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