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Old Aug 7, 2017, 09:44 AM   #1
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metroidfox
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Default BeamNG.drive

There was only one brief mention of it in the forums, so I'm creating a real thread for this because it really deserves it.

https://www.beamng.com/

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Old Aug 7, 2017, 05:56 PM   #2
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Are they ever going to finish it? How many years has it been in early access? 3 or 4 I think.
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Old Aug 7, 2017, 06:38 PM   #3
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I will wait on early access games, I bought Next car game (Wreakfest) years ago and its still in early access.
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Old Aug 7, 2017, 09:57 PM   #4
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Bought this in 2015 summer sale, progress is as slow as wreckfest and star citizen but this sure better than something like the new car crashing game from supposedly ex burnout dev...

Too bad they refuse to use steam workshop to accommodate modding though they insist on their own launcher packaging.
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Old Aug 8, 2017, 10:24 AM   #5
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rubber cars! that looks neat. ill bite
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Old Aug 8, 2017, 11:50 AM   #6
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Wow, so this will have realistic physics AND a fully open world full of various terrain to drive over?

AND Crysis type graphics (they're shown in the video)?

Definitely looks interesting.
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Old Aug 8, 2017, 03:54 PM   #7
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Early access, I wish there was a time limit they put on these things so they don't DayZ your life away or Star citizen milk the money until they dissolve into nothing.
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Old Aug 8, 2017, 05:33 PM   #8
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Some more videos:


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Old Aug 9, 2017, 12:40 PM   #9
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I wonder if you can mod the game to put Paul Walker and his buddy driving in there.
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Old Aug 9, 2017, 04:04 PM   #10
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ouch.
too soon?
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Old Oct 5, 2017, 06:22 AM   #11
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Is there any actual game here or is it just a physics simulator sandbox?

I'd love to see an off-road racing game using this engine.

Edit: I'll answer my own questions since I bought the game.

There is no career mode yet(its in the works) BUT there are lots of missions or tasks to do.

There is plenty of off road racing but its mainly against the clock or against the terrain.
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Old Oct 7, 2017, 11:55 AM   #12
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Quote:
Originally Posted by saumilsingh View Post
Wow, so this will have realistic physics AND a fully open world full of various terrain to drive over?

AND Crysis type graphics (they're shown in the video)?

Definitely looks interesting.
There is a demo. Not sure how good it as since I bought into the early access a few days ago.
http://www.beamng.com/techdemo/

I gotta say, this is the most impressive driving sim I think I ever played, and I think I've tried them all.

Soft body physics are a token bonus to me, it's the handling and physics that really standout. They are the most real to date for on and off road.

If you are a sim driving person, you owe it to yourself to try this game.

The menus and alterations you can do to the vehicles are pretty smart and varied too.
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Old Oct 7, 2017, 12:46 PM   #13
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Yeah I definitely found a ton of fun with this game a while back messing around with it, started to run like **** in the later iterations on my old system though.
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Old Oct 20, 2017, 12:30 PM   #14
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Development Sneak Peek #3 is out. Some impressive stuff. Engine and exh rocking. Tire flex fixed. Nos!!! New map. Chassis flex and torque.

http://blog.beamng.com/development-sneak-peek-3/
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Old Oct 20, 2017, 12:44 PM   #15
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Wow some of that stuff is REALLY starting to get impressive. The engine rocking in the last video translating to the exhaust is awesome. So many little real details. The solid axle torquing the truck was crazy too. Really need to pick this up.
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Old Nov 23, 2017, 06:55 PM   #16
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Jeez, another MAJOR update.
This game is amazing!
20% off at Steam right now at $20.

Code:
Alpha version 0.11 – The Coast is Clear

BeamNG.drive’s first major urban environment!
The time has come to release our most ambitious map so far, together with plenty of improvements such as clutch thermals, horn and siren sounds, afterfire effects, and much more.
Additionally, you will now be able to browse and download new mods from BeamNG.drive itself, and easily keep them all updated with one click.

Highlights

    West Coast USA:

    In-game Mod Repository (Including automatic mod updates)

    Added simulation of engine flywheel and drivetrain torque reactions


Physics

    Improved overall physics performance by around 10%
    Improved heightmap interpolation. This smooths road surfaces and improves overall driving experience

    Improved reaction force calculations of collisions between vehicles. This improves tilt-board and carrying heavy loads
    Improved tiremark placement
    Added dampCutoffHz option to normal and bounded beams. This option simulates band limited damping, increasing the amount of damping that can be stably used
    Wind now affects particles
    Improved the pressure calculation of initial inflation of wheels
    Fixed pressure physics: previously pressure stopped decreasing above 88 meters
    Fixed objects not moving while paused

Powertrain

    Implemented clutch thermals with overheating clutches when being abused
    Stability improvements for torque converter lockup clutch
    Stability improvements for automatic transmission one-way clutch and park mode
    Added realistic Nitrous Oxide Injection support including varying bottle sizes, purge visuals, exploding engine blocks on too much torque

    Fixed various small issues with the engine thermals in reverse rotation
    Fixed fuel tanks being able to be overfilled from jbeam
    Improved DCT shifting and fixed various bugs
    Implemented physics based afterfire sounds and visuals

    Added simulation of engine, flywheel and drivetrain torque reactions
    Added sequential gearbox

    Improved calculation of virtual inertia for powertrain shafts without any child
    Implemented “Line-Lock” feature for drag races

    Improved exhaust tree algorithm to support multiple start nodes, multiple trees per car and merging of trees
    DCTs and Automatics now shift down in M mode if the RPM drops far enough
    Improved shift times of Automatics and DCTs
    Implemented different styles of rev limiters (RPM based, time based, smooth)

    Fixed vehicle controller aggression detection being unaware of players using keyboard-drift filter
    Fixed minor aggression calculation issue while revmatching

Vehicles

    Nitrous Oxide parts added to the vehicles
    Brake Line Lock parts added to the vehicles
    Engine torque and inertial reactions added to the vehicles
    Sequential gearbox added to SBR4 Hillclimb, Sunburst Rally and Hillclimb, Pessima Hillclimb
    Timer-based rev limiter added to 200BX, Covet, ETKI, 90s Pessima, Sunburst
    Door and tailgate glass are now removable parts
    Tire load sensitivity and softness properties added to all tires now
    Suspension damping increased on many vehicles particularly with race suspensions
    Suspension geometry tweaks on the cars to improve handling
    Vehicle engine mounts improved for better reaction to torque/inertia
    Vehicle exhausts improved for better particle emissions/afterfire and more believable motion
    burnEfficiency tables added to all engines for more dynamic fuel consumption
    Hill-holding behavior stronger on automatic transmissions
    Automatic transmissions now lose some torque during shifting
    Added “gearboxNode” tag to gearboxes (used for gear grind sound)
    Clutch thermal masses added to all vehicles (affects clutch heat tolerance)
    Added UI Names to vehicle powertrain devices (for better looking messages related to powertrain)
    Fixed mesh stretching when engine removed from certain vehicles
    Changed vehicle info to include gearbox types
    Off-idle torque curve tweaks for various cars
    Fixed a jbeam issue where driveshafts breaking would stop brakes from working
    Fixed tire pressure variable not affecting some tires
    Default node treadCoef to 0.25 (vehicle body will have more sliding friction against dirt/mud)
    Adjusted European Lightbar textures
    Barstow: Added drift steering, rear suspension tweaked to reduce roll steer, “Drag” version suspension tuning, fixed steering limiters causing car to drop at full lock, fixed oil temp gauge
    Burnside: Rear body and frame rigidity increased, “Drag” version suspension tuning
    D-Series and H-Series: Suspension tweaks to reduce roll steer, added crawler transfercase parts, D-Series “Pig” config uses i6 and crawler transfer case
    Grand Marshal: Front subframe strength increased, front end deformation improved
    Moonhawk: Added drift steering, rear suspension tweaked to reduce roll steer, “Drag” version suspension tuning
    Hopper: Frame rigidity/deformation improved
    80s Pessima: Front axle shafts less likely to break
    T-Series: Added ABS, changed tires to 24 rays for smoother rolling, fix tie rod mesh stretching, various rigidity and damping improvements, various optimizations for CPU performance
    Semi Trailers: Added ABS, fixed trailer jacks exploding, changed tires to 24 rays for smoother rolling
    Large Tilter jbeam redesigned to reduce clipping
    Added Mod Slot to Boxutility, Boxutility_Large, Caravan and Piano
    Added blue-green tint to car glass
    Reduced vehicle memory bookkeeping
    Fixed particles spawning 1 frame behind their emitting node
    Wheels with numRays = 0 are ignored now

Terrains

    Added old asphalt and prepped asphalt ground models for terrain creators, tweaked “slippery” ground model
    Hirochi Raceway: Bridges lowered and transitions smoothed
    Jungle Rock Island: Spaced back some bushes encroaching on the road

User Interface

    In Game Repository
    Reworked Vehicle Damage app
    Added N2O button to Simple Powertrain Control app and adjusted positioning

    Better naming/grammar for car, level, and scenario descriptions
    Sliders in the camera options menu no longer change values each frame but rather once you release the slider
    Added BBCode parsing to scenario menus
    Fixed Engine Damage app
    Fixed bug where Tachometer app would sometimes not initialise correctly
    Fixed issue where certain languages would result in text overflowing on menu buttons
    Torque Curve app can now show data for certain configurations such as N2O, Turbo etc
    Fixed physics instability message not showing up until pause was toggled off
    Added ability to use mouse scroll wheel even if BeamNG.drive window isn’t focused
    The FPS limiter can now be toggled on/off without losing the value of choice
    Added UI translations for binding filters
    Fixed inability to click buttons when mouse axes were incorrectly assigned to nodegrabber
    Added warning log when the user’s Steam language is not recognized
    Improved stream sending logic, minor speedup
    Added ABS mode setting, allowing you to have an “Arcade ABS” on any car
    Improved the readings of the engine dyno app

AI

    New Speed Planner. Plan resolution increases closer to the vehicle (will accomodate overtaking in the future)
    Adjusted (exposed) Agression limits (max is now 2)
    Adjusted lateral/longitudinal acceleration learning curves
    Manual mode refactoring (separated user input validation from manual mode path creation)
    Ability to define road directions and one way roads in Navigraph
    Made path finding road direction sensitive
    Simplified random path finder

Lua

    Fixed memory: In 64Bit systems, Lua’s memory is not limited to 2GB anymore
    Fixed all functions receiving the dtSim estimated for the next graphics frame, rather than for the current frame
    Fixed getNodeVelocity game engine LUA function returning bogus values
    Fixed ini settings ignoring some lines containing certain characters (such as underscore)
    Mod settings will now be saved in Steam cloud, rather than local storage only
    Big ESC/TC performance overhaul, ~30% speedup
    Improved vehicle reset times by not having to fully initialize wheels and powertrain on reset
    Improved ESC throttle cut by having a virtual rev limiter during ESC action
    Added temporalSigmoidSmoothing to utils.lua, it simulates a point moving with inertia
    Added volume to obj:setEngineSound function
    Added obj:getAirflowSpeed, obj:getFrontAirflowSpeed and obj:getAltitude core functions
    Added tableIsEmpty to utils.lua
    Sounds from obj:playSFXOnce function. follow the node on which they were spawned
    Fixed zero pitch values to work again
    Fixed bug regarding equality check with floats in quadtree.lua

World Editor

    General improvements in editor performance
    Optimized scene view selection/unselection/removal, can be 60x faster for maps with huge amounts of elements
    Fixed editor scene view selecting random extra elements in maps with huge amounts of elements
    Fixed editor not properly selecting/unselecting scene view elements when clicking them in 3d view
    Fixed alt + scrollwheel changing both camera speed and brush size in editor
    Fixed broken ‘v’ binding in the editor (Bounds Selection)
    Fixed cloning of objects: everything can be cloned now, stays in the same folder
    New level file formats: work in progress. Use with caution.

Graphics Engine

    Optimized render of decal roads
    Reduced memory usage of levels
    Added “Smart” vertical sync option: it turns vsync ON when your framerate exceeds the monitor refresh rate, and OFF when it falls down again
    Added VSync graph to the render stats menu
    Fixed 30FPS limit not working when BeamNG.drive window loses focus
    Fixed incorrect bounding box of vehicles, causing vehicles dissapear in some cases
    Fixed hotloading of meshes for forest items
    Fixed wrong normals on imposters when using BC5 textures

Input

    Added support for speed-sensitive steering limits, available at Options > Controls > Filters

    Fixed incorrect forces on Thrustmaster devices. Users that have used the 100 Hz workaround should now revert back to Automatic update rate
    Optimized input system when no XBox controllers are plugged (very minor speedup)
    Added force feedback ‘Update Type’ option. Only users of direct drive wheels should need to tweak it
    Fixed broken replay seeking and flexmesh bindings, each keypress was incorrectly logged up to 5-10 times
    Deprecated ‘slua’ context from input actions. Please use ‘tlua’ instead

Cameras

    Added multiseat mode to orbit camera

    Improved orbit camera manual rotation after a vertical fall
    Fixed orbit camera not zooming in/out smoothly
    Improved ‘external’ camera spawn locations in tunnels, upcoming uphills and landings
    Fixed incorrect FOV angle after onboard camera is reset
    Reduced inertia effect of ‘external’ camera when vehicle travels at speed
    Improved how ‘external’ camera chooses which vehicle part to focus on while stationary
    Fixed ‘external’ camera vibrating in slow motion
    Fixed ‘external’ fan camera behaviour depending on the framerate and on slow motion speed

Replay

    Added ability to cancel recording (you can press alt+shift+r, or use the new button in the replay UI app)
    Added the map location to filenames
    Optimized replay-related bookkeeping during normal gameplay (very minor framerate improvement)
    Optimized tiremarks and broken beams recording and playback
    Fixed dangling sounds (e.g. skidding effects), broken beams, prop data and material changes after stopping a replay
    Fixed particle and sound positions being off by one frame during playback
    Fixed frame timestamps losing accuracy when recording 20+ FPS while using 1/100x slowmotion
    Fixed tiremarks sometimes being duplicated in replays (one duplicate per vehicle)
    Fixed replays spawning and then removing an unnecessary vehicle when opened from the main menu
    Fixed tiny memory leak when stopping a replay

Audio

    Added horn sounds, and siren sounds for emergency vehicles

    Several minor filter, volume, reverb and distance attenuation adjustments
    Improved skid sounds by adding a second layer with higher frequencies
    Added new vehicle wind event
    Added new surface layer “tire pops” for very slow speeds on asphalt
    Added different environmental reverb settings depending on map
    Added afterfire events
    Added blow-off valve events
    Added UI sound events; UI sounds not anymore effected by interior filter
    Added new snapshots and sidechain compression for specific sounds to better cut through
    Added new vehicle fire sounds (burn and ignition)
    Added new tire burst events
    Added new UI sound for “take picture”
    Added environmental sounds and reverb zones for West Coast, USA
    Added traffic environmental sound for garage in day time

Misc

    File System rewrite
    Support tool will now automatically copy the generated report ID number to the clipboard
    ProceduralMesh: ability to create 3D geometry via lua 🙂

Known Issues

    Main menu sounds might be buggy after exiting a level

Also, two cool desktop backgrounds for you here 🙂
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Old Nov 23, 2017, 10:45 PM   #17
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So is this ever going to translate into a sick racing game with all this tech at some point, or is it only going to be a sandbox game? The tech looks amazing, but at this point it seems like there's hardly any "game" to it.
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Old Nov 26, 2017, 06:35 AM   #18
Destroy
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Patch .11 hotfixes out.
Code:
First Hotfix for 0.11 – 

Worked the weekend to fix some problems for you 🙂

Fixes

    Fixed broken turbo/vacuum sounds
    Fixed memory corruption that prevented 32 bit Windows to work correctly
    Fixed West Coast USA getting out of memory error on 32 bit Windows
    Fixed mirrored skin on Ibishu Hopper right door
    Fixed unmapped skin beneath the windshield wipers on Burside Special Chopped & Channeled body
    Fixed flickering brake light with engine turned off
    Fixed vehicles being in the wrong orientation after resetting a scenario
    Removed old untested multiseat prototype scenario
    Better default configuration for the Logitech G29 steering wheel
    Excluded mod_info from levels and vehicles folder
    Display player numbers on top of their vehicles when multiseat mode is enabled
    Fixed force feedback Update Type option being ignored in direct drive steering wheels
    Fixed sound issues with slow motion
    Fixed sound related electric motor errors
    Fixed GridMap and Utah spawnPoints
    Fixed mod mount priorities
    Fixed reduced/unstable friction between vehicles (fixes slippery trailer and similar issues)
    Ignoring certain errors that some old mods throw, to allow them to load
    Fixed orbit cam’s dynamic FOV jumping when resetting the cam
    Fixed advanced bindings being misleadingly greyed out, now all bindings share the same color
    Adjusted maximum torque ratings of Van/Fullsize V8 and 1st gen Pessima 2.0 DOHC
    Fixed DetailedDamageApp
    SimpleDamageApp now stays visible if damage has occured
    Fixed missing transbrake icon for radial menu
    Fixed invisible quad exhaust, spoiler and diffuser on the Bolide 390GTR
    Modern light bars added to the Grand Marshal
    Concealed flashers and siren added to the Grand Marshal “Unmarked”
    Gavril Grand Marshal: Added ‘Belasco City Police Department’ configuration
    Tweaked drag tires and drag strip groundmodels
    Added a user interface error message when download fails
    Added “Subscribe” and “Open in game repo” Buttons
    Fixed fatal vehicle lua exception in AI random mode
    Fixed AI vehicle handling in scenario “Airfield Showdown” (jungle rock island drag race).

Known problems

    Banana-bench does not work atm :/
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Old Apr 23, 2018, 07:49 PM   #19
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Update .12 (large)

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


Gameplay

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

Vehicles

    Added the new bus vehicle Wentward DT40L, featuring various skins, airbag suspension, pneumatic doors and “JATOs”

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

Physics

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

JBeam

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

Terrains

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

User Interface

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

Audio

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

World Editor

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

Powertrain

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

Mod repository

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

AI

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

Misc

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

Lua

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

Graphics Engine

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

Input

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

Replay

    Note: the internal replay format has changed and old files won’t be readable any more
    Drastically reduced replay sizes. Compression could increase up to 1x-5x depending on the situation
    Added option to ignore vehicle transparency feed during playback in Options > Other > Replay
    Improved interpolation technique, providing generally much smoother playback (can be turned off in Options > Other > Replay)
    Minor optimizations of playback
    Fixed playback randomly freezing in replays
    Fixed random inability to seek to the end of the time bar
    Fixed various bugs with files bigger than 2 gigabytes
    Fixed rare desynchronization of broken beams and materials
    Fixed small memory leak when opening many replays

Known Issues

    Bus stops look out of place on some maps
    Randomly some sounds do not follow slow motion
    Performance UI is missing some graphs
    Waypoint counter doesn’t update in some scenarios
    Optional scenario waypoints can disappear after selecting them and retrying a scenario
    Sometimes vehicle’s props are not visible when using Part Manager
    Bus brakes are applied after exiting bus route with Freeroam button. Reloading the vehicle (CTRL+R) would help as workaround
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Old Jun 27, 2018, 09:34 PM   #20
Destroy
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BeamNG partners with Automation, the car design and assembly sim.
Quote:
We are now working with the developers of Automation to get you in the driver seat of your Automation designs. Export your car from Automation to BeamNG.drive with a single click and take it for a spin! The styling, sound, and mechanical details will all be making the conversion to our game. Not only that, we will be hosting your creations in our mod repository so you can share them with all players of BeamNG.drive.
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Old Apr 20, 2019, 12:32 PM   #21
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I really wonder if they managed to get the car dynamics right. The cars are extremely difficult to drive, they under steer and starts to skid too easily. I often get that total 180 degree skid at 30 km/h, that's outside school speed.

Especially the cop car is like driving a bar of soap, it has no grip at all and can start to skid for nothing. Also the suspension is like it wouldn't have any dampers at all. If you come into a curve at 70 km/h it is almost impossible to keep it on the road because there is no grip. If you would put this car in real life it would be deadly and forbidden on the market. Luckily this is not how it is in real life. I have driven in 160 km/h in quite sharp turns and the car can handle it. In 70 km/h real cars don't suddenly loose grip on a dry day and at that speed is like a soft Sunday driving.

Just for comparison take the Youtube channel 77km/h.
https://www.youtube.com/user/km77video
and you'll see that most cars can handle sharp turns and pretty impressively too.

Also for computer games they have to augment the driver dynamics in order to make it more user friendly. Try drive your real car with the arrow keys.

Thumbs down for the driving dynamics in this game.
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Old Apr 21, 2019, 07:07 AM   #22
Destroy
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Quote:
Originally Posted by UFO View Post
I really wonder if they managed to get the car dynamics right. The cars are extremely difficult to drive, they under steer and starts to skid too easily.
https://wiki.beamng.com/BeamNG_FAQ#T...t.27s_wrong.3F
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Old Apr 21, 2019, 11:58 AM   #23
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Quote:
Originally Posted by Destroy View Post
BS answers from the developers I would say. You really have to augment the handling for PC games as well as tuning the controls. If you have a 600 hp car you usually don't floor th gas pedal because that would make the wheels spin and you have to buy new tires all the time. This is what the up arrow does and the car lose the grip.
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Old Apr 21, 2019, 11:00 PM   #24
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Quote:
Originally Posted by UFO View Post
This is what the up arrow does and the car lose the grip.

What would you rather have it do?
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Old Aug 17, 2019, 04:57 PM   #25
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Updated:
  • The 1963 Gavril Bluebuck joins our growing, diversifying list of vehicles including 33 variants to drive and customize, along with a wealth of mod parts and our first-ever hydraulic suspension.
  • In addition, we have extensively improved the deformation behavior of most of the vehicles in the game.
  • You'll be able to enjoy the improved deformation more easily than ever, with seamless dynamic traffic now just a click away in the radial menu.
  • There is also now a drag minigame at the West Coast drag strip, and the AI might just give you a run for your money.
  • East Coast, Hirochi Raceway, and the Derby map have received extensive overhauls to improve visual quality, gameplay, and performance.
  • We are also proud to have achieved some serious performance improvements on both the CPU and GPU side, massively optimizing vehicle rendering and significantly improving level rendering.
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