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Hotfixes for v0.38 Released

Greetings everyone,

We've deployed several hotfixes to address the most critical and urgent issues reported with version 0.38. You can find all the details in the changelogs below:

[hr][/hr]
v0.38.3
(December/16, 2025)

[h2][h2][/h2]Vehicles[/h2]
  • [h2][/h2]Common
    • [h2][/h2]Fixed incorrect material names on several tires
    • [h2][/h2]Corrected the sizes of Dreid CVTA wheel meshes, adjusted JBeam scaling to suit
[h2][h2][/h2]User Interface[/h2]
  • [h2][/h2]Fixed Vehicle Selector breaking when deleting a mod instead of deactivating
[h2][h2][/h2]Early Preview: Career Mode[/h2]
  • [h2][/h2]Fixed an error that could happen when looking at the insurance screen
[h2][h2][/h2]Vehicle Systems[/h2]
  • [h2][/h2]Controller
    • Fixed an error in nilController



[hr][/hr]
v0.38.2
(December/15, 2025)

[h2][h2][/h2]Vehicles[/h2]
  • [h2][/h2]Hirochi HT-55
    • [h2][/h2]Fixed powertrain instability that could occur when rear wheels detach from the axle
    • [h2][/h2]Increased strength of the wheels attachment
  • [h2][/h2]Hirochi WL-40
    • [h2][/h2]Fixed an instability that could occur when removing the window glass
    • [h2][/h2]Fixed several part names
    • [h2][/h2]Fixed an instability that could occur when removing the tilt links
  • [h2][/h2]Simplified Traffic Vehicles
    • [h2][/h2]Fixed broken taillights on Gavril D-Series cargo box upfit
    • [h2][/h2]Fixed an issue with the low beam headlights no longer emitting light on Ibishu Pessima (New)
    • [h2][/h2]Updated Cherrier Vivace headlight functionality to match with the new changes
[h2][h2][/h2]Vehicle Systems[/h2]
  • [h2][/h2]Fixed an issue with the transbrake binding
  • [h2][/h2]Fixed an issue with the relocated controllers not being correctly referenced by external interaction
[h2][h2][/h2]Gameplay[/h2]
  • [h2][/h2]Drag Race
    • Fixed an issue when resetting practice Drag Race
    • Fixed an issue with wrong drag type being loaded in APM Drag Race
    • Fixed an issue with resetting after being disqualified in drag race
    • Fixed a missing reset pin in drag race flowgraph, that was causing black screen lockout when resetting with the same opponent
  • [h2][/h2]Garage to Garage
    • Blacklisted the Dump Truck and Wheel Loader from Garage to Garage missions except for the Garage to Garage in Italy's Quarry
[h2][h2][/h2]Early Preview: Career Mode[/h2]
  • [h2][/h2]Delivery: Fixed a fatal error in Lua that could occur when dropping off fluids or dry bulk materials
  • [h2][/h2]Fixed an error that could happen when starting career mode
  • [h2][/h2]Removed a debug menu that was unintentionally shown when negotiating
[h2][h2][/h2]Physics[/h2]
  • [h2][/h2]FMI: Fixed a bug for the controller loading argument
[h2][h2][/h2]Linux[/h2]
  • [h2][/h2]Fixed an issue that could occur when loading into Career Mode
  • [h2][/h2]Fixed an issue that could occur when cloning a vehicle that has part modifications



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v0.38.1
(December/10, 2025)

[h2][h2][/h2]User Interface[/h2]
  • [h2][/h2]Fixed an issue with the Vehicle Selector menu that could occur when the default vehicle is based on a mod that's no longer available

A Heavy Haul in BeamNG.drive v0.38

Greetings, drivers, and welcome to our heavyweight holiday haul!

Get ready to steel the season’s joy with, not one, but two brand-new vehicles, complimentary props and loads, Italy map expansion, continued user interface revamp, as well as a truck-load of optimizations, fixes, and general improvements.

[h2]Hirochi HT-55[/h2]
First up, meet the Hirochi HT-55 - a haul truck designed for durability and long shifts running up and down the quarry roads.

[previewyoutube][/previewyoutube]

Built to efficiently handle any hauling predicament you may bring upon it, this rigid-frame off-highway dump truck boasts an impressive 55-ton load capacity, and comes equipped with a hydraulically-powered orbital valve steering and brakes with front lockout options, complete with manually adjustable hill assist.

To top that off, this formidable frame features a variety of optional extras, including locking differential, rock ejectors, and JATO rockets, allowing you to customize it to your heart’s content.

[h2]Hirochi WL-40[/h2]
Next up, we have the Hirochi WL-40 - a large wheel loader with varying lift capacity.

[previewyoutube][/previewyoutube]

This heavyweight hero is a multi-purpose machine, engineered with lifting capacity and rougher terrain in mind. It captures a unique operational experience through its joystick-controlled, articulated hydraulic steering system, a rigid front axle with a pivoting rear axle, and a functional rimpull control pedal. Capable of lifting and transporting large marble blocks thanks to a versatile front lift arm with a universal bucket and heavy-duty forks. The lineup also includes a hydraulically-operated log grapple attachment for sorting and loading tree logs.

The WL-40 is a particularly perfect partner for the HT-55 when it comes to moving heavy loads, but we’re confident that you’ll have a blast discovering other uses for it too.

[h2]Italy Map Expansion[/h2]
To complement the headliners - the Italy map has been expanded with a new area - the Marble Quarry. This area is designed with heavy machinery gameplay in mind and includes several new missions that will surely challenge your skills.

[previewyoutube][/previewyoutube]

Alongside the new additions, we’ve also performed a number of optimizations and improvements across all maps. Most notably, as a result of a major behind-the-scenes cleanup, the total file size of maps and their assets has been reduced by about 33%. Additional tweaks include material de-duplication, bug fixes on decalroads, and grounding of some floating trees and rocks that were making a bid for freedom.

[h2]New Props and Loads[/h2]
You didn’t expect us to give you new vehicles and no toys to use them with, did you?

The new Marble Block is a massive, breakable chunk of marble - a compelling contender for putting the new heavy machinery to the test. It comes in 19- and 38-ton variants, with optional wooden supports that make the rocks easier to pick up with the wheel loader.

Accompanying it is the new Rock Pile - an assortment of 100 rocks of varying sizes. They’re an ideal cargo for the dump truck and can be easily picked up with the wheel loader’s bucket.

Several new loads are now available for the Log and Flatbed trailers, and smaller improvements were made to others - in particular, while we kept the full-detail versions of the Container trailer, the default setup has been fitted with a simplified interior to address performance issues.

[h2]New Experiences & UI Improvements[/h2]
As part of the continued user interface revamp, we’re introducing a new Freeroam Session wizard and Gameplay Selector.

The legacy Freeroam selection interface has been replaced with a refined multi-step setup wizard that gives you an opportunity to configure the session as a whole before loading. It utilizes the previously released grid selector to let you define the desired preferences from selectable locations and vehicles, with adjustable options for traffic and time of day, and includes support for saving the last used preset and favorites. The selection steps can be skipped if you wish to load directly into Freeroam.

The new Gameplay Selector makes use of the same system and replaces the old scenarios and campaigns menu. It offers a choice of challenges, scenarios, or campaigns, and also supports shortcuts and preset filters.

We’ve also overhauled and modernized the Input Hints and Messages apps, and applied many smaller optimizations and fixes for other parts of the user interface.

[previewyoutube][/previewyoutube]

[h2]World Editor & Modding[/h2]
With this release, we’re adding a new tool - the Audio Ribbon Editor. This tool empowers users to easily design dynamic audio zones across the map with immersive, real-time ambient sounds. Ideal for crafting customizable soundscapes for areas such as rivers, forests, canyons, coasts, etc.

[previewyoutube][/previewyoutube]
Modders can also benefit from the new tools for rally gameplay editing and asset deduplication. Numerous other tools have also undergone general improvements.

Last, but certainly not least, our work on the Launcher continues with some polish and bug fixes to a number of submenus and translations.

As with every update, there’s plenty more under the hood, so make sure to explore the release notes for a full list of additional fixes and tweaks.

[h3]To see the complete list of changes, check out the patch notes here![/h3]

Hotfixes for v0.37 Released

Greetings everyone,

We’ve released several hotfixes to address the most critical and urgent issues reported with version 0.37. You can find all the details in the changelogs below:

Note

Following the rollout of version 0.37, we've identified several mods that were impacted by unforeseen compatibility issues.

Given that modding is essential to the BeamNG experience, we always aim for rigorous testing ahead of each release, but the sheer scope of creativity, variety, and complexity of community-made content makes comprehensive coverage increasingly challenging.

We're prioritizing delivering the immediate fixes for the issues at hand, while also laying the groundwork to facilitate reliable mod support in the long-term.


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v0.37.6
(October/09, 2025)

[h2][h2][/h2]Vehicles[/h2]
  • [h2][/h2]Bruckell Bastion
    • [h2][/h2]Fixed missing license plate lights on widebody sport rear bumper
  • [h2][/h2]Civetta Scintilla
    • [h2][/h2]Fixed several incorrect support beams
    • [h2][/h2]Fixed duplicate spare wheel slot on cut chassis
  • [h2][/h2]ETK I-Series
    • [h2][/h2]Fixed rally configurations using wrong interior
  • [h2][/h2]ETK K-Series
    • [h2][/h2]Fixed instability when attaching certain spoilers/wings to the lightweight trunk
  • [h2][/h2]Gavril Roamer
    • [h2][/h2]Fixed excessive brightness on the right mirror indicator
  • [h2][/h2]Hirochi Sunburst
    • [h2][/h2]Fixed missing paddle shifter on some configs
    • [h2][/h2]Fixed wrong default horn
  • [h2][/h2]Ibishu Covet
    • [h2][/h2]Fixed rally configurations using wrong interior
  • [h2][/h2]Ibishu Miramar
    • [h2][/h2]Repositioned nitrous bottle to work on every body style without clipping
  • [h2][/h2]Common
    • [h2][/h2]Updated the "Frozen Dust" color (ETK800 and ETKC)
  • [h2][/h2]Props - Trampoline
    • Fixed the ramp slot offset not working correctly at certain sizes
[h2][h2][/h2]Gameplay[/h2]
  • [h2][/h2]Fixed issues with Track Builder
[h2][h2][/h2]User Interface[/h2]
  • [h2][/h2]Fixed an issue that caused inability to close the parts selector when license input is focused
[h2][h2][/h2]Input & Force Feedback[/h2]
  • [h2][/h2]Fixed an issue that could break mouse steering while hovering over a UI element
[h2][h2][/h2]Game Engine[/h2]
  • [h2][/h2]Fixed the CEF process not stopping after one shot render [h2][/h2]Usually, with the vehicle license plate render, the process would continue consuming resources instead of quitting once done
[h2][h2][/h2]World Editor[/h2]
  • [h2][/h2]ScriptAI Editor
    • Fixed an issue with manually drawn path nodes appearing as (0, 0, 0) in window listbox
[h2][h2][/h2]Launcher[/h2]
  • [h2][/h2]Fixed Launcher integrity check failing [h2][/h2]Integrity would fail for /vehicles/common.zip because it was bigger than 4GB and a leftover file from the build process was marked as missing even if not needed
  • [h2][/h2]Fixed English-only translation strings for one of the main buttons
[h2][h2][/h2]Linux[/h2]
  • [h2][/h2]Added support for steering wheel D-pads
  • [h2][/h2]Fixed Shift showing up as an active modifier on startup


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v0.37.5
(September/23, 2025)

[h2][h2][/h2]Vehicles[/h2]
  • [h2][/h2]Cherrier FCV
    • [h2][/h2]Fixed clipping issues with fire extinguisher on race interior
  • [h2][/h2]ETK I-Series
    • [h2][/h2]Removed leftover duplicate/test slots under the steering box
    • [h2][/h2]Fixed position on the navigator prop
    • [h2][/h2]Fixed missing and incorrect production years on certain configurations
    • [h2][/h2]Fixed clipping of exhaust tips with the bumper
    • [h2][/h2]Fixed position of the roofbar load (was too low)
    • [h2][/h2]Fixed numerous issues with parts not breaking off correctly
    • [h2][/h2]Fixed lifted front strut not appearing on the off-road config
    • [h2][/h2]Fixed white lines on the side of the Rotopad Livery
  • [h2][/h2]FPU Wydra
    • [h2][/h2]Fixed missing transparency on the badge material
  • [h2][/h2]Gavril Barstow
    • [h2][/h2]Fixed a Jbeam issue that caused the whole car to deform too easily
  • [h2][/h2]Gavril Bluebuck
    • [h2][/h2]Fixed floating issues on 353 CUI V8 engine
  • [h2][/h2]Gavril Grand Marshal
    • [h2][/h2]Fixed an issue with the hood occasionally failing to close after opening
    • [h2][/h2]Reworked limousine body mesh behavior when splitting in order to prevent holes from appearing under certain circumstances
    • [h2][/h2]Fixed incorrect material on the middle part of the limousine roof when split
    • [h2][/h2]Fixed incorrect material setup on interior tinted glass
  • [h2][/h2]Gavril H-Series
    • [h2][/h2]Fixed broken material on dually disc brakes
  • [h2][/h2]Hirochi Aurata
    • [h2][/h2]Fixed incorrect behavior of base front shocks
  • [h2][/h2]Wentward DT40L
    • [h2][/h2]Fixed issues with materials when using Livery Editor
  • [h2][/h2]Props
    • [h2][/h2]Fixed a typo in Large Roller description
    • [h2][/h2]Updated the shape of the button trigger to a sphere on spike strip launcher
    • [h2][/h2]Fixed improper mesh for bolts on Small Spinner
    • [h2][/h2]Changed the vehicle type of the two trailer configurations from Large Spinner to Trailer
    • [h2][/h2]Fixed unintended reactivation of Spike Strip Edge-R after it has been retracted
  • [h2][/h2]Gavril T-series
    • [h2][/h2]Fixed an issue that caused mixer chute extensions to detach upon spawn with specific part combinations
  • [h2][/h2]Hirochi Sunburst
    • [h2][/h2]Fixed unpainted chunk of the bumper on two tone livery
    • [h2][/h2]Fixed several issues with the interior textures of the wagon trunk
  • [h2][/h2]Wendover
    • [h2][/h2]Fixed an issue with the missing radiator fans
  • [h2][/h2]Legran
    • [h2][/h2]Fixed an issue with the missing radiator fans
[h2][h2][/h2]Levels[/h2]
  • [h2][/h2]Automation Test Track
    • Fixed narrow path on the dam and adjusted meshes
  • [h2][/h2]East Coast, USA
    • Fixed collision on gas station store
  • [h2][/h2]Hirochi Raceway
    • Added speed lines to pit lane
  • [h2][/h2]Italy
    • Improved presentation around the lonely speed limit road sign in field
    • Updated navgraph on a road segment with malfunctioning traffic
  • [h2][/h2]Johnson Valley
    • Fixed a large floating rock
  • [h2][/h2]West Coast, USA
    • Fixed misconfigured glass material on fencing mesh
    • Fixed a hole between buildings
  • [h2][/h2]General
    • Fixed excessively large level thumbnails
[h2][h2][/h2]Gameplay[/h2]
  • [h2][/h2]Fixed several cases of improper reset behavior when a vehicle is coupled with props
[h2][h2][/h2]User Interface[/h2]
  • [h2][/h2]Fixed an issue that caused the game to remain paused after exiting the menu
  • [h2][/h2]Improved styling and adjusted behavior on the new bindings app to minimize intrusiveness
    • Fewer nonessential entries are displayed now, and the app remains "faded out" in a broader range of situations
  • [h2][/h2]Fixed an incorrect label for the input binding that zooms out the camera
  • [h2][/h2]Fixes for the Minimap
    • Fixed an issue occasionally causing the roads to get drawn outside of the app, if the round mode is used
    • Fixed several errors thrown by markers when a level is loaded without any vehicle
    • Fixed heavily reduced performance when used in a game state that is neither Freeroam nor Career and outside of a mission
      • Play mode marker visibility now works the same way on Minimap and in the game world
      • Added the ability for mods to override code in playmodeMarkers.lua in order to control the marker visibility
[h2][h2][/h2]Missions[/h2]
  • [h2][/h2]The G-limit on Villa VIP is now less sensitive
[h2][h2][/h2]Input & Force Feedback[/h2]
  • [h2][/h2]Updated button layout for the PS4 Slim controller (regular PS4 controller already included the correct layout)
[h2][h2][/h2]Game Engine[/h2]
  • [h2][/h2]Fixed a crash that manifested when trying to add an invalid object to a SimGroup
[h2][h2][/h2]Vehicle AI & Traffic[/h2]
  • [h2][/h2]Adjusted traffic algorithm to reduce density in some areas
    • This lowers the amount of local traffic on rough or narrow roads
  • [h2][/h2]Generalized the lane bias factor
    • Generalized the lane bias factor (used in error computation for optimal lane selection) to be applied symmetrically for left- and right-hand drive
    • When all other lane selection error factors are equal, AI will now favor the outermost lane, with support for driving-side awareness as defined by the map
[h2][h2][/h2]Launcher[/h2]
  • [h2][/h2]Fixed an incorrect label on the Clear Cache button in Japanese, Korean, Polish, Russian, Chinese Simplified, and Chinese Traditional
[h2][h2][/h2]Linux[/h2]
  • [h2][/h2]Fixed the native crash reporter on Linux
  • [h2][/h2]Added a workaround for BeamNG getting stuck during startup on Nvidia GPUs
  • [h2][/h2]Fixed occasional broken mouse grab on X11


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v0.37.4
(September/18, 2025)

[h2][h2][/h2]User Interface[/h2]
  • [h2][/h2]Fixed an issue with Vehicle Selector breaking due to paint validation


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v0.37.3
(September/18, 2025)

[h2][h2][/h2]User Interface[/h2]
  • [h2][/h2]Vehicle Selector
    • Implemented a potential fix for the selection issue where it could get "stuck" on a particular tile
    • Added additional vehicle info file sanitization to support older color and paint formats. This fixes some mods preventing the vehicle selector from opening or displaying correctly


[hr][/hr]
v0.37.2
(September/18, 2025)

[h2][h2][/h2]User Interface[/h2]
  • [h2][/h2]Vehicle Selector
    • [h2][/h2]Fixed an issue with the Vehicle Selector related to vehicle paints
      • Some mods that still used pre-PBR paint definitions could occasionally break the Vehicle Selector
      • Those paint definitions are now automatically updated and a warning for the offending files is displayed in the log
    • [h2][/h2]Fixed an issue with the breadcrumbs Back button not reacting on the first mouse click when controller is focused on the right part
    • [h2][/h2]Improved the tiles' reaction time when scrolling
    • [h2][/h2]Optimized and fixed an issue with the tiles - it should now react properly on mouse hover
  • [h2][/h2]Fixed an issue with level selector that could occur after level loading
  • [h2][/h2]Fixed an issue where the text of the Nodegrabber could be hidden behind the vehicle
[h2][h2][/h2]Rendering[/h2]
  • [h2][/h2]Fixed an issue that prevented autogeneration of mipmaps for some textures when using DirectX11
[h2][h2][/h2]Virtual Reality[/h2]
  • [h2][/h2]Fixed a crash that could happen when Occlusion mask is invalid



[hr][/hr]
v0.37.1
(September/17, 2025)

[h2][h2][/h2]User Interface[/h2]
  • [h2][/h2]Fixed an issue with Vehicle Selector menu misbehaving or displaying as empty when certain mods are installed
    • Vehicle info.json files are now being sanitized after loading
    • Files with issues will be listed in the log, together with the issue type and the source mod, allowing modders to identify and fix their info files
  • [h2][/h2]Fixed an issue with Vehicle Selector menu displaying as empty after installing mods which contained the quote character inside the name/description/etc.
  • [h2][/h2]Fixed a freeze that could occur when entering the Main Menu with a certain number of mods installed
[h2][h2][/h2]Physics[/h2]
  • [h2][/h2]Fixed traffic cars tires throwing errors when deflating by a spike strip

Indulge the Luxury in BeamNG.drive v0.37

Hello, drivers, and welcome to our Version 0.37 Fall Update! We've got a bunch of features, improvements, and fixes for you this time. Let's dive in!

[h2]Important - User Folder Changes[/h2]

First up, we have an important announcement regarding changes to the User Folder.

The main thing you need to know is that the default User Folder location has been slightly changed (from appdata/local/BeamNG.drive/0.36/ to appdata/local/BeamNG/BeamNG.drive/current/), but you will be able to open it using the Manage User Folder option from the Launcher, as you've always been able to.

For more information about the changes, the motivation behind it, and what effects it will have, please check this announcement.

[h2]New Vehicle - The Limousine by Gavril[/h2]

[previewyoutube][/previewyoutube]

Yes, you read that right - the epitome of luxury has finally arrived to BeamNG in the form of the new Gavril Grand Marshal Limousine.

The Gavril Grand Marshal Limousine features a coachbuilt stretch limousine body with classic exterior styling, offering five configurations for every type of explorer, and complete with a luxurious interior that includes fancy lights, a bar, and even a TV!

And if this is not enough - we've also included a number of parts for further customization: the boomerang antenna, bull horns, fender flags, tinted glass, and vinyl roof that will also be available for the standard Grand Marshal body.

[h2]Brake Glow[/h2]

But wait, there's more!

We've added brake glow to all official vehicles with disc brakes!

Check out the shiny new brake glow on your favorite vehicle - just note that this will naturally display better in less-than-full-light conditions.

[previewyoutube][/previewyoutube]

[h2]User Interface Improvements[/h2]

In the meantime, the UI team has been hard at work to bring our UI into the modern era.

We were finally able to to identify a number of issues that resulted in poor performance and lag across the UI. While we're continuing investigating this further, some of fixes were already implemented in v0.37, and we expect to deliver more soon.

The default Vehicle Selector screen (Menu → Vehicles) has been overhauled and ported over to Vue, with the addition of several new features, UX improvements, and fixes. It now supports controller navigation, allows saving configs as Favorite, has better search and filtering functionality, and brings modern styling with customizable tile sizes. Please note that the updated selector is not yet available within Garage, Time trials, Bus Routes, and Level selection.

[previewyoutube][/previewyoutube]

We've also done some work on the UI that should improve the initial loading time as well as the time it takes players to load assets such as image previews, with the aim of reducing UI lag for most players. If you still experience performance issues, please let us know in the UI feedback thread.

[h2]New & Remastered Props[/h2]

We've been busy with props as well! Version 0.37 offers several new and remastered props that will undoubtedly bring joy to your inner child.

[previewyoutube][/previewyoutube]

The brand-new Spike Strip prop comes a choice of 4 different types of spike strips, all equally as capable of puncturing tires of the vehicle daring to cross them. This prop can be carried with the node grabber while in walking mode.

Another newcomer to the lineup is the new Pressure Ball prop. Filled with pressurized gas, it's available in several configurations with selectable gas type (which affects its mass, and in turn the buoyancy), and customizable size, weight, and even paint design.

Next up, we have the new Trampoline prop. Equipped with a ramp slot, and featuring adjustable mat size, frame height, spring strength and rate, this prop is a perfect companion for a broad range of destructive testing.

The Large Spinner has been remastered to bring it in line with the newer props. We've redone the 3D model, materials, and textures from scratch. Several parts of the spinner are now colorable, and we've included a few paint presets to get you started.

The spinner comes with several new variants as well: The two-arm variant has options to attach tow hitches for vehicles or trailers (for destroying them with the awesome power of centrifugal force), as well as a mobile variant that can have either two or four arms and can be attached to a semi-truck like a trailer. Beyond that, the spinner is now powered by an industrial electric motor with realistic performance, which offers lower acceleration but better inertia.

We've also remastered the Large Hamster Wheel prop nearly from scratch with new 3D models, updated physics, materials, and controls. The reworked weight, inertia, air drag, friction and geometry deliver a more realistic behavior to the barrel. And the updated prop is powered by the same industrial motor as the spinner. The new hamster wheel comes in three configurations – powered, unpowered, and barrel-only.

Naturally, this is not all we've been up to with props, several new rally props were included in the lineup as well, and you can see the full list in the release notes below.

[h2]Vehicle Improvements[/h2]

Of course, we've also given some love to other vehicles.

The Ibishu Miramar has gotten new engine meshes and textures, as well as adjustments to gauges and fixes to the behavior of the tail lights.

[previewyoutube][/previewyoutube]

In addition, the vast majority of the remaining old-format materials that have been missed over the years have now been converted to PBR.

We've also performed a large-scale cleanup of most materials and textures, while applying fixes and improvements where necessary, to ensure that everything is set up properly for modern standards and to keep on top of technical debt.

Have a look at the release notes for the full list of vehicle changes coming in this update.

[h2]New Experiences & Freeroam Crawl System[/h2]

[previewyoutube][/previewyoutube]

On the gameplay side, we've added the new Freeroam Crawl system. This brand-new system will allow drivers to initiate trail crawl experiences directly from Freeroam, with no mission loading required!

All you need to do is drive to a trailhead and press the on-screen button to activate the trail. Active trails will display small flag markers to show boundaries and checkpoints, and guide your progress.

The scoring system will reward clean driving, and will deduct points for reversing, rollovers, damage, and leaving the boundaries of the trail. At the end of each trail, the game will show you your score, damage, and completion time.

We've added 26 trails in Johnson Valley and 7 in Utah, and some trails start where others begin, allowing you to execute chained trail crawls.

This feature is a work in progress, and we will continue to improve it as time goes on.

To top that off, we've added several new missions. The Very Important Parking is a precision parking challenge starring the new Grand Marshal Limousine. Also, 3 new missions are now available on Gridmap v2, featuring gameplay with the remastered Large Spinner prop. The Villa VIP and Platform Jump missions have been updated.

[h2]New & Improved Tools[/h2]

For the creatives among you, we're happy to reveal that Version 0.37 brings several important changes that should ease the modding and content-creation experience.

First up, the World Editor has received a comprehensive suite of modular spline-based tools for procedural content creation. If map-making is your thing - please check the release notes to learn more.

We've also centralized all shared map assets under the new /assets folder, eliminating duplicates and outdated resources previously found in game/art. This will improve organization, reduce the total game size, and increase asset management efficiency. Additional information can be found in this forum thread.

Vehicle modders should note that we've done a major cleanup of DeformationTriggerRatio across all official vehicles, trailers, and props.

Furthermore, Replay, Camera Path Editor, and Particle Emitter list received a number of quality of life improvements.

[h2]Optimization[/h2]

And last, but certainly not least, we've been working on performance improvements and optimizations, and are happy to be able to bring you a number of changes that should have a noticeable effect on how the game feels to play. Some of these optimizations have been in the works for years, and while there is still more to come we wanted to release what was ready.

This includes storage optimizations - we've managed to decrease the amount of space the game needs by quite a bit, mostly through optimization of level textures. This reduces the memory consumption of Johnson Valley from 2.3Gb to 1.5Gb and West Coast from 190Mb to 150Mb. We've also been working on reducing the amount of RAM the game uses, and we're finally able to show results there, as well as having been able to optimize VRAM usage when running on Vulkan. The changes should increase stability when the game is running in Vulkan. This is still a work in progress, so we would appreciate feedback about your experience with these optimizations.

In addition to all of the above, we've made a host of fixes and improvements to the Track Builder, Flowgraph Editor, Launcher, and a whole lot more.

[h3]To see the complete list of changes, check out the patch notes here![/h3]

Hotfixes for v0.36 Released

Greetings everyone,

We’ve released several hotfixes to address the reported issues with version 0.36. You can find all the details in the changelogs below:

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v0.36.4
(July/8, 2025)

[h2][h2][/h2]Vehicles[/h2]
  • [h2][/h2]Burnside Special
    • [h2][/h2]Fixed various typos and mistakes in config info files
  • [h2][/h2]Civetta Bolide
    • [h2][/h2]Fixed an issue with all gauges using different material setups
  • [h2][/h2]Gavril MD-Series
    • [h2][/h2]Fixed inaccurate tachometer on the school bus
    • [h2][/h2]Fixed mesh breaking on school bus safety cushion
    • [h2][/h2]Fixed engine clipping into the body upon high speed impacts
    • [h2][/h2]Fixed instability with some combinations of rear axle parts
    • [h2][/h2]Fixed rear axle being unable to fully break off with some part combinations
  • [h2][/h2]Gavril T-series
    • [h2][/h2]Fixed 1st tridem axle brake chambers being assigned to 2nd axle node structure
    • [h2][/h2]Fixed slightly incorrect offset on 3rd drive axle 10 lug hub mesh
[h2][h2][/h2]Levels[/h2]
  • [h2][/h2]West Coast USA
    • [h2][/h2]Reactivated collisions on city_block5
    • [h2][/h2]Fixed collision issues in police station
[h2][h2][/h2]Gameplay[/h2]
  • [h2][/h2]Enabled leaderboards on all Arrive missions [h2][/h2]All Arrive missions in the game now have leaderboards and an end time


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v0.36.3
(June/23, 2025)

[h2][h2][/h2]Vehicles[/h2]
  • [h2][/h2]Bruckell Bastion
    • [h2][/h2]Fixed wrong pedals setup for sequential shifter
  • [h2][/h2]Bruckell LeGran
    • [h2][/h2]Fixed missing clutch pedal with sequential shifter
  • [h2][/h2]Burnside Special
    • [h2][/h2]Adjusted prices of flathead engine parts
    • [h2][/h2]Fixed wrong model on the 4-barrel carburetor on 423 CUI V8 engine
  • [h2][/h2]ETK K-Series
    • [h2][/h2]Fixed Rennspecht config having the wrong badge on the engine cover
  • [h2][/h2]Gavril D-Series
    • [h2][/h2]Fixed the late tailgate trigger being inside the mesh, causing it to become not clickable
  • [h2][/h2]Gavril Grand Marshal
    • [h2][/h2]Fixed missing wig-wag headlights on unmarked police
  • [h2][/h2]Gavril MD-Series
    • [h2][/h2]Retuned armored truck deformation
      • Overall strength was reduced, more so on the rear end and the roof, where it was nearly indestructible
      • Improved transfer of forces between the roof and the walls, making the truck easier to crush
      • The truck is especially weaker under high speed impacts, retains more strength when pushing cars out of the way
      • Door hinges are more resistant to shock impact, and therefore stronger
      • Rear axle is more resistant to frame shock, making it harder to break on head-on crashes (applies to all MD-Series variants)
      • Engine mounts affect the strength of the front frame section less, making it crush easier (applies to all MD-Series variants)
    • [h2][/h2]Fixed various issues with orbit camera on high speed crashes, on the school bus and armored truck
    • [h2][/h2]Fixed early front fender nodes clipping with school bus body
    • [h2][/h2]Tweaked some openables on the school bus
    • [h2][/h2]Fixed some front tires being on inside out (derby paint appeared on the inside)
    • [h2][/h2]Fixed wheel hubs naming inconsistency
    • [h2][/h2]Fixed camo livery being stretched on the armored truck body
    • [h2][/h2]Fixed driver camera being positioned too low on the armored truck
    • [h2][/h2]Fixed wrong material on armored truck mudflaps
  • [h2][/h2]Gavril Roamer
    • [h2][/h2]Tweaked signal stalk position
  • [h2][/h2]Gavril T-Series
    • [h2][/h2]Fixed TC83s Logging config having a right door panel while the rest of interior was stripped
  • [h2][/h2]Ibishu Miramar
    • [h2][/h2]Made headlight covers hide front turn signal flares
    • [h2][/h2]Fixed rear seat cargo box attachment
    • [h2][/h2]Fixed column shifter animations being inverted on RHD dashboard
  • [h2][/h2]Ibishu Pessima (1988)
    • [h2][/h2]Fixed gauge off and on materials being different
  • [h2][/h2]Simplified traffic vehicles
    • [h2][/h2]Fixed incorrect glowmaps on Soliad Wendover indicators
    • [h2][/h2]Fixed inverted inner trunk normals on the Soliad Wendover
    • [h2][/h2]Updated Ibishu BX hatchback taillights to match the proper equivalent's intended functionality
    • [h2][/h2]Fixed some polygons being lit up wrong on the Soliad Wendover taillights
  • [h2][/h2]Common
    • [h2][/h2]Made light bar mode bindings affect every light bar on the vehicle in case there are multiple
[h2][h2][/h2]Levels[/h2]
  • [h2][/h2]West Coast, USA
    • [h2][/h2]Fixed american flag material
    • [h2][/h2]Fixed a floating lamp
    • [h2][/h2]Fixed a hole in terrain
    • [h2][/h2]Updated misplaced window texture on door on a slum area house
    • [h2][/h2]Fixed sidewalks' collisions degrees
    • [h2][/h2]Fixed z-fight signs on gas station column
    • [h2][/h2]Fixed incorrect normals on 5 bay warehouse
    • [h2][/h2]Fixed flagpole LOD on mall building
  • [h2][/h2]General
    • [h2][/h2]Fixed different material and texture duplicates
  • [h2][/h2]Industrial Site
    • [h2][/h2]Added some decal to hide metal texture repetitions
    • [h2][/h2]Fixed pipe overlapping with concrete wall in tank farm
[h2][h2][/h2]User Interface[/h2]
  • [h2][/h2]Implemented a fix to address parts becoming invisible while using the parts selector menu
[h2][h2][/h2]Input & Force Feedback[/h2]
  • [h2][/h2]Fixed a crash to desktop that would sometimes happen when pressing certain keys or buttons
  • [h2][/h2]Renamed relevant options to 'Vibration / Force Feedback', making it easier to locate where you can tweak or disable Vibration
[h2][h2][/h2]Powertrain[/h2]
  • [h2][/h2]Fixed active differentials defaulting to 0 locking torque (Affected Bruckell Bastion, ETK 800-Series, ETK K-Series, Cherrier Vivace)
[h2][h2][/h2]Launcher[/h2]
  • [h2][/h2]Added back the automatic integrity check that should happen after a Deep Clean
[h2][h2][/h2]Linux[/h2]
  • [h2][/h2]Fixed a startup crash related to incompatible libpng versions


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v0.36.2
(June/19, 2025)

[h2][h2][/h2]Vehicles[/h2]
  • [h2][/h2]Gavril MD-Series
    • [h2][/h2]Added school bus skin UV template
    • [h2][/h2]Fixed steering shaft angle on armored and bus bodies
    • [h2][/h2]Fixed push bumper position on extended and crew frame
    • [h2][/h2]Fixed various issues with the shifter
    • [h2][/h2]Fixed school bus floating turn signals, bus mirror attachments, and windshield wiper
    • [h2][/h2]Fixed school bus gauge cluster attachment to main dash
  • [h2][/h2]Burnside Special
    • [h2][/h2]Fixed front license plate position on facelift bumper
    • [h2][/h2]Fixed frame stretching when rear gasser suspension is broken off
    • [h2][/h2]Fixed aim of the passenger side mirror
  • [h2][/h2]Hirochi SBR4
    • [h2][/h2]Fixed the default color of the base RWD Manual
  • [h2][/h2]Hirochi Sunburst
    • [h2][/h2]Fixed some configs having wrong pedals
  • [h2][/h2]Ibishu Covet
    • [h2][/h2]Fixed missing taillight flares on USDM taillights
  • [h2][/h2]Ibishu Miramar
    • [h2][/h2]Fixed duplicate rear license plate slot on ute body
    • [h2][/h2]Fixed incorrectly animated turn signal stalk on LHD dashboard
    • [h2][/h2]Fixed some configs having incorrect pedals equipped
    • [h2][/h2]Miramighty: replaced 4-speed shifter with 5-speed one to match the transmission, and fixed incorrect production years in the config info
    • [h2][/h2]Fixed broken taillight and headlight deformGroups
  • [h2][/h2]Ibishu Pessima (1996)
    • [h2][/h2]Fixed a missing texture error on metric gauges
  • [h2][/h2]Soliad Wendover
    • [h2][/h2]Fixed missing clutch pedal on sequential transmission
  • [h2][/h2]Common
    • [h2][/h2]Fixed wrong material on steelwheel_01a_old
    • [h2][/h2]Fixed roofbar mattress load conflicting with some parts on several cars
[h2][h2][/h2]Gameplay[/h2]
  • [h2][/h2]Added a prefab to Helter Skelter crawl mission for better navigation
[h2][h2][/h2]User Interface[/h2]
  • [h2][/h2]Fixed litrally/litreally unplayable typos shown in Radial Menu and a tutorial respectively
[h2][h2][/h2]Input & Force Feedback[/h2]
  • [h2][/h2]Fixed more cases of Force Feedback not working properly [h2][/h2]Installing certain mods could result in Force Feedback (and Vibration) being lost when you switched vehicles, customized vehicles, exited the vehicle to walk, and other cases. This should no longer be the case - if you still experience the issue in those scenarios please report it.
  • [h2][/h2]Fixed inability to customize your controls and settings when certain mods were installed [h2][/h2]This could manifest itself as incorrect force feedback feel, missing bindings in the Controls menu, inability to save changes for a binding, and others.
  • [h2][/h2]Improved how to enable/disable gamepad vibration based on feedback from the community [h2][/h2]If you never customized your "Steering" binding on controller, vibration will be active by default.[h2][/h2]To modify vibration settings go to Options > Controls > Force Feedback > click your "Steering" binding > Force Feedback Configuration, and then:
    • To enable vibration: check Enabled, then setFeedback Type to Gamepad Vibration and Strength to 100 as starting point (adjust to your taste).
    • To disable vibration: uncheck Enabled.
[h2][h2][/h2]Rendering[/h2]
  • [h2][/h2]Fixed crashes when rendering assets that produced errors during loading
[h2][h2][/h2]Modding[/h2]
  • [h2][/h2]Renamed DO_NOT_INSTALL_MODS_HERE.txt file so it shows up on top when sorting by name in a file explorer [h2][/h2]As a reminder, if you're a user who wants to install a normal mod:
    • ❌ Do not copy mod files anywhere inside the game install folder
    • ❌ Do not copy mod files into /levels, into /vehicles or alike.
    • ❌ Do not extract ZIP files, do not copy files outside the ZIP file.
    • ❌ For your own security, we advise that you are very wary and do not run .EXE files from 3rd party websites (or are extremely cautious when doing so). Normal mods should be distributed as ZIP files.
    • ✔️ Do follow the official mod installation steps.
    [h2][/h2]Installing mods in the wrong place can result in your mods being deleted during updates and integrity checks, the mod manager no longer working correctly, Safe Mode being unable to deactivate mods, and other negative side effects.


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v0.36.1
(June/17, 2025)

[h2][h2][/h2]Vehicles[/h2]
  • [h2][/h2]Gavril MD-Series
    • [h2][/h2]Fixed missmatched final drives on off-road school bus config
  • [h2][/h2]Ibishu Miramar
    • [h2][/h2]Fixed export sedans having "coupe" in config name
    • [h2][/h2]Fixed early GTZ headlight being misplaced
[h2][h2][/h2]Gameplay[/h2]
  • [h2][/h2]Fixed "Fling downwards" and "Boost backwards" actions not working when bound to a hotkey
  • [h2][/h2]Fixed "Deflate random tire" action and added it to the Radial Menu
[h2][h2][/h2]Early Preview: Career Mode[/h2]
  • [h2][/h2]Fixed an issue where bonus objectives would provide the reward multiple times instead of only once
[h2][h2][/h2]Missions[/h2]
  • [h2][/h2]Fixed map being openable during the challenge loading and unloading transitions, which could break the game
  • [h2][/h2]Corrected thumbnail for Mountain Drifting
  • [h2][/h2]Cannon missions: disabled node grabber and map modes
[h2][h2][/h2]Input & Force Feedback[/h2]
  • [h2][/h2]Fixed broken force feedback when the steering angle is set to 0 instead of the real angle (usually 900 degrees or alike)
  • [h2][/h2]Added a default steering wheel angle for Logitech G920, Thrustmaster TS-XW Racer, SimXperience AccuForce, Logitech Momo and OpenFFBoard
  • [h2][/h2]Changed how to enable vibration feedback [h2][/h2]If you've never changed the steering setting of your controller, the new vibration will be active by default.If you have changed any settings of the "steering" input binding on the Xbox controller before:To get the new vibration
    1. Go into "Options" -> "Controls" -> "Vehicle" and select the "Steering" binding of your Xbox controller
    2. Scroll down to "Force Feedback Configuration" and make sure "Enabled" and "Use gamepad vibration" is checked
    3. A good starting value for the "Strength" slider is around 100 (this is the new default, and you can adjust it to your liking)
    [h2][/h2]You can disable vibration by going to "Options" -> "Controls" -> "Vehicle" and select the "Steering" binding of your Xbox controller. Then scroll to "Force Feedback Configuration" and uncheck the "Enabled" option