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/
[yt]7vGYVUCmxeI[/yt]
https://www.beamng.com/
[yt]7vGYVUCmxeI[/yt]
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 🙂
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 :/
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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