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BeamNG.drive News

Second hotfix for 0.14



In this second hotfix for BeamNG.drive version 0.14 we are continuing the process of resolving issues reported by the community as well as deploying fixes identified by the dev team.

Gameplay
  • Fixed playing track in reverse not working in Time Trials and Light Runner


Cameras
  • Fixed tiny camera movements when approaching or leaving the BeamNG.drive window borders
  • Disallowed extreme field of view angles to prevent graphic issues
  • Fixed 'External' camera using incorrect vehicle position when set as default camera


Input
  • Fixed speed-sensitive steering limits not working correctly
  • Removed two non-working input actions


Replay
  • Fixed possible crash when handling vehicles with very large or very small amounts of nodes
  • Removed experimental work-in-progress replay options from Options > Other menu
  • Fixed crashes when opening replays if the aforementioned options had been enabled in the past
  • Fixed incorrect filesystem error logs when a recording is succesfully stopped


Track Builder
  • Added Seven Trials Bridge: A difficult and long track, featuring seven different challenging track styles
  • Fixed being able to click on Track pieces while in Drive or Test mode
  • Fixed obstacle placement not working
  • Fixed Linear Interpolation for height not using the correct slope
  • Custom Slope now auto-enables to prevent gaps in tracks when using advanced interpolations for height
  • Resetting checkpoint size now sets the size to the width of the track piece
  • Windows no longer exactly overlap upon opening them
  • Added description and difficulty fields for saving tracks (and all existing tracks)
  • Reworked the drop in Kraken Incorporated, made Nosedive track shorter
  • Fixed a bug where the width was calculated incorrectly on thin tracks
  • Added a few more decals for materials and border shapes
  • Fixed textures for obstacles not showing up in some levels


Vehicles
  • Fixed cannon not being able to shoot
  • Re-enabled gearbox debug and shift decision apps


Physics
  • Fixed bug with beam counts > 32768
  • New max beams limit is 65534


Misc
  • Fixed static collision debug tool
  • Fixed lag when updating mods using in-game repository
  • Fixed 'Change Configuration' button taking you to Quick Race menu in Light Runner mode
  • Fixed garage not loading correctly when a level had been loaded previously
  • Decreased step value on fog slider
  • Fixed settings\base.ini not being created if doesn't exist. Would only cause debug messages to be visible by default in the console


Notable Known Issues


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.

First hotfix for 0.14 released



We've released the first hotfix for version 0.14, fixing several issues reported by the community.
We are continuing to work on resolving other issues which will be addressed in a future hotfix.

Features
  • Added option to enable/disable the driver's seat adjustment controls (In Options > Camera - will be disabled by default)


Fixes
  • Removed Options > Camera > Collision option. This is still a very experimental feature that has the potential to break the camera in numerous situations
  • Fixed incompatibility with some mods that omitted required data
  • Fixed rare cases where Light Runner mode could freeze the game


Notable Known Issues
  • In rare cases, users are reporting a crash on launch if Online Features are enabled.



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.


Light Runner - Version 0.14 Released



Happy Halloween! We're beaming version 0.14 out to you with a super awesome Track Builder, a new achievement and a scarecrow collection minigame :)

  • Revisit the neon-lit glory days of the 80's with the new Light Runner map, showcasing the capabilities of the Track Builder with some electric glow skins for selected vehicles
    https://www.youtube.com/watch?v=8J-lVqLRgnw
  • Our new Track Builder is launching with this update - From simple circuits to multi-level corkscrews leading into loop the loops, the only limit is your imagination!
    https://www.youtube.com/watch?v=xAy9_EJs404
  • T-series: You can now fit the T-series with a Car Hauler upfit, suitable for hauling vehicles and other large, bulky items
  • The following vehicles have had various improvements applied: Barstow, Burnside, Citybus, D-Series, ETK800, ETK-K, H-Series, Hopper, Moonhawk, Pigeon, Roamer, SBR4, Sunburst and T-Series
  • V8 Engine and transmission meshes for the D-series, H-series, Roamer and Grand Marshal have been fully re-modeled and textured
  • The Halloween scarecrow hunt is on - Search for the scarecrows scattered around the maps to earn a new achievement! You can get the mod to activate the hunt ingame.


Full changelog (with lots more media) in our blog:
http://blog.beamng.com/lightrunner-version-0-14-released/
(it's too big to put here completely)

Development Sneak Peek #6



The sixth sneak peek has been published!

The Development Sneak Peek series allows you to take a limited look at what the development team has been working on since the last update.

This time we've included a bit of information about the new, work in progress, italian car: the Autobello Piccolina!

As usual, the post is larger than we're allowed to display here, so please click the following link to read it:




(You may also want to check our list of Frequently Asked Questions)

Fourth hotfix for 0.13 released



More fixes/improvements as we work on the next regular update.

General:
  • Force Feedback: response is more immediate now, self-steering improved

Note: We would be happy to hear your feedback about these recent force feedback changes, please let us know if you have any issues, configuration tips, etc.

Fixes:
  • Fixed crash with some vehicle's stock colors
  • Fixed crash when first vehicle spawned is removed but other vehicles share sounds with it
  • Fixed trailer's reset logic affecting non trailer vehicles