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BeamNG.drive News

The 2019 Winter Update - BeamNG.drive v0.18

With the long nights of winter bearing down on us we’re escaping to the warm, sunny open spaces of Utah in this update. The map has been completely renovated, featuring improvements to foliage and road textures, new and improved buildings as well as abandoned mine tunnels for you to race through. On the vehicle side we’ve turned our attention to some of the older vehicles and given them some love. The venerable pickup, the first vehicle to be included in BeamNG.drive, has received a much-needed jbeam and visuals pass along with its colleagues the Van and the Roamer. The AI system has gotten several improvements and adjustments to improve the behaviour and handling of AI controlled vehicles. Our audio team has added new groundmodel effects for mud, metal and wood along with transmission whine for most vehicle models.

Delving even deeper under the hood you will notice we have made extensive changes to our rendering system. The overall appearance of the game has changed for the better as a result of these lighting changes. This is still very much a Work In Progress effort and expect many parts of the game to look different to what you may be used to. Overall we are very happy with the way BeamNG.drive looks as a result of these improvements to our tech and we hope you will be too.

There have also been a lot of improvements to loading times thanks to optimisations in various areas of the game. In addition, our physics engine has received several bug fixes, tweaks and improvements that have resulted in better performance. This is just a high-level summary of what is being released in build 0.18. We hope you enjoy the new and improved features as much as we enjoyed making them.

Release Highlights
  • Utah map updates [previewyoutube][/previewyoutube]
  • New lighting (see our blogpost "Color space lighting and HDR rendering") [previewyoutube][/previewyoutube]
  • Level loading optimizations
  • D-Series overhaul, phase one [previewyoutube][/previewyoutube]



The full changelog can be found on our blog site.

Fourth hotfix for 0.17 Released



With today’s hotfix we are deploying fixes to the traffic system. The police should now behave properly and the Traffic AI in general should exhibit better awareness of what is happening and react accordingly.

We are also making some changes to the game launcher. All the support tools will now be grouped together in a dedicated ‘Support Tools’ section. In the ‘Manage User Folder’ section you will find tools to move your user folder, open it in Windows Explorer and restore it to the default location. These tools should help those affected by issues caused by folder path conflicts or who just can’t remember where in the labyrinth of folders their user folder has hidden itself.

Please visit the devblog for the full changelog, here: https://blog.beamng.com/fourth-hotfix-for-0-17/


Third hotfix for 0.17 released



With today's hotfix we are releasing a number of bugfixes.

Vehicles
  • Fixed various Grand Marshal and Roamer configs not having the correct secondary color when a different color was chosen in the selector
  • Grand Marshal: improved reliability of enging bay mesh breaking beams, added missing torque converters for drag gearbox, fixed repeated brake line lock slot, fixed firewall textures
  • Covet: Fixed missing mesh for race radiator
  • Bluebuck: Fixed position of tow hitch nodes


World Editor v2
  • Fixed wrong selection calculation on some maps
  • Fixed mouse hover sometimes going to the bottom window
  • Fixed scale gizmo jumping values
  • Fixed objects having no parent property when saving a prefab object


UI
  • Fixed a broken loading screen hint
  • Fixed loading proper vehicle colors when double-clicking on vehicle in selector
  • Fixed Tune button in garage
  • Added "Traffic" mode option to AI control app
  • Fixed wrong error message in ImGui
  • Added support for many new languages in ImGui


Scenarios
  • Fixed Mountain Race's scenario description


Misc
  • Fixed 32bit version using 64bit version of d3dcompiler_47.dll
  • Fixed bug in FileSystem when targetDirectory is missing
  • Fixed error when userpath have non-ASCII characters
  • Fixed launcher not being able to open Explorer window to show user path if it contains foreign characters (non-ASCII)
  • Fixed relative camera throwing errors when the vehicle does not contain relative camera information
  • Input: Fixed some direct drive wheels (and other devices self-identifying as joysticks) using smoothed input, instead of raw steering input


AI
  • Fixed cars in "Random" mode to not slow down for other vehicles
  • Fixed a rare error that happened with "Chase" mode


Terrains
  • Italy: Fixed grass clipping through curb
  • East Coast USA: Fixed some holes (visual and collision mesh) in the town mesh
  • East Coast USA: Fixed incorrect signs in shops (jewelers selling bread)
  • East Coast USA: Improved collision for tall plant
  • Replaced .png files with .dds files in all levels to improve performance on AMD cards


Intel HD crashes


We are still working on resolving the crash with the Intel HD 620/630 Series on vehicle reset. Help us gather more information here please.

(Solution #1) - Use CTRL+R to reset a vehicle, instead of just R.
(Solution #2) - A temporary workaround solution is available here.

Some users have suggested that this issue is caused by some specific Intel drivers versions. You could try to update / rollback drivers and see if that helps.

Minor update 0.17.1 released!



With release 0.17.1 of BeamNG.drive, we are launching a significant update to one of our vehicles. The Grand Marshal has been extensively overhauled and provided with a wider range of mod parts. Making use of these new parts are several new configurations. In addition to the Grand Marshal's overhaul we are releasing fixes for a couple of issues affecting the mod manager and the traffic AI system.

https://www.youtube.com/watch?v=an0lfIgxl6o

Grand Marshal
  • Extensively overhauled the Grand Marshal - it is now properly body-on-frame, and the body can detach from the frame like the other body-on-frame cars (coming next for the pickup/van/roamer)
  • New mod parts: factory spoiler, big wings, front lip, front air dam, sport and signal-less front bumpers, vented, induction and cut hoods, mesh grille, roll cage, bash bar, bull bar, hydraulics, race 6 speed and drag 4 speed transmissions, sport and side exhaust, exhaust stacks, heavy duty and race brakes with new generic meshes (coming to all applicable vehicles) as well as new options for trim color combinations
  • Various design, mesh, and texture fixes and improvements - removed the incorrect unibody-style inner fender structure, cleaned up unnecessary shadow burns in the textures, added new trim skins/configurations, tweaked body shape, added geometry to roofline, improved glass and light glow textures, adjusted wheelbase and track, adjusted seats and driving position
  • Corrected wheel and tire sizes for all variants
  • Added new configs: Drag (WIP), Miserable (WIP), RoadSport, Fleet, Lowrider (WIP), Track (WIP), Street Tuned (replaces the Custom config)
  • Overhauled/tweaked/improved the existing configs


Vehicles
  • New, global, high detail brake meshes and textures added to Grand Marshal, 200BX, SBR4 and Sunburst - will be propagated to all the cars
  • Added optional fender skirts to Bluebuck, default on a couple of variants
  • Added GPS to Autobello
  • Fixed issue with coolant thermal logic after boiling off all coolant
  • Fixed D-Series V8 RWD automatic config having (M) in the name
  • Fixed SBR4 Hillclimb turbocharger wastegate pressure being set to default
  • Fixed LeGran front bumper UV issue
  • Burnside: Reduce torque of 313ci V8 at high rpm
  • Bluebuck: various fixes and improvements
  • Semi: Fixed "Park" mode not having enough strength to lock the wheels
  • Hopper: Fixed shutoff sound, reduced torque of engines near redline


Environment Art
  • East Coast USA: Fixed object having no parent
  • East coast USA and Hirochi Raceway: fixed bad collision on tall_plant
  • East coast USA and Hirochi Raceway: Improved precision of large and dead firs collisions
  • East coast USA: fixed bad position of a road sign stop
  • East Coast USA: Fixed missing material 'DefaultDecalRoadMaterial'
  • Grid map: fixed issue with 2 ramps (deleted) which broke some scenarios
  • Hirochi Raceway: fixed hole in side of bridge near track entry
  • Hirochi Raceway: fixed info descriptions in level selector
  • Hirochi Raceway: updated the fire extinguisher


Input
  • Added support for steering wheels exceeding 1200º of rotation (up to 6000º are selectable now)


Traffic
  • Fixed traffic headlights turning on before sunset on some maps
  • Fixed Automation vehicles not changing color in traffic
  • Added more error checks for spawning traffic vehicles


Modmanager
  • Fixed error message not displayed when failing to unpack
  • Fixed crash when trying to pack
  • Fixed error when one zip is inside unpacked mod


Miscellaneous
  • Modifications to Safe Mode will now see the game create a temporary folder on startup that is deleted on quitting the game
  • Fixed errors spamming the console while consoleNG or terrain editor is minimized
  • Fixed player car color in ECA chase 2
  • Updated and re-ordered game credits
  • Fixed various text files using Linux end-of-line characters


An up-to-date list of known issues can be found in the dedicated Feedback & Bug Reporting Thread here. Instructions on how to update the game here.
The update post is also available at the dev blog here: https://blog.beamng.com/second-hotfix-for-0-17-released

Second Hotfix for 0.17 Released



In this second hotfix for BeamNG.drive 0.17 we are continuing to resolve small issues that were reported to us throug the community, especially with regards to environment art and vehicles. Some scenarios have been tweaked or repaired and we’re deploying some improvements to the new Traffic AI.

We are aware of multiple users experiencing issues running BeamNG.drive with Intel 620/630 series integrated graphics. Investigation into the source of this issue is ongoing as a matter of priority but we do not yet have an ETA for a fix. A workaround solution is being worked on in parallel.

Please visit the devblog for the full changelog, here: https://blog.beamng.com/second-hotfix-for-0-17-released/