BeamNG.drive

Beam NG Drive update.png

BeamNG: Drive has been updated to reach version 0.5.6.1 of the unique soft body physics driving simulation.

Highly moddable and featuring a number of visually impressive locations and vehicles BeamNG has been growing in size and functionality of late. With several sizable patches and improvements released for the game in recent weeks Drive is fast becoming a solid and enjoyable title that continues to grow in popularity within the sim community.

Following a few initial bugs encounted post 0.5.6 update the developers have released a quick hotfix patch to address some of the new issues.

A full changelog including hotfix release can be found below.

Bugfixes 0.5.6.1

  • Fixed extremely long vehicle’s loading times (That was complicated to fix. The vehicle loading stalled the GPU uploads and forced them into synchronization with the CPU)
  • Utah: Fixed terrain creating spikes on the eastern end in the tunnel entrance, fixed hole in the map
  • Fixed crash on certain messages from inside libbeamng
  • Improved support tool workflow a bit: added extra field to the support request
Changelog 0.5.6
  • Added new vehicle ETK K Series
  • Added SMAA Antialiasing
  • New Quickstart menu: control the most important things directly with the gamepad
    It is highly dynamic to what is going on. More things in there soon.
Physics
  • Fixed timing issues that could make the simulation run in slight slow motion
  • Fixed engine flooding being partially tied to graphics framerate
  • Fire simulation now uses the dynamic exhahust manifold temperature, fires should happen less often with a cold engine
  • Ability to run the physics with maximum speed. This is the same way bananabench operates – only with graphics. Use with “be.physicsMaxSpeed = true” in the GE Lua console.
Renderer
  • CPU render optimization for Forest items
  • Vehicle GPU optimizations using compute shaders on DX11
  • Fixed memory leak with dynamic decals/tiremarks
  • Optimized uploading UI to GPU
  • Fixed FPS limiter
  • Fixed skybox rendering
  • Fixed frame limiter always enabled
  • Added moddable license plates (Tutorial here)
  • Fixed vehicle skin slots on child parts
  • Optimized generation of decals/tiremarks on TSStatic objects
  • Fixed generation and render of imposters
  • Improved launcher handle for non-updated OS
Vehicles
  • Added new vehicle: ETK K-series (More variants to come later)
  • Added 3 new hubcaps
  • Make Anti-Lock Braking System (ABS) removable on all cars that have it
  • Made door panels optional for Moonhawk and Barstow
  • Fixed various broken link errors in jbeams
  • Official Content is indicated with a small icon now
  • Fixed Large Crusher not observing user defined bindings
  • Added analog input support for Large Crusher (you can now crush vehicles as slowly as you want)
  • Implemented improved ESC 2.0 (WIP), much better control over how cars react to over-/understeer
  • Added damage message when a containing beam of a fuel tank breaks
  • Changed ‘Police’on ETK800 Lightbar to ‘Polizei’
  • 200BX: Fixed drift tires becoming unstable/popping too easily
  • Barstow: Jbeam improvements to achieve better stiffness on front end and body in general, steering flexbody improvement
  • Bolide: Suspension jbeam redesigned for lower rear roll center, better steering geometry
  • Covet: Fixed Okudai sideskirt self collision glitch
  • D-Series/H-Series/Roamer: Fix off road leaf spring suspension over extending after landing jumps
  • Grand Marshal: Fix instability with 245/50R17 sport tires
  • H-Series: Fixed suspension limits to prevent clipping through flatbed/cargobox
  • Miramar: Front subframe less likely to bend, increased Miramar roll cage strength in front impact, fix broken damping tuning variable, fix missing suspension sounds
  • Moonhawk: Steering flexbody improvement
  • Pessima (89): Fixed rear bumper becoming unstable after minor bumps
  • Pigeon: Redesigned front suspension jbeam, added latest leaf spring design to rear suspension
  • Sunburst: Stronger wheel connections
  • T65/T75: remove license plate on frame with cargobox and flatbed configs
  • Tweaked some dash cams to make sure all cars have consistent camera sway when driving
  • Normalized force feedback strengths between cars, improved high speed steering damping to reduce shake while still allowing fast steering
  • Change all cars steering back to dual hydros (less chance of car pulling left or right)
General Bugfixes
  • Fixed syntax problem breaking the reload function, forcing users to restart the game
  • Fixed OutGauge support. Instructions here.
  • Fixed shifting mode notification spam during recovery and other situations
  • Fixed some settings not being correctly loaded during startup in a few rare corner cases
  • Fixed crash to desktop when trying to pack prefabs in editor
  • Fixed issue with OpenAL that cause to use a very low number of concurrent sounds
  • Fixed per-level gravity not being used correctly on startup
  • Fixed Crash to desktop on strange sound runtime conditions
Terrains / Scenarios
  • Created Utah tunnel
  • Completed reduction mill building
  • Added details to Utah
  • Fixed shallow water in Gridmap preventing engine flooding in certain cases
Input
  • Added option to allow gamepads and other controllers to work even when window is not focused, as well as force feedback (disabled by default)
  • Added Force Feedback response curves for Logitech G25 and DFGT, and Thrustmaster T300RS and T500RS (reset your bindings if you don’t see the curve right away)
  • Fixed parser of force feedback response curves when finding empty values
  • Modified camera related bindings, they are now categorized together in Controls menu
  • Fixed inability to customize vehicle-specific bindings
  • Fixed inability to disable force feedback in multiseat mode in the controllers of secondary players
  • Force feedback and vibration effects are now disabled during pause
  • Deprecated “Switch FOV values” and “Toggle DoF Zoom” bindings
  • Normalized force feedback strengths between cars, improved high speed steering damping to reduce shake while still allowing fast steering
User Interface
  • Tweaked Navigation App (now in 3D and with multiple vehicle support)
  • Added vehicle damage app
  • Added visual vehicle damage app
  • New UI app placing
  • Added turbocharger gauge
  • More intuitive apps’ placement
  • Minor bugfixes
  • Updated Main & Loading menu images
  • Fixed TripComputer
  • Fixed Node/Beams Debug App
  • Updated/Fixed Unitsystem for Apps
  • Filter Vehicles in Vehicles Selector for Official and Mod
  • Vehicleselector now also shows pc files
  • Launcher now has a simplistic user interface. Also improved support workflow: It opens the support form after submitting files. You can skip the new UI by using “-noninteractive” as first argument to the game.
AI
  • Added simple AI chase mode
  • Fixed AI bugs triggering when no player vehicle exists
  • AI speedup through the use of quadtrees
  • Added a function to quadtrees that reduces the memory that they need
  • Added Manual Destination selector in Artificial Intelligence Control app
Terrain Editor
  • Added new terrain tools (‘smoothing’ and ‘align with mesh’ tools)
  • Added holes feature: you can cut holes into the terrain now and drive below terrain as well.
  • widened the editor sidebar from 210 to 260 pixels
  • improved the starting height of the sidebars to fill the whole screen all the time
  • Do not allow the headlights to be selected when selecting vehicles
  • Removed a lot of obsolete sound classes
Misc
  • Convex objects now have collision:
  • Added relative camera mode:
  • Improved Node Grabbing: camera will now automatically switch to fixed mode, to prevent grabbing forces buildup
  • Improved vehicle recovery system (Insert key): vehicles will no longer be restored upside down
Jbeam / Lua
  • More accurate torque reaction physics
  • Added hubTriangleCollision option to pressureWheels
  • Changed support beams to always have 0 transitionZone
  • Removed automatic damping limits on bounded beams. Now, if excessive damping is used on bounded beams it can destabilize them
  • Fixed error in input.lua deserializer when reloading vehicle after having used vehicle-specific bindings
  • Implemented radiatorDeformThreshold, which specifies how much deformation a radiator can take before it actually starts leaking
Known Problems
  • Torque Curve app broke – removed it for now

Have you tried BeamNG: Drive yet? Do you enjoy the game? What do you enjoy most about the game? Let us discuss the game below!
 
Is this still just a sandbox driving game? ie: are there any single player goals/missions etc yet? I bought it a while back but it was quite buggy, so haven't tried it since.
 
This was the best update so far! Previous to this frame rates were very unstable (random fps drops) and AA was really bad, now they fixed that and a lot of other issues and the game performs as you'd expect on a mid to high end system.
There are some "scenarios" (or missions) that allows you to chase other car, or drive around a pre-set circuit with checkpoints, but nothing much. It's more of a sandbox than anything else.
It also supports mods but there are very few out there, at least quality ones.
 
Sure, but only to learn how basicly to drive a car with manual clutch and gearbox, how to steer and use throttle or brakes and predict car speed before turns, because he will be alone on the road(s). If you want your kid learns something about the traffic, next step should be Euro Track Simulator, where you need to drive trucks, but overall traffic is really well done and my son use it as a urban traffic driving learning tool :D.
 
Beam NG Drive Update 0.6.png

Beam NG: Drive has received a substantial update that brings the title to version 0.6 as well as introducing a new vehicle to the sim.

As can be seen from the below update log, version 0.6 features a whole raft of updates and enhancements with some interesting new functionality introduced to the simulation. Version 0.6 brings a new vehicle, the ETK I Series and several feature updates including physics changes, a new garage mode and brake temperatures across all cars (take note Kunos...).

Currently available through Steam Early Access, Beam NG: Drive is a vehicle simulation game featuring high quality detailed vehicle dynamics and physical deformation as part of an advanced physics engine. Receiving regular updates and enhancements, Beam NG: Drive is fast becoming an immersive driving experience for players looking to experience a new and engaging driving experience.

Update version 0.6 change log:

Physics
  • Improved overall stability of the physics core
  • Added couplers, which can attach two nodes together into one
  • Brakes now use both of wheel axle nodes for brake reaction torque if no brake “nodeArm” has been defined. This improves the behavior of brake reaction torque (on the brake pads)
  • Physics core stops executing LUA when an error happens. Previously the physics core continued to execute LUA, spamming the log with error messages
  • Triangles with zero drag and lift do not affect aerodynamics anymore
  • Fixed a dynamic collision bug that appears when few nodes exist in the terrain
  • Environment’s sea level temperature can be changed now in the physics core, previously it was hardcoded to the average Earth temperature (15 degrees Celsius)
  • Fixed movement of spawning vehicles when simulation is freezed
Vehicles
  • Added new vehicle ETK I Series
  • Added new dry van trailer, towable with the T-Series
  • Added new bollard prop
  • H-Series: Added new ambulance variant, weakened driveshaft, added new 5.5L V8, fix rear leaf spring shackle colliding with body
  • D-Series: Added optional trim and running boards, weakened driveshaft, added new 5.5L V8, made tailgate openable
  • Roamer: Added optional running boards, weakened driveshaft, added police spotlights, added new 5.5L V8
  • Grand Marshal: Added taxi variant, added police spotlights and antenna, added new 5.5L V8, added adjustable race suspension
  • ’88 Pessima: Added vented hood, added widebody kit, added some aftermarket spoilers, added skin for “Custom”, more damping on rally suspension
  • Moonhawk: Made lettering removable, weakened driveshaft, added “Race” variant with adjustable suspension
  • Sunburst: Fixed skidplate making stock bumper deform, added some aftermarket spoilers, added front splitter, added widebody kit and “Hill Climb” variant, increased suspension damping for race and rally, lowered rear suspension roll center, strengthened some suspension parts
  • SBR4: Fixed ABS not working, fixed speedometer limit, added widebody kit
  • Added brake thermals properties to all cars
  • Added brake pad choices to all cars’ brakes
  • Replaced fake superchargers with real ones, using a new supercharger simulation
  • Bolide: Increased suspension damping, more realistic engine inertia to help control wheelspin
  • Barstow: Added roll cage, added skinnable second channel UVs, modified stage 1 supercharger to fit under scooped hood
  • 200BX: Improved rear suspension geometry to greatly reduce compliance steer with wide tires; “Demon” config has more stable handling now
  • Covet: More damping for race/rally suspension
  • ETK K-Series: Fixed some engine meshes being in the wrong place, re-added missing radiator tubes, added imperial gauges
  • ETK 800 Series: Re-added missing radiator tubes, now defaults to imperial gauges to be more consistent with the other cars
  • T-Series: Fixed front license plate being inside the heavy duty bumper, lowered fifth wheel, added coltris to cargo box for less object clipping, reduced brittleness of cargobox panels, fixed instability of cargo box floor when rear doors opened, fix wheel hub/brake drum flexbody problem
  • Pigeon: Fixed stabilizer wheels missing/broken
  • Improved ABS settings for better braking distance with anti-lock brakes
  • Reduced radiator strength for most cars (they had become nearly invulnerable)
  • Improved trunk flexbody spiking on cars with trunks
  • Tightened gearing on rally configurations
  • Separated small trailer and giant flail to their own separate vehicles, now attachable with couplers
  • Fix wrong offsets on ETK F13 and Dreid RallyPro wheels
  • Made classic-style lightbar properly breakable
  • Removed clutchtorque values from all cars’ engines because the drivetrain simulation now auto-calculates a suitable value
  • Removed nodeCoupling nodes/beams from all cars suspensions no longer needed with more advanced 3 point brake torque reactions
  • Tweaked all carbon fibre materials to darker and smaller pattern
  • Small Trailer: Suspension reworked, added support to use common wheels
  • Barstow: Fixed seat support beams
  • 200BX: More damping on base and sport versions, less anti-dive geometry in the front suspension.
  • Semi: Tires have more direct handling but a bit less maximum grip
  • Cannon: Improved the firing method, it now works fine in slow motion. Made the overall veahicle heavier and more stable. Fire button remapped to “RB” on xbox gamepad
  • H15: body panel rigidifiers weaker but not breakable now, to reduce chance of mesh stretching
  • Many debug bindings are now more consistently using “CTRL” combination key, to prevent accidental use.
  • Added left-shift binding to increase camera speed (Relative and Flying cameras)
  • Improved recovery system (‘insert’ key): it now remembers the path even after reloading or resetting the vehicle
  • Tweaked keyboard steering, you can now choose between Grip and Drift filters (in steering bindings), which should be suitable for more driving styles
  • Fixed inability to invert mouse camera axes
  • Fixed steering not working while radial menu is active
  • Fixed buggy radial menu render while using flying camera
  • Simplified FPS and Advanced Metric panels into a single binding (ctrl+f and ctrl+shift+f) that cycles through both panels
  • Fixed dragAI helper not working corretly for some car orientations
  • Internal cameras now use the zoom buttons to change FOV
User Interface
  • Main menu: you can go back to it now and better visuals
  • Fixed AI Control app not always populating list of map addresses
  • Added support for per-scenario UI layouts (add a “uilayout” key in the scenario json file)
  • Fixed damage UI app mixing data from several vehicles
  • Fixed flickering of UI apps in multiseat mode
  • Added lots of hints to loading screen
  • Fixed force feedback app not showing the full range of steering input
  • Fixed G-Force UI app trail line being too long
  • Fixed confusing gear binding names when shown out of context (e.g. filtered search)
  • Fixed some binding conflicts not showing up
  • Added vehicles as targets to AI Control

Added smarter target selection for flee/chase AI modes
  • Updated vehicle debug app with two new options (“Ignite node minimal” and “Explode vehicle”)
  • Added extensive performance stats to all cars
  • Improved UI reaction times in Modmanager (not the disabeling and enabeling of mods themselves)
  • Implemented Hints for loading screen
  • Added filters and data fields in vehicleselector, that change with unit change (e.g 0-100km/h vs 0-60mph)
  • Improved the vehicle damage app
  • Added new engine damage app
  • Cosmetic changes to debug menu + disabeling some options if they aren’t available
  • Added reset button for ui theme
  • Added reset button for app layouts
  • Fixed warning about firewall blocking the game and making it impossible to connect to the android controller
  • New consistent image, for content, that doesn’t have an image
  • Added some Icons for xbox controller bindings
  • User can choose, if his custom configurations should be shown in the vehicleselector now
  • Slight cosmetic changes to help
  • Fixed ingame benchmark (in help)
  • Added ranges to filters in vehicleselector (e.g. value)
  • Help now shows a lavasoft warning
  • Display aero/hydro-dynamic forces in the collision triangle debug visualization
AI
  • Optimized ai speed planning calculation
  • Upgraded manual mode to follow a set of user specified nodes and the ability to set user specified speeds (user path planning).
  • Implemented a race mode as part of the manual mode to loop over a closed circuit path for specified no of laps
  • Optimized graphpath shortest path finding code
  • Fixed bug related to isolated manual nodes (set as BeamNGWaypoints) in nav map
  • Further improvements and bug fixes to the chase mode
Terrains
  • Polish work on Utah (improved road placement, rocks, etc)
  • Fixed tree stump on East Coast USA having a larger colmesh than it needed
  • Increased the lod of trash bins on East Coast USA and Utah
  • Utah: fixed strange lod issue with tunnel, added missing materials for the reduction mill
  • East Coast USA: Improved some AI roads
  • Made the red water of Small Island more water like
  • Added per level temperature curve based on time of day
Misc
  • Added confirmation screen when clearing cache, launching safe mode
  • Added Lavasoft flag and incompatible OS flags for launcher
  • Added force 64bit launch button to launcher when in 32bit otherwise
  • Improved mod support for license plates
  • setDefault vehicle – allows custom default vehicle
  • Fixed bug with duplicated license plates using SteamID
  • Fix nomove goal problem with old format scenario’s goals
  • Fix Enable Competitive scenario conditions
  • Smoothed tire skidding and rolling sounds, should be less twitchy now
  • Added tire scrubbing sound effect
  • Refactored map tracking to only use object ids
  • Reworked and improved vehicle tracking, much cleaner and less error prone now
  • Added support for meshes render using translucent zwrite
  • Added reverse time for scenarios
  • Small speedup of vehicle loading
  • Tiremarks now stay visible much longer before disappearing
  • Relative Camera mode: you can store and restore positions now (see pie menu)
  • Fixed buggy quotes in chat app
  • automatically loading vehicle modules from the lua/vehicle/extensions/auto
  • added global variable detector: It warns if you add a variable in the global Lua scope.
  • optimized vehicle loading: loading all files into memory first to cluster disk access without delays inbetween
  • drawing a skeleton if no flexmeshes are present
  • renamed Lua extension callbacks to make more sense: init, oninit, onLoad > onExtensionLoaded, unUnload > onExtensionUnloaded
  • Game ships with proper cached collada files now which should result in faster loading times
General Bugfixes
  • Fixed LUA serialization of float3 and Vector3F, added serialization of Quaternions
  • Fixed a crash while using “Save level as…” in editor
  • Fixed tire skidding sound delay: it should now be much easier to feel the tire grip limits
  • Fixed conflicting output in OutSim when multiseat is used
  • Fixed bullet-time progressive effect: first time an observer cam was triggered, the fade effect started from zero speed, rather than current speed
  • Fixed inability to start scenarios when coming from the same level in Freeroam mode
  • Fixed map data potentially surviving a level change
  • Fixed launcher on Windows Vista without SP2
  • Fixed crash on Material system when vehicles have invalid json files
  • Fixed crash on Forest when render more than 10k items on a render batch
  • Fixed raycast normals on terrain
  • Fixed crash on vehicle spawn related to sounds
  • Fixed crash when game windows is minimized for some time
  • Fixed camera reset on change game options
  • Fixed render artifact at the botton of flat surfaces
  • Minor fixes on graphic options
Jbeam / Lua
  • Implemented realistic supercharger simulation
  • Implemented basic thermal turbo damage
  • Refactored Torque Curve App, fixed outstanding issues, overhauled visuals, added support for hybrid turbo + supercharger setups
  • Fixed turbo RPM shooting up while shifting, due to faulty wastegate actuator
  • Implemented much smarter ESC/TCS decision logic which helps keep control over the car in case multiple assistance systems are active at once
  • Required clutch torque is now automatically calculated if no value is present in jbeam
  • Fixed drivetrain bug with certain props where it expected ABS data to be existing
  • Fixed deform/break group visualization if a beam was part of more than one group
  • Added ability to poll scenario data from running scenario, for potentially dynamic displays in vehicles
  • Tweaked cruise control to accelerate with a fixed maximum acceleration
  • Added automatic indicator turn off
  • Added advanced damping to node grabbing to make it more controllable
  • More accurate measurement of non inertial G-forces on Z-axis, this improves engine’s oil starvation behavior
  • Improved brake angular velocity sensors
  • Added queueObjectLuaCommand (sends LUA commands to another vehicle), getNodeCount and getBeamCount functions to physics core
  • Improved arcade gearbox engine RPM buildup
  • Fixed drivetrain bugs that affected reverse gears
  • Fixed bug with oilTemperature when no engine exists
  • Tweaked spoiler jbeams for cars with spoilers
Known Problems
  • Missing vehicle props (steering wheel, etc) in garage mode
  • Vehicles don’t spawn in the correct position in garage mode
  • Render artifacts with vehicle spotlights
  • Replay: Switching vehicles or levels may crash the game
  • Replay: Recording broken after vehicles lose parts
  • Replay: Audio and some visual effects not working

Couplers – Hook vehicles together:

Do you play Beam NG: Drive? What do you think of the title and what could be improved? Let us know in the comments section below!
 
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I could not disagree more Emerson, sorry... this simulator is not from this time yet. I belive that "graphics battle" has reached the limit, many games looks fantastic nowdays, but the new feature to be mastered by gaming devs are Physics. BeamNG imho is very very advanced in this particular task, and maybe too much for the current hardware of players. If u didnt test BeamNG with an steering wheel yet please dont miss that experience, its amazingly advanced software, the only one i enjoy playing offline as much as NetKar-Pro.
 
The new ETK I race version (totally not a mercedes 190 evo *ahem* ;) ) is a total blast at Lime Rock. I hope some other racetracks will be modded soon. It is not the best FFB I have experienced, but it is certainly not the worst either. I am really digging this update so far.
 
Beam NG Drive.jpg

BeamNG: Drive - bet that's a game you've forgotten all about... Well good news, the title has received a considerable update, bringing it up to build version 0.7 and adding a couple of new campaigns and locations for good measure.

As usual with an update for this title, the changelog is substantial and touches on many aspects of the game. Highlights of the 0.7 update include a new location in the form of the ETK Driver Experience Centre, a new "Senseless Destruction" campaign (video below) and wealth of updates, enhancements, fixes and tweaks to this technically advanced simulation.

Senseless Destruction Campaign

The full changelog (if you can spare 10 minutes) can be seen below:

Physics
  • Improved Force Feedback calculations, better avoidance of vibrations for a given amount of smoothing
  • Improved the stability of couplers
  • Added object collision event reporting to physics core (used by scenario subsystem)
  • Improved stability of object to object collisions (heavy objects on trucks are stable now)
  • Fixed cooling logic for air cooled engines
  • Added burnEfficiency as a table for more accurate idle fuel consumption support
Gameplay
  • Recovery using blending now
  • Ability to use different spawnpoints per level. The last used spawnpoint will be set as default
  • Added Home position functionality: press ‘ctrl+home’ to set a new home position (for current vehicle and session), and ‘home’ to go back to it. This is meant as a replacement for some of the side-effects of ‘ctrl+r’ and ‘i’ bindings.
  • Default shifting mode is now automatically set after user explicitly switches mode with ‘Q’
  • Camera paths
  • Multiseat will now be automatically disabled after closing the game (to help users who forget about the setting being enabled)
Vehicles
  • Added flatbed trailer
  • Added tanker trailer
  • Added skins and load for dry van trailer, which is now skinnable
  • Added more racing wings and splitters to various cars
  • Animated driveshafts on all cars which have a centre driveshaft
  • Trailers: improvements to deformation, especially underride guard
  • H-Series: added off-road fender flares, added lifted springs for a cheap, simple off-road option, adjusted front suspension meshes to match geometry better
  • D-Series: added Border Patrol variant, added spotlights, added push bumper, fixed rear shock meshes protruding through bed on hard landings
  • D-Series/Roamer: added super heavy duty rear springs and shocks, added lifted springs for a cheap, simple off-road option, moved solid front axle nodes to better match location of front differential, adjusted front suspension meshes to match geometry better, minor changes to fuel tank and flammable nodes
  • Bolide: added new 350 trim level (below 350 GT) with softer suspension and different wheels
  • Covet: added Selecta skin
  • Pigeon: added 2nd channel UVs for skinning, added Flames skin
  • Moonhawk: frame can separate cleanly from body, door hinges improved, fixed rear axle beams breaking on hard launches with drag version, fixed some causes of instability in front end, radiator hoses now break fully in crashes
  • ETK 800: added Driving Experience skin
  • Miramar: fixed typo in Okudai G/W Skin, radiator hoses now break fully in crashes
  • Barstow: radiator hoses break fully in crashes
  • 200BX: fixed door panel missing
  • Grand Marshal: fixed not using auto calculated clutch torques
  • ETKI, Covet, ’88 Pessima, ’98 Pessima, Miramar: Improved breaking behavior of inter-part coltris for more reliable collisions (others still wip)
  • Grand Marshal, Barstow, Miramar, ’88 Pessima, ETKI, Burnside, Bolide, ’98 Pessima: increased fuel tank strength, made fuel tank damage more accurate on all vehicles
  • Kickplate: redesigned with new jbeam and visuals, now automatically detects vehicle speed and tries to compensate
  • Increased tire pressures on Semi and Semi Trailer tires for lower rolling resistance with heavy loads
  • Fixed duplicate beams on tire wall prop
  • Rollcage: Colormask support (can change color using the first additional color wheel)
  • Large Cannon: fixed bad refnodes, increased size of piston jbeam so vehicles do not get stuck in the sides, added auto-retracting after firing, fixed misfiring in slow motion, can now be fired using axes, not just buttons
  • Cannon: fixed misfiring in slow motion, can now be fired using axes, not just buttons, fixed particles emitting too quickly at slow motion speeds, added warning when attempting to fire for a second time
  • Added “Stabilizer Nodes” support to pressureWheels, to allow easier conversions from Rigs of Rods. Stabilizer node can be added in the wheel definition with {"nodeS:":""}
  • Fixed many various minor vehicle bugs
Terrains
  • Added new ETK Driver Experience Centre map
Beam NG ETK 1.png
Beam NG ETK 2.png

  • Utah: Minor adjustments to (fixed rocks, road positioning etc), fixed reduction mill
  • Industrial: removed checkpoint, improved sky settings
  • East Coast USA: minor improvements (roads, building lods etc)
  • Added multiple spawn points to East Coast USA, Utah, Small Island, Jungle Rock Island and Industrial (these will be displayed after single clicking the map)
Input
  • Improved parking brake (spacebar): it will guess your intention in most cases (parking vs drifting), eliminating the need to use the two old “Temporary” and “Permanent” parking brakes (still available in Controls menu).
Added initial support for modding of global and vehicle-specific bindings. More details here and here.
  • Improved bindings accessibility: all bindings can now be used, even when ‘Advanced Functions” is disabled
  • Fixed unintended vibrations in Logitech G25 steering wheel
  • Changed “previous vehicle” binding from shift+tab to ctrl+tab, since Steam already uses that combination
  • Regrouped and reordered all bindings list for easier location
  • Prevent creation of problematic bindings for right mouse button
  • Fixed lack of explanations when using using an H-shifter device while in Arcade shifting mode
  • Added mappable input actions for the cruise control (no default mappings)
  • Added direct set access for fog lights and lightbars
  • Arcade shifting into reverse should happen a bit later now, to avoid going into reverse while still braking
  • Added ctrl+L / shift+L to lock / unlock all couplers
  • Deprecated the “Free Look” binding (it was not used anywhere)
AI
  • Fixed AI unable to drive when user had switched the vehicle to any manual/automatic shifting mode
  • Improved AI route and speed planning calculations
  • Optimized graphpath shortest path algorithms
  • Bug fixes in the AI cruise control part of the App (unit conversions)
  • Refactored AI speed control API to work better with the AI app side
  • Augmented AI Implicit target Object selection (applicable to flee and chase modes)
User Interface
  • Translation basics (not finished yet), using our new web service: translate.beamng.com. (How to use them here)
  • Revamped Pedals and Axis UI app
  • Updated tacho2 to use UI unit system
  • Improved Scenario end screens
  • Fixed some cases where the UI would stop responding to mouse movement or clicks
  • Improved controller support for scenario start and end screen
  • Scenarios can now be started using Return and Throttle keys in keyboard, and A button in XBox gamepad (rather than Throttle axis)
  • Fixed transparent pie menu if only one item was present
  • Fixed non-focused vehicles showing their damage notifications on screen
  • Fixed pie menu not showing Configurations menu if a mod used different upper/lower case than the original vehicle directory name
  • Messages UI app can now show binding icons with the correct keys/buttons, rather than hardcoded plain text
  • Fixed Messages UI app randomly ignoring messages
  • Fixed Messages UI app randomly showing messages for longer than requested
  • Fixed damage notifications staying on screen after repairing the vehicle
  • Fixed binding categories order not being followed in the Controls menu
  • Fixed lack of explanations when using using an H-shifter device while in Arcade shifting mode
  • Trailers are positioned after the trucks in the vehicle selector now
  • Improved version display in main menu
  • Fixed aspect ratio of the preview thumbnails for the level selector and the vehicle selector
  • Better Position/rotation attribute controls in the editor
  • Debug Menu now updates it’s values if short cuts are triggered
  • Enhancement for gamepad users in selectors: info updates now when the tile has focus, not only on click
  • Simple Tree Option in Vehicleconfig: only show the dropdowns that have more than the empty and not empty option
  • Fixed camera issues in the garage
  • Improved scenario selector search bar
  • Fixed inability to close UI apps if another app was overlapping
  • Resized bindings panel to fit most of the important ones without word wrapping
  • Fixed various issues in BBcode parser
  • New locales format: flat, new translation service
  • Fixed search fields in Garage not always receiving keypresses
  • Fixed quickacces spamming the console if any module fails to load correctly
  • Added ‘Map’ and ‘Goals’ properties to the scenario selector
Audio
  • Implemented pitch-shift audio simulation when running in slow motion
  • Increased audible distance of vehicle sounds
  • countdown sounds added
  • “scenario complete” sounds added
  • user interface sounds added
Renderer
  • Added option for reduce the number of shadows rendered to increase render performance
  • Fixed imposter generator don’t use vertex color
Scenarios
  • Added new Statistics and Scoring system for use in scenarios and campaigns
  • Added ability to freeze any vehicle action (such as cannon firing) during countdown. More details here
  • Added slow motion during results screen
  • Added cameras to ‘Intersections’ scenarios
  • Added ‘Tanker Delivery’ scenario
Misc
  • Added online mode basics: the initial base for all upcoming online features (leaderboards, etc).
  • Added cloud-settings, will be synchronized/stored on Steam account
  • New decal file format using json
  • Scenario creation: raceGoal syntax checker fixed, it was skipping checks for some vehicles
  • Outgauge / remote control app fixed up
  • Improved ingame download: now using lua to download files
  • Added some new features to the decalroad (work in progress)
  • Obsolete code and content cleanup
  • Scenario vehicle extensions (work in progress)
  • Camera shake basics
General Bugfixes
  • Improved game error dialogs: better help and support link
  • Improved Game crashes / inability to start game because of missing DLLs: will show better errors now and link to more help and support
  • Added Verify data to the launcher to verify the game installation
  • Fixed launcher not starting if msi.dll was missing or corrupted
  • Fixed LuaJit crashing randomly on file IO work
  • Fixed crash on invalid object field in world editor
  • Fixed possible crash when opening a replay recorded in a different map
  • Fixed recovery system forgetting rotations previous to any vehicle reload or reset
  • Fixed 3D Editor camera menus not always showing updated camera information
  • Fixed camera movement being fast-motion for up to several seconds after loading any level or vehicle (the period will now be much shorter)
  • Fixed camera being moved to level coordinates 0,0,0 after removing the last vehicle: camera will now be kept wherever it was before
  • Fixed several (harmless) warning logs when entering the editor
  • Fixed scenario failure screen ignoring messages specified by lua code, instead using the one defined in json
  • Bumped replay version: files recorded with previous versions will no longer be readable (this will continue happening until the replay system is stable enough)
  • Replays now also record changes to the five vehicle color slots
  • Added reminder on how to switch to the previous vehicle when spawning a new vehicle (binding has always been there, this just makes it more visible)
  • Observer camera can track any object of interest, not just the player vehicle
  • Orbit camera can now track an object using other reference nodes besides the default ones
  • Fixes on Broken truck and Delivery truck scenario
  • Fixed scenario changes on level leak to freeroam
  • Improved stability of “NoMove” goal on scenarios
  • Improved performance when debug long camera’s SimPath
  • Fixed performance issues with environment.lua
  • Fixed scenario’s waypoints when vehicle is changed
  • Fixed Quaternion default constructor on lua
  • Fixed Instability / memory corruption issues
  • Fixed JSON parsing context not working. Now displaying where the data it parses came from
  • Fixed loading the user selected default vehicle when that vehicle does not exist
Jbeam / Lua
  • Prop hiding support: allows the creators to hide props if a breakgroups is triggered
  • Fixed issues with vehicle names starting with the string “DIR”
  • Shortened vehicle initialization
  • Optimized mathlib (vec3 is faster)
  • Fixed driveshaft stopping rotating beyond a certain speed
  • Fixed chase camera jittering
  • Improved vehicle damage estimation calculations (used for scenario scoring)
  • Optimized Lua extensions: hooks perform better
  • Added support for vehicle extensions for scenarios
HOTFIX Changelog:

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

Bugfixes
  • Fixed render issues on DirectX10 GPUs
  • Fixed empty Freeroam menu when maps with multiple .mis files were installed
  • Improved orbit of orbit cam
  • Reduced jittering of orbit cam
  • Fixed incorrect thumbnails being shown in Freeroam menu (for maps without info.json files and with multiple .mis files)
  • Fixed unintended switch to free camera when removing the current vehicle (should only happen when removing the last vehicle left)
  • Fixed rare crash related to certain keyboard events
  • Fixed Return key not working for ingame console while menus are shown on screen
  • Fixed missing translations in DCT and 8AT transmissions
  • Fixed wrong message being displayed when switching to Automatic mode in DCT transmissions
  • Fixed Messages UI app not correctly updating the text of a category in some cases
  • Reducing stuttering caused by update UI to GPU
  • Added “Pause” action to the scenario’s blacklisting
  • Fixed GroundCover on terrain holes (fixes flying rocks in tunnel entrances)
  • Fixed enabling and disabling statistics tracking
  • Improved ending sequence of scenarios, vehicle crashes should come to a reasonable end before the scenario end UI appears
  • Added easier backwards compatibility for the “old” node offset functionality
  • UI: Fixed target Vehicle field not updating correctly on AI app on vehicle switch
  • UI: hardware page updated, problems shown in main menu again. Added ability to acknowledge them. Fixed critical battery state.
Terrains
  • Derby: Fixed decalroad issue
  • ECA: fixed lod of town base being too dark
  • Chapter 1: improved downhill, improved many of the intro cameras to be quicker
  • Chapter 1 Bridge: Fixed excessive slow motion after vehicle falls off the bridge
  • Chapter 1 Wall Jump: Fixed distance tracking and scoring
  • Utah: fixed issues on some decalroads, minor terrain/forest/etc fixes
  • ETK test centre: Fixed splash particles not spawning on slippery surface
Vehicles
  • Strengthened most tires by 10-20% to reduce popping when bumping curbs
  • Fix Semi cab to frame mounts breaking too easily
  • Fix part of East Coast Town using visual mesh for collision (leading to tire popping on curbs)
  • Added proper ETK800 Driving Experience config
  • Added “Wood” Groundmodel to Suspension Bridge to eliminate sparks
  • Fix Semi driveshafts not breaking
  • Fix Pigeon rear wheels clipping through bed on hard cornering and jumps
  • Flatbed trailer: improved jbeam structure so that it can be crashed into better, added straps and improved steel pipes loads, added steel pipes config

Let us know what you think of the game, and share some of your favourite moments in the comments section below! Opening Image credit: Insanegaz YouTube channel.
 
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It's a HUGE update with a lot of new content. I will try this tomorrow. It's not really a game but it's very fun and relaxant to use it.
 

What are you planning to upgrade this Black friday?

  • PC

  • PC Hardware (ram, gpu etc)

  • More games (sims)

  • Wheel

  • Shifter

  • Brake pedals

  • Wheel, shifter and brake in bundle

  • Rig

  • Something else?


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