“La Vie à Toute Vitesse” – BeamNG.drive v0.19

08 April 2020

From all of us at BeamNG to all of our awesome community, we wish you continued good health and that you all stay safe.

We are happy to announce the launch of version 0.19 of BeamNG.drive, which contains new vehicles, renovated maps and vehicles as well as continued optimization and improvement of our technology.

Leading the pack in this release is the launch of the Cherrier FCV platform with the Vivace and Tograc models. Cherrier is a new manufacturer in the BeamNG.drive universe. Originating from France, this manufacturer embodies the European spirit of 21st Century automobile design. Aggressive lines, quirky details and a wide range of powerplants are the hallmark of Cherrier’s product line and the FCV platform is the latest expression of their style and engineering philosophy. In keeping with the future of automotive technology, an electric version of the Vivace and Tograc are available, with the FCV platform having been conceived to support both traditional and electric drivetrains from the outset. From economical commuters aimed at the family market to aggressively tuned hot hatchbacks that turn heads and burn rubber in equal measure, Cherrier has a version of its vehicles to appeal to anyone. A strong contender on the competitive driving scene, Cherrier’s chassis are used by several teams in both rally and hillclimb competitions. Cherrier also enjoys a good relationship with France and Italy’s police forces, whose specially tuned versions pursue and contain road-based dirty deeds across the autoroutes and autostradas.

Turning to our maps, we have continued the renovation project and are ready to release Small Island. This map has received a major overhaul to bring its appearance better into line with the stated geographical location. With the rebuilt harbor, research station and helipad we are introducing more points of interest to aim for. The road layouts have been adjusted for better driveability and new offroad trails have been added. Small Island may not be the largest map in the game but it now offers good reasons to go check it out.

In other areas, we have improved the ambient sound systems throughout the game. The directionality of sounds is better, pitch wobbling at high speeds should be noticeably improved and we have reworked the way impacts sound. There has also been some work put into making our sound bank loading logic support future mod banks. Those of you who continue to drive cars into the water in the hope that they will someday function as submarines will be happy to know that we now have underwater sound ambiance. The vehicle team has been hard at work not just on the Cherrier FCV platform vehicles but also a remaster of some of our older vehicles. In this release, we are focusing on Gavril, with remastering taking place on the Roamer, D- and H-Series.

To better guide our development efforts in the future we have implemented an optional game session data collection system. This collects limited game session data on things like which maps players are using, the vehicles they are driving and the additional features they have enabled or disabled. This data is anonymized before any of our employees have access to it and the collection is entirely on an opt-in basis. Those of you who are ok with us collecting this game session data can give us permission to do so in the game settings menu. This permission can be withdrawn at any time. We have also updated our privacy policy to include what data we collect, how to opt in and out of the data collection and how to request the deletion of your data.

Let’s dive into the details. We hope you enjoy this update!


  • Cherrier FCV platform launched with Vivace and Tograc models
  • Small Island renovation with a complete overhaul of the map’s appearance and improved road layout
  • Gavril Roamer, D-Series, and H-Series remaster continues with additional parts, configurations and refinements
  • Ambient sound system improvements for better directionality, sound bank loading logic, and underwater sound ambiance
  • Part 1 of the new Driving Dynamics system


  • Cherrier FCV platform
    • Cherrier Vivace and Tograc models and associated variations released, including: Racetrack, Rallycross, Hillclimb, Electric, Gendarmerie, and Polizia

  • Gavril D-Series – Remaster Phase 2
    • Added 1985+ pre-facelift parts: new fascia, valance, bumpers, two options for headlights, two options for mirrors. Around half of pickup configs have been converted to this model instead of adding new ones in order to reduce UI clutter/lag
    • Added D-10 Charro, D10 Zeta, D10/D30 Kentarch configurations
    • Old tow-hitches replaced with ball hitch equipped step bumpers
    • Added receiver hitch
    • Added step-side bed
    • Added Military parts: utility bull bar, tow hooks, long range antenna
    • Added factory fender flares
    • Added window tint
    • Added rear spare tire holder
    • Added two tone skins allowing for secondary colored camper shell
    • Added body color offroad fender flares
    • Fixed frame torsionBars being too easily deformed
    • Added D10 specific bed cap
    • Various skin-UV improvements
    • Added new sport exhaust options
  • Autobello Piccolina
    • Added ‘Tricolore’ configuration
    • Improved rally coilovers with hydraulic bump stop, lift and drag tweaks
    • Fixed ‘Rosso Fuoco’ color being wrong
  • Gavril Burnside: Added race front disc brake part
  • Gavril Bluebuck: Added race front disc brake part, switched radiator to heavy duty version on 423 Sport (M) config
  • Ibishu Covet: Improved rally coilovers with hydraulic bump stop, tweaked stage 2 turbo for better responsiveness
  • ETK 800 Series: Suspension geometry reworked
  • ETK-K Series: Suspension geometry reworked
  • ETK-I Series: Front suspension geometry reworked, improved rally coilovers, added rally steering, improved tire model on TT Sport, fix rear suspension vibration during braking
  • Gavril Hopper Crawler: Replace 5 lug hub meshes with 6 lug, corrected axle spawn heights, tweaked suspension damping
  • Gavril H-Series – Remaster Phase 2
    • Added long wheelbase frame and body
    • Added heavy duty frame variants
    • Added H15 LWB, H25 LWB, H35 SWB & LWB, “The Vantastic” configurations
    • Added custom suspension parts previously added to the Pickup
    • Added body color offroad fender flares
    • Added window tint
    • Fixed frame torsionBars being too easily deformed
    • Added new sport exhaust options
    • Ambulance emergency lights now use the lightbar controller system, improved materials and fixed some minor texture mapping issues
  • Hirochi Sunburst
    • Reworked rear suspension geometry, added closer gear ratios on the rally and hillclimb versions, improved rally coilovers with hydraulic bump stop, added rally brakes (fit inside 15in wheels)
    • Reworked ‘Gendarmerie’ livery, updated flashers placement
  • Hirochi SBR
    • Added ‘Shiftlight’ part
    • Lift and drag tweaks, Hillclimb config tweaks, fixed problem with rear shock mounting point
  • Bruckell Moonhawk: Tweaked race drum brake cooling
  • 9 Ibishu Pessima: Fixed rear suspension vibration during braking
  • Gavril T-Series
    • Fixed frame torsionBar beams deforming too easily
    • Fixed inverted normals on one side of Semi sleeper cab
  • Gavril Roamer – Remaster Phase 2
    • Added extended frame/body
    • Added LXT RWD/4WD, LXT35, and unmarked police configurations
  • Ibishu Pigeon: Added ability to open tailgate with ‘O’ key
  • Reduced parking brake maximum torque to more realistic values on OEM brakes, to prevent unrealistic lurching of the suspension
  • Tweaked overall brake strength and bias on some cars to make them less touchy
  • Wood crate prop: Reduced bounciness
  • Small Flatbed Trailer: Reduced bounciness
  • Tire Model: Tweaked many tires to address issues with high rolling resistance, or peculiar handling traits
  • Hopper Crawler uses M in Arcade mode as well
  • Implemented AWD Testroller logic and auto adjustments
  • Lightbars now use pointlights to illuminate the surroundings
  • Fixed noticeable artifacts visible on mirrors
  • Fixed minor typos in vehicle parts
  • Added a variant of the concealed flashers with dark grey casing
  • Cruise Control: added `electrics.values` for active and target
  • Normalized spotlights value for all our cars
  • Updated parts values , based on aftermarket new values
  • Wheel Roller and Tilt ramp – added a new piece of test equipment for demonstrating function of driving modes/active differentials
  • Fixed frame torsionBars being too easily deformed on Bluebuck, Grand Marshal, Moonhawk
  • Common
    • Added new rally tires
    • Added Dreid C50 wheels
    • Added Gavril 10-Slot wheels
    • Added multiple color options to Dreid RallyPro wheels
    • Updated several wheel textures

Driving Dynamics – Part 1 (WIP)

  • A completely new system for handling all driving dynamics related tasks, as previously covered in this dev blog
  • Fully generic and extendable
  • ESC now not only works based on yaw speeds but also on vehicle slip angle, not intervening during shallow drifts
  • Traction control has a much better understanding of wheel slip, even with high powered AWD vehicles
  • Consists of the following components
    • Sensors (actual car sensors and other relevant car stats)
      • Sensor Hub (central place for all required sensor data)
      • Vehicle Data (measurements from the car, track width, wheel base, steering angles, etc)
      • Virtual Sensors (Core of the system, trying to provide accurate vehicle speed and body slip readings based on integrating accelerations)
    • Actuators
      • Electronic Diff Lock (Diff “locking” by braking a wheel)
      • Electronic Splitshaft Lock (control of the AWD clutch)
      • Adaptive Dampers (dynamically changing damping)
      • Adaptive Swaybars (dynamically changing stiffness)
      • Active Diff Lock (coming in the future)
      • Active Diff Bias (coming in the future)
    • Supervisors (Yaw and Traction Control)
    • Shared active supervisor components
      • Brakes (Biggest contributor in yaw control, also used at low speed for traction control)
      • Throttle (Main traction control component, also used for 
      • AWD (coming in the future)
      • Diffs (coming in the future)

Drive Modes

  • Implemented vehicle wide drive modes that can affect the following things
    • Default transmission mode for automatics/DCTs
    • Exhaust muffling
    • Any controller that supports it, here are some examples:
      • Digital gauge cluster colors
      • Adaptive dampers
      • Adaptive swaybars
      • AWD control logic
      • ESC settings
      • TC settings
  • More specific examples:
    • Sport mode
      • Default transmission mode to S
      • Open exhaust valve for less muffling
      • Changes gauges to red
      • Hardens the dampers
      • Stiffens up the swaybars
      • Makes the AWD more aggressive
      • Changes ESC to allow for more slip angle
      • Adjusts TC for less action
    • Offroad mode
      • Different gauge color
      • Soft dampers
      • Soft swaybars
      • AWD locked to 4WD
      • ESC and TC adapted to less grip
  • Drive modes supersede the old ESC modes as they include that as well
  • Enabled drive modes can be determined by installed parts
  • Jbeam setup supports a powerful defaults system to make setting things up easier


  • Small Island Renovation 
    • Rocks re-texturing and placement in the port area
    • Improved tunnel with new textures
    • Updated old clutters
    • Created and dressed up 4 off-road trails
    • Created new textures for the map
    • Added harbor area
    • Added helipad zone
    • Added new props
    • Improved rock level of detail meshes
    • Fixed wobbly tree trunk
    • Smoothed bridge and tunnel terrain transitions
    • Added bumps for damaged road sections
    • Added underwater mesh
    • Updated many scenarios and associated objects for the new terrain
    • Added depth map to simulate soft soil
    • Updated old bridge – new mesh and textures
    • Created new textures for the level
    • Exchanged old trash decals with new textures
    • Added fishing dwelling buildings
    • Deleted old assets

  • East Coast USA
    • Fixed waterfalls using the wrong cubemap
    • Deleted all floating objects in the level
    • Corrected drivability of various cosmetic decal roads (material: repair1, road_pathces1, italy_road_cracks) messing with AI navigraph
    • Fixed navgraph of the intersection near the default spawn point
  • Utah
    • Improved lighting around the garage / fuel station
    • Fixed a collision issue affecting bridges
    • Removed dangerous rock on a corner hidden by grass
    • Fixed extreme bump on the road in the campsite
    • Deleted all floating rocks
  • Italy
    • Fixed some AI pathing issues
    • Improved the 60x7m bridge
    • Fixed a hole in the large apartment building
    • Removed unused object under the city
    • Fixed hidden rocks / cliffs 
    • Fixed floating bushes 
    • Deleted 164 floating objects beneath the terrain
  • Automation Test Track
    • Fixed an issue with decalsRoad fading out improperly, adjusted river settings
    • Fixed skirted tire walls to use a solid groundmodel
  • Garage
    • Garage mode and access to the Garage level have been temporarily removed pending improvements to the way the Garage is integrated into BeamNG.drive gameplay
  • Driver Training: Tweaked pond settings
  • Cleaned up unused files
  • Cleaned up scenarios’ race assets location, removed several duplicates
  • Cleaned up levels’ cubemap location, removed several duplicates
  • Fixed a problem with azimuthOverride shifting time values. Added ‘startTimeFallBack’ field to TimeOfDay entity for compatibility reasons.
  • Fixed several errors in levels
  • New sky settings for West Coast USA, Jungle Rock Island, GridMap, PureGrid, Automation Test Track


  • Fixed ‘Car Delivery’ scenario
  • Added option to have purely Flowgraph-based scenarios
    • Add "flowgraph":"filename"  to the scenario.json , where filename can be relative or absolute path
    • Setting “flowgraph”:true  will check for a flowgraph file with the same name as the scenario.json file
    • Flowgraph Projects loaded like this will stop and be removed when the player leaves the current level
    • This will prevent any scenario related code to execute, so you need to handle level loading, vehicle spawning, etc in the Flowgraph Project!
  • Added Supply Delivery Scenario
  • Added Gravity Fuel Scenario
  • Added Soccer Multiseat Scenario


  • Bug fix for when deactivating traffic. Not all vehicles were being removed
  • Traffic code optimizations
  • Multispawn optimizations


  • Tweaked engine sound EQ settings
  • Normalized volume change of mufflers
  • Adjusted volumes of gear whine for gearboxes
  • Prepared bank loading logic for future mod banks
  • Added new i3 and i4 engine/exhaust sets
  • Improved vehicle filtering based on cone angle
  • Underwater audio filter and ambiance sounds
  • Ambiance sound filtering based on distance to ground
  • Various subtle ambiance sound edits, volume and filter changes
  • Improved fire sounds
  • Re-worked ambiance sounds for Small Island V2
  • Fixed audio pitch wobbling in several circumstances when the camera or the vehicle are traveling at high speed
  • Impacts that are generated from sound absorbing materials do not generate any sound now
  • Non-metal materials generate a generic impact sound now
  • Detecting and exposing camera information to FMOD
    • When the camera is underwater
    • Camera height information – to ground and sea-level
    • Improved the direction calculation for vehicle sound emitters
    • Fixed Vehicle Blend sounds being missing due to incorrect data


  • Fixed accidental clutch engagement with high idle roughness
  • Arcade shifting now supports manually shifted automatics
  • Implemented support for unrestricted top-speed limits
  • Changed how sport mode affects the driving aggression
  • Added an error in case multiple controllers with the same name are detected
  • Improved lightbar timing
  • Improved shift behavior during jumps and generally losing ground contact
  • Tweaked DCT shifting logic
  • Improved stall protection
  • Changed behavior of all clutched transmission in arcade when using throttle and brake at the same time, no more clutch slipping
  • Improved transmission clutch drop/launch behavior
  • Improved top-speed limiter logic


  • Made lightbar input actions global
  • Steering speed caps adjusted so that 540 degree steering (rally steering parts) can move even faster than 720 deg when using gamepad or keyboard
  • Added a deprecation warning for vehicles still using ‘input.keys’ system instead of vehicle-specific bindings.
  • Improved TrackIR head tracking sensitivity (thanks to forum users DeathCore and den_chilk for the suggestion)


  • Gearboxes can now exist without clutches without throwing errors
  • Made combustion engine aware of exhaust direction for better audio support
  • Added default turbo wastegate limits that are slightly bigger than wastegate starts
  • Implemented dynamic tire radius measurement to combat excessive tire stretch at high speeds
  • Added API to get downstream wheels connected to a given device
  • Added API to get upstream propulsion device for a given wheel
  • Splitshaft default clutch value can be set from jbeam
  • Electric motors now expose their “throttle” value


  • Changed ‘Main Menu’ icon in the sidebar, improved its tooltip
  • Added warning to ‘Hardware Accelerated UI’ setting
  • Improved some Graphics settings naming and descriptions
  • Environment menu: Added ‘Environmental Temperature’ info, adjusted fog slider scale, made time values visible
  • Renamed background FPS limiter option to a more intuitive description
  • Improved a DirectInput error message that implied a steering wheel was at fault, when it’s any device that can be at fault
  • Messages app now keeps order if multiple messages arrive unordered
  • Renamed background FPS limiter option to a more intuitive description
  • Improved a DirectInput error message that implied a steering wheel was at fault, when it’s any device that can be at fault
  • Messages app now keeps order if multiple messages arrive unordered


  • The replay UI app now displays fine-grained (interpolated) timestamps, rather than the coarser recorded timestamps.
  • Fixed inability to load replays recorded in Time Trials mode.

Game Engine

  • CEF: Fixed F5 not showing change due cache
  • Prevented DragRace UI to be shown when changing map
  • bitmapPng: Fixed fatal assert when reading a file that is written in multiple steps by external software (ie: GIMP)
  • Fixed PNG loading/saving endianness with 16 bit
  • shapePreview: Added setInputEnabledEx
  • Fixed file system suppressing some notification
  • Updated DirectXTex to December 2019
  • Activated textureCooker (Documentation)
  • Improved Json handling: switched to Rapidjson

Thumbnails script

  • Implemented a basic IMGUI window to start the script easily (available in Showroom level)
  • Added tweak camera window (WIP)


  • Depth Of Field PostFX: Fixed near blur not working, added debug mode, changed how the sliders work, now works in HDR colorspace
  • LightRays PostFX: Various improvements, improved behavior at sunrise/sunset, now uses sun color LightRays PostFX: Various improvements, improved behavior at sunrise/sunset, now uses sun color
  • Added ‘occlusionScale’ property to ScatterSky entity (used to calculate flare size for occlusion)
  • Water objects and caustics now properly react to sun brightness
  • Fixed material generation issue making the render to use random textures for normals
  • Fixed spotlight attenuation issues at the borders when using large angles
  • Fixed terrain cell’s materials not updating when painted new materials
  • Fixed a random issue causing invisible vehicles
  • Fixed negative colors caused by detail textures
  • Fixed multiples issues when using sRGB textures
  • Fixed some issues with FoV breaking shadows
  • Fixed bug in dynamic reflection causing random issues on reflected vehicles


  • Aerodynamics and internal collision subsystems can independently sleep now when objects are at rest
  • Added material information to impact statistics that are used for impact sound specialization
  • Fixed continuous coupling/decoupling in extreme slow motion affecting dynamic collisions
  • Small optimizations inside the physics core
  • Added torsionbar_count, torsionbars_broken, torsionbars_deformed attributes to beamstats that are returned by calcBeamStats physics core function
  • Renamed vehicle Lua physicsStep → onPhysicsStep, graphicsStep -> onGraphicsStep, same for the rest of the physics core to Lua callbacks. The old callback names are still supported for backward compatibility
  • Added setPhysicsStepEnabled to physics core. The function is used to enable/disable onPhysicsStep callback
  • Vehicle Lua now disables onPhysicsStep callback if it is not needed
  • Removed code for the unused “commands” jBeam section
  • Removed vehicle saving functionality, it was unmaintained so we decided that it is better to remove it


  • Fixed AI subsystem breaking with more than 65535 waypoints in a navigraph


  • Improved fidelity of navigraph generated from decalRoad roads. Uses decalRoad spline subdivisions (not just decalRoad control points) to produce the navgraph.
  • Improved handling of T-Junctions regarding newly created map node sizes
  • Navigraph creation is more deterministic

Flowgraph Editor

  • Improved Transform node
  • Added various nodes: Scenario-like Startscreen , Store-Statics, Custom-Config-Provider, Vehicle Actions, Navgraph-Reload, Bundle
  • Reworked Traffic Nodes
  • Concat Node is now obsolete, use Format Node
  • Changed many Pin names to have the same name over multiple nodes (eg. vehId vs. vehicleId vs. vehID)
  • Added Blacklist Action Node, can be used to hide actions like scenarios do
  • updated and-Node to support variable input amount
  • Various small bugfixes, improvements
  • Levels can now automatically load and start Flowgraph Projects specified in their info.jsons:
    • "flowgraphs":["filepath"], where filepath can be relative to level root or absolute path


  • Added Undo/Redo

Track Builder

  •  Added additional Button before spawning Track


The new in-game console officially replaces the old Torque3D one (still available if you press Shift+Tilde). The main advantage of the new console is that you can now filter logs lines and even search for specific things. The console is still a work in progress and will probably see additional significant changes in future releases.

  • Completely rewritten how console gets logs (safer and nested log proof)
  • Added fullscreen mode
  • Added option history loop and GE command sandbox
  • Added settings to save column displayed and font size
  • Fix loadSettings when settings file does not exist
  • Fix pattern error message not displaying,
  • Fix bug where first line of the multiline log would be missing
  • Fix command line losing focus on command execution
  • Fixed settings not saving and loading correctly
  • Unlocked column width in fullscreen
  • focusOnShow is now an option instead of the default behavior

Game Session Information

  • Added functionality to track several data points about player game sessions on an “opt-in” basis:
    • GameRunning (Duration)
    • SessionStarted (Time)
    • LevelLoaded (Duration, LevelName)
    • TrafficEnabled (Duration)
    • AIEnabled (Duration, Vehicle, Mode)
    • ScenarioRunning (Duration, ScenarioName, File)
    • ScenarioEnded (Count, ScenarioName, File, Result)
    • VehicleUsed (Duration, Vehicle, Config, CamMode)
    • VehicleResetted (Count, Vehicle, Damage)
    • EditorRunning (Duration)
    • UIStateUsed (Duration, State)
    • ControlsUsed (Duration, Method)
    • TrackBuilder (Duration)
  • Added game session data tracking opt-in to the game settings menu
  • Updated privacy policy with information about what data we collect and process, how it is stored and how to request data deletion

World Editor

  • Added multiple terrain snap options to object and forest editor
  • Added undo/redo to various tools
  • Added visualization menu
  • Improved file dialog
  • Added mouse drag selection
  • Added keyboard shortcuts to switch between tools
  • Added mouse wheel control for brush size
  • Fixed issue with forest item raycast
  • Added copy paste for inspector fields
  • Road, River and MeshRoad editor
    • Select multiple nodes with Shift+Click or CTRL+A
    • Fixed missing decal road edges when there is no valid material
  • Cam Path Tool
    • Added camera grid overlay
    • Added slowmotion control
    • Smoother cam movement at the end of paths
    • Added ability to cut between markers
    • Various UI improvements
  • Material Editor
    • Added material creation window
    • Added a cubemap selection window
    • Material list updates based on selected object
    • Added dedicated material preview window
    • Added undo/redo
  • Asset Browser: Added asset sorting and grouping options
  • File Dialog: Added file preview
  • Terrain Editor: Added undo/redo .
  • More undo functionality and small refactor to ease the editing operations “undofication” (added transactions, grouped undo steps)
  • Scene Tree, automatic notification on C++ changes to groups, adding/removing scene objects from them
  • Inspector
    • Various fixes
    • Euler rotation edit
    • Field description tooltips
  • Documentation
    • Added documentation for editor tools
    • Added helpers for documentation writing
    • Updated editor API docs
  • Fixed crash on terrain heightmap importing


  • Reworked Options in Graphics menu
    • Added Display mode option, improved selecting either Borderless, Fullscreen or Window
    • Changes will not be saved unless the “Apply” button is clicked
    • Fixed various issues with the window placement handling
    • Fixed issues with the various window modes


  • Implemented generic PID library for easy use
  • Improved CruiseControl logic
  • Implemented checks to see whether vlua needs physics step updates
  • Fixed exponential computational complexity behavior of path.split
  • Added compositeExtension parameter to path.split. The parameter expands the spitted extension part to include multiple levels (e.g “ext3.ext2.ext1” instead of only “ext1”)
  • Added setAdd, setSub, setScaled to vec3 API. These add, subtract, scale in place without creating a new vector object
  • Fixed infinity representation of jsonEncode and jsonEncodePretty functions. Infinity is now encoded as “9e999”
  • Quadtree
    • Prevent memory leak in the event of a single point object being inserted in the quad tree
    • Implemented tree depth limit explicitly instead of via a lower bound on object size.
    • Optimizations: Optimized data structure for childless nodes. Store tree node count to avoid calling expensive length operator.


  • Minor tweaks to ‘Big Screenshot’ function
  • Small improvements to Vehicle Debug menu
  • Vehicle Debug no longer has a default key binding
  • Improved ‘No DirectX11 Device’ error message
  • Orbit camera zoom now behaves faster when holding down Shift key
  • Improved opacity of the GPS navigation 3d overlay (used in some campaigns)
  • All settings in Options > Camera now apply in real time, rather than some requiring a game restart
  • Fixed slowmotion transitions taking longer the slower the original time scale was
  • Fixed multiseat vehicle switch not working correctly for 1st player
  • Fixed crashes in the drag racing mode when reloading LUA or when resetting a vehicle if there are no vehicles in the map
  • Fixed drag racing mode sometimes entering buggy state when switching from WCUSA to a different map
  • Removed changes in process priority for game and UI

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

How to update the game.

New Vehicle Reveal: The Cherrier Vivace

11 February 2020

Today we proudly present our next vehicle, the Cherrier Vivace! This is a 2020 model year compact hatchback, built on a very flexible modern platform, offering vehicles with a wide range of options. FWD and AWD powertrains are available, with gasoline, diesel, or electric power. And of course, there will be lots of parts to combine and play with!

To present the different stages of the design process, we would like to hand over to some of the members of our Vehicle Design Team that have spent several months working on this newest addition to the BeamNG.drive vehicle family:

Deciding on the Visual Direction

Hello, Alexandr here!

Discussing the next vehicle needed for the game, we came to the conclusion that this car should represent a very popular segment of the current automobile market.
This car has to fill missing content in several niches that we have right now:

  • Modern
  • Compact
  • Electric
It became clear that we should develop a modern hatch including an electric configuration to utilize electric system, implemented with the 0.16 update.

Originally the car was to be a Hirochi, but we decided to create a new French brand, allowing us to use some more interesting design solutions.

After figuring out the basics of the future car, I started to develop the design. I wanted to find a unique design that would still be recognizable as a French product with a little bit of that quirkiness that French cars always have.

Started with silhouette and general lines, which have to be unique and recognizable:

Then I added cross section lines to define volume and shapes:

The headlight shape was too futuristic to work with current common technologies, so I started to look for a new shape for them:

I looked into transforming the fenders into a widebody with different taillights:

After all of the design research was done, I ended up with a bunch of curves that represent the body shapes of the car. Finally, I was able to start development of the mesh:

With a general mesh of the body, I could see areas that needed to be redesigned and improved, like the rear bumper and the top and side parts of tailgate:

Also, the seam between hood and front bumper was too straight, making the whole hood look too square, which didn’t support the curviness of the rest of the design. I changed that seam to a curved shape for a better look:

At that point most of the exterior design was finished, but it is just a small part of the work that will be done to finish the whole car. Thank you for your time!

The Code Behind the Engines, Drivetrain and Subsystems

Hey guys, Fabian here. I chose the Vivace as the first vehicle to get my completely revamped driving dynamics package. Driving Dynamics refers to all the little subsystems in a car that try to keep you safe and want to maximize your experience at the same time. So far we had more or less two of these systems:

  • ABS (preventing wheel lock-up from happening, keeping the car steerable and stable under heavy braking)
  • ESC / Traction Control (Using the brakes to stabilize unwated yaw in the car and preventing excessive wheelslip during acceleration)
These two systems work mostly alright for their intended use case: regular cars with a combustion engine and 4 wheels. However, as we diversify our car pool and our awesome community keeps creating the craziest things, the systems start showing their age. They are not as flexible as I want them to be and they are not extendable in any meaningful way.

About 1.5 years ago I started planning out what would end up being a completely fresh, much more integrated and yet at the same time more flexible system for these tasks. My overall wishlist roughly looked like this:

  • Improve traction control to be able to properly support high power AWD cars
  • Implement proper eDiff locking strategies
  • Improve ESC yaw model to better accomodate different variants of a vehicle
  • Make ABS be able to detect when it can’t trust itself anymore to make it overall safer
  • Untangle ESC/TC code and modularize everything
  • Prepare system for really fancy features like active torque vectoring through different means (diffs, braking, etc)
  • Improve usability of tuning all these systems together
  • Keep system open for future extensions (from us or modders)
  • Do above without killing performance…!
The work on this really took off when I found a fairly recent paper describing an improved method of calculating a trustable vehicle speed. You might not realize it, but within the reference frame of a vehicle it is incredibly complicated to actually know how fast you are going. “Look at the wheelspeed” you might say. Ok, what happens while losing ground contact? Or during excessive wheel slip (braking/accelerating)? “GPS” you might mention. Ok, what about tunnels? What about the inherent inaccuracy of GPS?

In any case, in real life there is no solution to this problem. There are sensors that can measure speed over ground (think of the same thing your computer mouse uses), but they are so impractical that they can’t be used in production vehicles. Instead, real vehicles end up guessing their speed based on a lot of math and some models. We have been doing this as well for a while already as our ABS uses this technique. It works wonderfully as long as it is not majorly confused, at which point the brakes just…stop…working. Not ideal!

The new system for guesstimating the vehicle speed is not just improved in general, it also has the major advantage that it knows when it is failing. So instead of just giving wrong speed values to the rest of the car, the new system can tell that its data is not trustworthy anymore and all other subsystems can then act based on that information.

Why is all of this so important? Because a known good speed reading is the base for a lot of other systems. Not only does the ABS use it, so does ESC and AWD traction control. Knowing the exact speed of the car at any given time is a little holy grail for vehicle software systems.

Here’s a video of that in action:

Note the top graph on the left side, displaying a comparision between the actual “true” airspeed of the car in blue (a value we don’t want to use because it’s impossible to measure IRL) vs what the car thinks about its own speed in green. You can see how the two match perfectly under normal conditions but start diverging when the vehicle goes into a drift. That’s expected and there’s nothing I can do about it. However, you can also see that the color of the green line suddenly becomes red as the car notices that it currently cannot calculate an accurate speed reading. This apparently very small detail enables all other vehicle subsystems to be much smarter about what they do.

Speaking of being smarter, the Vivace will also be among the first cars to feature a fully electronic AWD control. So far we mostly relied on mechanical AWD systems, however, they pose issues when being combined with modern electronic driving aids such as ABS, ESC, traction control etc. Being able to finely control what the AWD system is doing during any situation is important for keeping the vehicle safe and stable.
This also leads to a more realistic behavior of the modern cars as their powertrain now closely replicates real world behavior.

A little demo can be found here:

While not all of my wishlist items will be part of the Vivace, it is all going in the right direction.

Another interesting topic is the engines of this car, to date it has the broadest range of possible motorizations, with multiple gasoline, diesel and electric variants. I opted to go a slightly different route for the ICEs this time: Instead of having multiple turbos for a single block, we now have more different blocks, each with a single adjustable turbo that covers a wider range of power levels.

This means the ECU is now the main controlling factor of engine power, so exchanging it to one from a higher tier config can give you more power on the cheap. We also started applying realistic speed limits to the car, again with realistic options to change or remove the artificial limits.

To wrap this up here’s the current list of powertrain options:

  • Petrol 1.0 i3
  • Petrol 1.5 i4
  • Diesel 1.6 i4
  • Diesel 2.0 i4
  • Petrol 2.0 i4
  • Petrol 2.5 i5
  • Single/dual electric motor

Visuals for Mechanical Parts and Lights

Hi everyone, it’s Mitch here. I’m working on the meshes and textures for the engines, suspension and underbody of the Vivace, as well as textures for the lights.

The suspension design of a modern vehicle featuring multiple drivetrain options requires quite a bit of planning. I worked on both low-poly suspension prototypes and high-poly meshes simultaneously, in order to quickly test geometry that worked well with the Jbeam while resolving the more complicated interactions between parts in higher detail.

Once both high-poly and low-poly versions of the suspension and engine meshes were finished, I baked the normals from the high-poly models onto the low-poly parts. All the engine textures are combined into one 1024×1024 image.

I exploded the engine mesh into individual components and used Substance Painter to assign physically based materials to each of them. Substance Painter is capable of generating very subtle and realistic procedural effects such as dirt and rust. There’s not much of it on a new car such as this, but no surface is ever perfect so creating a slightly worn-in appearance is still important. Below you can see a roughness map of the engine generated by Substance Painter.

The textures and meshes are designed to be modular, allowing a 4-cylinder engine to easily be converted into a 3 or 5 cylinder engine simply by trimming or extending the mesh:

Here is the full set of low-poly underbody, engine and suspension meshes, ready for export to BeamNG.drive:

I used Blender’s Eevee viewport renderer to test out lighting functions for the headlights and taillights. Eevee’s physically based renderer with bloom and screen space reflections makes realistic previews a breeze!

Blender can bake the scattered light from emissive materials onto a texture, so I tried using this technique to add the scattered light to the glow map of the vehicle headlights. The result is a subtle but effective spreading of the LED emission sources onto other parts of the headlight component.

Jbeam Development and New Solutions

Hello, Adam here with the bit about Jbeaming our new vehicle! So far we’ve talked about the body and powertrain design, as well as the software side. A vehicle’s Jbeams are what allows our cars to bend, twist and receive damage. The Cherrier Vivace is a fresh take on how to build a unibody vehicle Jbeam structure. Up until this point, most of our unibody vehicles use the same basic design for their frame structure; a single boxed “spine” down the center of the vehicle, simulating the stiffening effect of the integral frame rails on a real car and being a large factor in the Jbeam structure’s rigidity. Shown here is this principle highlighted on the Ibishu Pessima:

This has worked well enough so far, especially on certain vehicles where the integral frame rails do sit fairly inboard and close to this Jbeam structure. However, most modern unibody vehicles are not like this; the frame rails skirt to the outer edges of the floorpan, with the floorpan acheiving its rigidity from the transmission tunnel and other stamped features. In order to replicate this for the Vivace, we took what was learned from the Piccolina’s unorthodox design and applied it to a new unibody design.

Our new design much more closely fits the real thing, as the rigidity is spread evenly across the whole floor area, rather than just the center. Additionally, the Vivace makes full use of all of the improvements that have been implemented on our other vehicles, such as soft-mounted front and rear subframes, realistically weighted parts and more.

That’s it for now. There are a lot of other parts to our vehicle design process such as audio design, discussing and designing the vehicle variations and extensive Jbeam work based on crash data from similar real-life vehicles. But those are all topics for future dev blogs. We hope you’ve enjoyed this look behind the scenes and look forward to sharing more of our development process in the future.

We’ll end with some glamour shots of this very handsome, beautiful voiture Française. You can look forward to getting behind the wheel in an upcoming release of BeamNG.drive.

PS: Turns out that when you have a development team encompassing several nationalities there’s quite a few different takes on how to pronounce a model name. We’ve heard everything from ‘vee-vah-CHE’ through ‘VY-va-seh’ to ‘vee-WAH-shee’. For the record, the correct way to pronounce ‘Vivace’ is this way.

Update v0.18.4 – Crawler Scenario Improvements

20 December 2019

In this tiniest of tiny updates we kicked the track marshal out of the airconditioned trailer to paint some lines on the ground for the crawling scenarios. So now the courses aren’t a county-wide free for all. You’re still ok to drive outside the lines, but the competitive among you can make it a point to remain within them.


  • Added lines to demarcate the crawler course boundaries
An up-to-date list of known issues can be found in the dedicated Feedback & Bug Reporting Thread here.
Instructions on how to update the game here.

Update v0.18.3 – The Ibishu Hopper Crawler Release

19 December 2019

Where other vehicles say “No way. No how.”, the Ibishu Hopper Crawler says “No roads? No problem!” Designed to find a path over and around obstacles and terrain that puts the fear of the scrapyard into other vehicles, the Ibishu Hopper Crawler features a lift kit, upgraded suspension, super-sized offroad wheels, four wheel drive, finely tuned gearing and body armor where appropriate. There’s also a roll cage for those moments where you go from extreme pucker factor to sudden release, if you catch our drift. Whether inching its way over boulders or slamming through undulating countryside, the Ibishu Hopper Crawler is for those who see potential paths wherever they go. Try it out in the three new crawling scenarios designed to show off the capabilities of this mountain goat of vehicles.

Best wishes for the holidays from all of us here at BeamNG. You’re an awesome community and we couldn’t do the things we do without your continuing support and encouragement.


  • New variant of the Ibishu Hopper: The Crawler


  • Three crawling challenge scenarios for you to beat using the Ibishu Hopper Crawler
An up-to-date list of known issues can be found in the dedicated Feedback & Bug Reporting Thread here.
Instructions on how to update the game here.

Oh yeah, almost forgot! Here’s a holiday present for the speculation thread:

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