like the new stuff. However, the new manual gearboxes feel like a DCT transmission. You've completely ruined the feel of a REAL manual, now everything is WAY WAY to touchy, the tachometers bounce around like they are directly connected to the gas peddle; everything is TOO responsive, however odd that sounds. Kinda ruins the authenticity that I loved about this game.

    — Post updated —

    I hate to say this, but you ruined the manual transmissions in this game.

  34. This is best Christmas present ever! LeGran is the best thing ever and it's car that is luxury car in Finland. Now that thats out of way I need say I am really amazed about how hard you worked for this update and the cars not sticking together is second most best thing in this update. Literally this is what patience rewards you with. And happy and merry christmas to BeamNG dev team πŸ™‚

  35. direct_UA says:

    Great update! Happy holidays, devs!

  36. skyrover says:

    Incredible update… That's my evening sorted after work πŸ™‚

  37. Diamondback says:

    "Everettc45, wrote:

    I just finished updating, and I do like the new stuff. However, the new manual gearboxes feel like a DCT transmission. You've completely ruined the feel of a REAL manual, now everything is WAY WAY to touchy, the tachometers bounce around like they are directly connected to the gas peddle; everything is TOO responsive, however odd that sounds. Kinda ruins the authenticity that I loved about this game.

    — Post updated —

    I hate to say this, but you ruined the manual transmissions in this game.

    Mechanically there is not much different between a manual and a DCT (apart from the obvious), both are as stiff as it gets for powertrains.

    Not sure if you switched up some transmission types here, but apart from the actual shifting, DCT and manual would not really feel different at all.

  38. BombBoy4 says:

    Is there a faster way to change differentials/drivetrain? Right now, I use the radical menu.

  39. "BombBoy4, wrote:

    Is there a faster way to change differentials/drivetrain? Right now, I use the radical menu.

    Yes check the advanced vehicle controls.

    Or look at this pic:

    [ATTACH]211015

  40. Diamondback says:

    "BombBoy4, wrote:

    Is there a faster way to change differentials/drivetrain? Right now, I use the radical menu.

    You can also use the default key bindings:

    • ALT A for Range Mode
    • ALT S for 2WD/4WD
    • ALT D for Differential Mode

    Ninja'd πŸ™

  41. JbatesPoint0 says:

    I love the new update the career is a lot of fun, but I'm having some issues with the automatic transmissions, I'm getting stuck in 1st and 2nd. first noticed this in the career i thought i was speed limited cause It wouldn't go over 60 in a race but driving to the other areas It seemed i had no issues. Jump in free roam and its much more apparent, I was wondering if being rough on it was the issue, but no, being light or heavy has no effect, but it randomly decides not to shift past 2nd gear, even happened after I made a U turn and tried to come back fast. Even the new Burnside is getting stuck for me going 48 mph in second whether I baby it up to speed or jam the throttle it sticks but reset it and it might work (tried slowing down speeding back up, throttling on and off, reverse, switching it to arcade sim or realistic, popping it into drive from neutral puts it into a higher gear for a split second but its not fixing it)

    I also love the new addition to the cars, I'm seeing some spiking in the inner wheel well/engine a lot

    and thanks guys, I'm always so excited to see whats new in the updates theres always so much great content! keep up the great work and Happy Hollidays!

  42. Nadeox1 says:

    "JbatesPoint0, wrote:

    I love the new update the career is a lot of fun, but I'm having some issues with the automatic transmissions, I'm getting stuck in 1st and 2nd. first noticed this in the career i thought i was speed limited cause It wouldn't go over 60 in a race but driving to the other areas It seemed i had no issues. Jump in free roam and its much more apparent, I was wondering if being rough on it was the issue, but no, being light or heavy has no effect, but it randomly decides not to shift past 2nd gear, even happened after I made a U turn and tried to come back fast. Even the new Burnside is getting stuck for me going 48 mph in second whether I baby it up to speed or jam the throttle it sticks but reset it and it might work (tried slowing down speeding back up, throttling on and off, reverse, switching it to arcade sim or realistic, popping it into drive from neutral puts it into a higher gear for a split second but its not fixing it)

    That doesn't sound normal.

    Mods? If yes, have you disable them first?

    What device to drive?

    What 'Shifting Mode'?

    What car you are experiencing this on? (Exact configuration name too please)

  43. JbatesPoint0 says:

    "Nadeox1, wrote:

    That doesn't sound normal.

    Mods? If yes, have you disable them first?

    What device to drive?

    What 'Shifting Mode'?

    What car you are experiencing this on? (Exact configuration name too please)

    I'm using a 360 controller to drive

    realistic mode, and I was able to recreate it in the Drag burnside(A) and the D15 V8 4WD (A) and both the D15 and D25 4WD extended cab , I was not able to do it in the 200BX (A) theres no issues for me with manuals

    EDIT: It seems to be happening after pressing left trigger for brake in neutral before driving off after spawning.

    EDIT 2: I'm currently recreating it in every vehicle with an automatic transmission, it will also break if you come to a complete stop in neutral even after getting to higher gears

  44. Bakasan says:

    Amazing! You guys have really outdone yourselves, I'm really pleased with the direction BeamNG is going.

  45. Diamondback says:

    "JbatesPoint0, wrote:

    I'm using a 360 controller to drive

    realistic mode, and I was able to recreate it in the Drag burnside(A) and the D15 V8 4WD (A) and both the D15 and D25 4WD extended cab , I was not able to do it in the 200BX (A) theres no issues for me with manuals

    EDIT: It seems to be happening after pressing left trigger for brake in neutral before driving off after spawning.

    EDIT 2: I'm currently recreating it in every vehicle with an automatic transmission, it will also break if you come to a complete stop in neutral even after getting to higher gears

    And which "gear" of the automatic are you driving in? Some cars have the "2" gear which indeed limits the car to just the 1st and 2nd gear. However this should not happen in D(rive)  or S(port)  or even M(anual).

  46. Thanks for this update. There is so much more than i thought…. I wish to all BeamNG employees a Merry Christmas and a Happy New Year.;)

  47. 3r1cFPS says:

    Looks like a great update! Gonna try it now! πŸ™‚

  48. Redkajte says:

    "Everettc45, wrote:

    I just finished updating, and I do like the new stuff. However, the new manual gearboxes feel like a DCT transmission. You've completely ruined the feel of a REAL manual, now everything is WAY WAY to touchy, the tachometers bounce around like they are directly connected to the gas peddle; everything is TOO responsive, however odd that sounds. Kinda ruins the authenticity that I loved about this game.

    — Post updated —

    I hate to say this, but you ruined the manual transmissions in this game.

    Personally i think it feels way better now, but i had to play around with the gameplay settings to get it right for me. Also i feel like the fully automatic cars really feel like automatic now, a bit sluggish, a bit of character and all that jazz.

  49. JDMGuy says:

    I got an amazing performance boost with the update! Before the update, I got around 18 FPS on grid,small,pure with a D – Series, now I get 60 FPS!

  50. JbatesPoint0 says:

    "Nadeox1, wrote:

    That doesn't sound normal.

    Mods? If yes, have you disable them first?

    What device to drive?

    What 'Shifting Mode'?

    What car you are experiencing this on? (Exact configuration name too please)

    "Diamondback, wrote:

    And which "gear" of the automatic are you driving in? Some cars have the "2" gear which indeed limits the car to just the 1st and 2nd gear. However this should not happen in D(rive)  or S(port)  or even M(anual).

    I'm driving in (D) drive set the setting in the menu to load in realistic mode, loading in safe mode or not, I've recreated it in every car with an automatic so far, just loading up blank map, pressing left trigger for brake while the car is still in neutral and then shifting to D with the (A) button and pressing right trigger for throttle it will not shift out of first while in drive Edit: 1st and 2nd gear are not working at all after doing this, shifting to them does nothing Edit 2: DCT transmissions do the same thing breaking (D)rive but let you shift normaly in M1-M5

    Edit 3: Its even breaking the (D)rive with the car not coming to a complete stop. braking hard before and around a corner will make it not shift out of 1st in drive

  51. Oxnitron says:

    Awesome update guys!

    Every time when I think the game can't get better you prove me wrong πŸ™‚

    And there is so much new stuff!

    Just a question, did you maybe forget to enable higher resolutions than 1080p for the main menu or are tgere still problems with it?

    Have a nice holiday!

  52. Nadeox1 says:

    "Oxnitron, wrote:

    Just a question, did you maybe forget to enable higher resolutions than 1080p for the main menu or are tgere still problems with it?

    Options > Graphics.

    From there you can change the UI maximum resolution.

    From 720p to 1080p. And eventually remove the limiter at all (at your own risk, it may cause performance issues). The UI checks the resolution vertically.

  53. SwagGuy69 says:

    "Nadeox1, wrote:

    Options > Graphics.

    From there you can change the UI maximum resolution.

    From 720p to 1080p. And eventually remove the limiter at all (at your own risk, it may cause performance issues). The UI checks the resolution vertically.

    Well I'm running more than 1080p and it's still no problem even mine is kinda low end spec.

  54. Oxnitron says:

    "Nadeox1, wrote:

    Options > Graphics.

    From there you can change the UI maximum resolution.

    From 720p to 1080p. And eventually remove the limiter at all (at your own risk, it may cause performance issues). The UI checks the resolution vertically.

    Yes I have it on "disabled" but that doesnt change the main menu resolution (where you chose the playmode campaign, freeroam etc)

    Edit: Im not sure if you can see it but the resolution on the first screen (on gridmap) is 1440p while the 2 menu screens are 1080p

  55. Oxiel667 says:

    Good to all, excuse my bad English …. well, I'm very happy with the new update! But I've had some problems since then, it may be me since from what I've seen nobody has commented on the problems I'm having. For starters, I love playing in freeroam mode and before the update everything worked perfectly, but now I've been failing the game a lot, the sound is bugea, I can not listen to music and play at the same time, the indicator Changes are stuck (not the marches, the indicator) the configuration menu takes years to load and when it does get stuck, the control menu of the vehicle also locks me, when I change a vehicle and the modification is completely inconducible and among other things. Delete the game and reinstall it, but the problem persists. It costs me a little detail but my problem is that I do not understand much English, I'm from Latin America and then … the whole game is in English haha. I hope someone can understand my message and can help me.

    regards

  56. Oxnitron says:

    "Oxiel667, wrote:

    Good to all, excuse my bad English …. well, I'm very happy with the new update! But I've had some problems since then, it may be me since from what I've seen nobody has commented on the problems I'm having. For starters, I love playing in freeroam mode and before the update everything worked perfectly, but now I've been failing the game a lot, the sound is bugea, I can not listen to music and play at the same time, the indicator Changes are stuck (not the marches, the indicator) the configuration menu takes years to load and when it does get stuck, the control menu of the vehicle also locks me, when I change a vehicle and the modification is completely inconducible and among other things. Delete the game and reinstall it, but the problem persists. It costs me a little detail but my problem is that I do not understand much English, I'm from Latin America and then … the whole game is in English haha. I hope someone can understand my message and can help me.

    regards

    Did you delete all mods?

    I dont think mods will be uninstalled if you delete the game because they are in a seperate folder.

    Default location should be C:\Users\"Username"\Documents\BeamNG.drive\mods

  57. Nadeox1 says:

    "Oxnitron, wrote:

    Yes I have it on "disabled" but that doesnt change the main menu resolution (where you chose the playmode campaign, freeroam etc)

    Edit: Im not sure if you can see it but the resolution on the first screen (on gridmap) is 1440p while the 2 menu screens are 1080p

    Main menu resolution is always capped at maximum 1080p for technical reasons.

    The cap doesn't affect normal gameplay.

    "Oxiel667, wrote:

    Good to all, excuse my bad English …. well, I'm very happy with the new update! But I've had some problems since then, it may be me since from what I've seen nobody has commented on the problems I'm having. For starters, I love playing in freeroam mode and before the update everything worked perfectly, but now I've been failing the game a lot, the sound is bugea, I can not listen to music and play at the same time, the indicator Changes are stuck (not the marches, the indicator) the configuration menu takes years to load and when it does get stuck, the control menu of the vehicle also locks me, when I change a vehicle and the modification is completely inconducible and among other things. Delete the game and reinstall it, but the problem persists. It costs me a little detail but my problem is that I do not understand much English, I'm from Latin America and then … the whole game is in English haha. I hope someone can understand my message and can help me.

    regards

    Completely remove your 'Documents/BeamNG.Drive' folder.

    If problem persists, do a clean reinstall: http://wiki.beamng.com/BeamNG_FAQ#How_do_I_perform_a_clean_reinstall.3F

  58. Oxnitron says:

    "Nadeox1, wrote:

    Main menu resolution is always capped at maximum 1080p for technical reasons.

    The cap doesn't affect normal gameplay.

    Oh ok

    I just noticed that the vehicle damage app doesnt show:

    – the engine damage (for all cars I tested)

    – driveshaft damage on the d-series, h-series and roamer

  59. Nadeox1 says:

    I'd like to remember that we have a dedicate thread for bug reporting.

    (Please read the first post before reporting new bugs too)

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

  60. Oxnitron says:

    "Nadeox1, wrote:

    I'd like to remember that we have a dedicate thread for bug reporting.

    (Please read the first post before reporting new bugs too)

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

    Whoops! Okay I guess it is already known then πŸ™‚

    Also my pc cant handle all the bricks xD (but the T-series sure can!)

    I had 8-9 fps ^^

  61. Everettc45 says:

    "Diamondback, wrote:

    Mechanically there is not much different between a manual and a DCT (apart from the obvious), both are as stiff as it gets for powertrains.

    Not sure if you switched up some transmission types here, but apart from the actual shifting, DCT and manual would not really feel different at all.

    I know the difference between the two. I'm trying to say that the cars with a gear lever and a clutch shift far too quickly and snappily than they should. I don't want the clutch and throttle to be automatic, but without them it feels like a DCT; instant and sharp. As for the tachometers and throttle in general, there used to be a small amount of delay between pedal movement and tach/RPM change. Now it is as if these old carbureted cars suddenly became fuel injected, which is a HUGE difference in both feel and performance. I'm fine with the engine stalling mechanic, but all I want is to be able to shift on my own, without it being jerky and snappy. Literally just how it was before this update.

  62. Diamondback says:

    "Everettc45, wrote:

    I know the difference between the two. I'm trying to say that the cars with a gear lever and a clutch shift far too quickly and snappily than they should. I don't want the clutch and throttle to be automatic, but without them it feels like a DCT; instant and sharp. As for the tachometers and throttle in general, there used to be a small amount of delay between pedal movement and tach/RPM change. Now it is as if these old carbureted cars suddenly became fuel injected, which is a HUGE difference in both feel and performance. I'm fine with the engine stalling mechanic, but all I want is to be able to shift on my own, without it being jerky and snappy. Literally just how it was before this update.

    Well of course, if you are shifting without clutchting it's going to be fairly fast. However, it won't be long before your gearbox starts breaking gears, so you can't do that forever.

    We decided to not block shifts without clutching but instead always force them (this is much easier and less confusing from a gameplay perspective). Instead it adds up damage and eventually (sooner rather than later) it will start breaking your gears.

    Throttle response has not been altered in any way, probably just a placebo πŸ˜›

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