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BeamNG.drive News

Hotfix 0.26.1 Released

Greetings everyone,

This is just a quick announcement that we’ve deployed a hotfix intended to resolve the issues reported after our latest major release.

Thank for your patience and for notifying us about the bugs, we really appreciate it.

The changelog for the hotfix can be found here:
https://beamng.com/game/news/patch/beamng-drive-v0-26-1/

BeamNG.drive v0.26 - Covet the Moment

It’s that time of year again – dive into Autumn with our 0.26 update which includes a vehicle remaster, PBR updates, new missions, a preview of the realistic hydraulics system and much more!

First up, the beloved Ibishu Covet has received a full remaster! This feisty fan-favorite hatchback is getting a lot of love in update 0.26, including a revamped 3D model, reworked textures, design improvements, structural tweaks and of course a trunkload of new content.

Featuring almost 40 configurations, the Covet is now available in both USDM and JDM versions, the latter featuring right-hand-drive, as well as unique trim levels and styling. Not only that, but the radical Covet MR Turbo models take the RWD, mid-engine layout of an 80s supercar and cram it into a tiny turbocharged package, making for a vicious driving machine on the racetrack, rally stage and on the streets.

The Covet also stands as the first BeamNG vehicle to fully support several new game features, including racing interior parts, realistic openable doors, hood and trunk as well as an animated manual shifter and a functional odometer.

[previewyoutube][/previewyoutube]

Aside from the remastered Covet, there are also fixes and upgrades coming for several other vehicles. We’ve added four new wheel types, as well as odometers, animated manual shifters to all manual cars except the T-Series, roof bar loads (including a BeamBox which can be configured for either suitcases or backpacks), and more. We’re also adding several new props including large tires, barriers, and haybales.

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]

Next up, we are introducing experimental support for Motion Blur to the game with this release, which should maximize immersive feel and offer a sense of speed while helping with the quality or file sizes of recorded gameplay for those of you who produce videos.

[previewyoutube][/previewyoutube]

In keeping with the autumn season, foliage PBR has been updated and enhanced on several maps! Garage is not getting an update to foliage because it doesn’t have any (it’s a tragic story, we don’t speak of it, poor indoor plants). However, Garage is getting improved lights to better illuminate long vehicles, a new garage building and garage-specific props on West Coast, so it’s not being left out altogether!

Lest you think foliage updates are the only map changes. Italy and West Coast are getting updates to their decalroads PBR – Italy’s asphalt and dirt roads and West Coast’s dirt roads, well as road lines and road markings. Several maps are getting fixes to groundcover settings, improved terrain depth maps and other general improvements.

In order to improve performance, we have added simplified traffic versions for several cars, which come with reduced physics details, which will help with performance without sacrificing the visual quality. These are purely for traffic and parked vehicles, and are not intended to be driven. As part of this, parked vehicles are now supported on Utah, Italy, East Coast, and West Coast. Issues with vehicle pooling were addressed and the logic and functionality of the multi-spawn system has been revamped.

[previewyoutube][/previewyoutube]

On the gameplay side – missions are getting a new mission type – Chase, and a heap of new missions added to West Coast, East Coast, ETK Driver Experience Center, Utah, and others.

Please be aware that the Options system has been overhauled, and certain user settings have been reset as a result; please see this announcement for more information.

Keyboard and gamepad users can now enjoy a set of new and improved input assistants. They will all be enabled by default for non-wheel devices (customizable in Options → Gameplay). First up – a new Understeer Assistant has been added. It controls the amount of steering to maximize lateral cornering grip. The high-speed steering assistant will no longer limit your steering range, but reduce its speed instead. In addition, we improved the assistants behavior in corner cases, such as driving on moving platforms.

We’ve also added a preview of a realistic hydraulics system to the game. This ties into the existing powertrain structures to draw power from engines and motors. It can be used to simulate pumps, accumulators, valves, and cylinders, and supports various types of pumps and valve centers. The hydraulics system is intended to accurately take the real-world hydraulic properties of pumps into consideration. At the moment, it can be used to create small hydraulic pumps which can be driven by electric motors, and is used on the Semi truck’s dump bed and rollback uplift. The hydraulic system is currently in a preview state, and we will extend it in the future.

To top all that off, we’ve made improvements to the World Editor, added an all-new Vehicle Editor, made some tweaks to the game’s UI, physics and game engine, and a multitude of other fixes, and updates.

To see the complete list of changes, check out the patch notes here!

Hotfix 0.25.5 Released

Today, we're releasing a small but critical fix related to input systems.

Check out this announcement on our website for the complete list of hotfixes!

[h2]Input and Force Feedback[/h2]
  • Fixed an issue where users whose `Steering` binding was set to 'Direct (Wheel)' could experience unresponsive vehicles

Hotfix 0.25.4 Released

In this hotfix we deployed a number of fixes for issues identified with the major release 0.25

Check out this announcement on our website for the complete list of hotfixes!

[h2]Vehicles[/h2]
  • Bruckell Moonhawk
    • Fixed 'Body Colored Trim' - color changes no longer affect each other
    • Fixed some trim pieces not being properly affected by 'Body Colored Trim' skins
  • Civetta Scintilla
    • Removed unused test thrusters from root jbeam as they were breaking mods
    • Fixed duplicated rear suspension dampers
  • Common
    • Fixed incorrect light colors and patterns on European Police lightbar
[h2]Levels[/h2]
  • Small Island: Fixed AI decal road
[h2]Missions[/h2]
  • Polished 'Island Rally Cross Club Race B' and C missions on Small Island
  • Removed 'Island Rally Cross Club Race A' from Small Island
[h2]Audio[/h2]
  • Updated FMOD, this should resolve rare issues with missing sound on Windows
[h2]AI[/h2]
  • Minor adjustment to Chase mode logic; AI will avoid getting confused if driving directly beside the player
[h2]Traffic[/h2]
  • Improved police / suspect values to make gameplay more enjoyable (less despawning)
  • Improved road type comparisons for the traffic respawn logic
  • Fixed "toggle traffic" binding throwing an error if the traffic module is not loaded
  • Filtered out spawning large vehicles for traffic (due to physics instability and other issues)
[h2]UI[/h2]
  • Garage Mode: Prevented resetting and making the vehicle drivable
[h2]Game Engine[/h2]
  • GLTF exporter
    • Fixed duplicate packed texture
    • Fixed missing texture for BNG materials
    • Fixed file becoming corrupted when exporting more than 200 meshes
[h2]Lua[/h2]
  • The recently added function queueObjectLua(...) must now be called through be:queueObjectLua(...) instead

Hotfix 0.25.3 Released

Vehicles

Civetta Scintilla
  • Fixed missing rear firewall beams causing nodes to get loose when some parts are removed
  • Fixed roll cage being too strong
  • Fixed roof bar mount texture UVs
  • Fixed race hood texture UVs
  • Fixed UI name for front driveshaft on AWD models
  • Fixed wrong default tires on the GTx and GTx Spyder

All vehicles
  • Updated thumbnails

Tires
  • Fixed tread direction of new drag tires

Digigauge
  • Fixed readability of the screen, removed blank space on the sides
  • Fixed center column text being to big in some cases and clipping on other cells


Small Island
  • Fixed AI decal road


Missions

A selection of Missions can now be played directly from the Scenarios Menu.
  • Wild West Trails, Highway Loop 1, A Flock of Pigeons, River Crawl, Soccer pit 1, Scintilla Delivery, Slither Drift (Short), A Run for Life, Garage to Garage Delivery: East Coast USA, Garage to Garage Delivery: Italy, Garage to Garage Delivery: Jungle Rock Island, Hypermiling at the Gas Station, Knockaway: Blocked Road, Beginning and Target Jump: Bridge.
  • Starting these from the Scenarios Menu will use the default settings and the default car (for A Run For Life and Hypermiling at the Gas Station).
  • Missions can be made available like this using a setting from the mission editor.

Other mission changes:
  • Added two more Missions to the Driver Training Campaign: Trailer Delivery Intro and Barrel knocker Basics
  • You can now gain the Driver Training Campaign Steam achievement (previously attainable by completing the old campaign) by passing the Advanced Circuit mission of the new Driver Training Campaign.
  • All Missions now have a Date and Author field.
  • Fixed UI Issue in Target Jump missions.
  • Fixed Vehicle Freezing not working properly in Target Jump missions.
  • Fixed Points not being rounded properly in Bus missions.
  • Garage to Garage missions will now have proper traffic for their level.
  • Fixed Garage to Garage missions sometimes having too big vehicles or too small parking spots.
  • Added 3 AI races to Small Island
  • Fixed an issue where some actions were not blocked correctly, allowing the user to recover or teleport the player vehicle, among other things.


Garage Mode
  • Fixed some camera issues after changing the vehicle


Powertrain
  • Fixed Clutchex AWD not working correctly in reverse


Controller
  • Fixed an issue where under some circumstances DSE would not initialize correctly and leave the car unusable
  • Fixed an issue where adaptive brake lights with no installed ESC would not function correctly


AI/Traffic
  • Fixed a bug where AI traffic resets by pressing Insert or Home
  • Fixed a few logic issues in Chase mode; chasing vehicles should act stronger now on long road segments


Game Engine
  • Fix UI not being able to access files with non-ascii characters
  • Improved throttling of dashboard updates
  • Fixed calculations of camera speed and rotational speed that are used by sound system


Thumbnail Creator
  • Fixed wrong camera mode when taking the screenshot for a custom config