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BeamNG.drive News

Hotfix 0.25.2 Released

Input
  • Fixed broken force feedback feeling when choosing a Soft Lock Strength weaker than 100%
  • Fixed 1:1 Steering options allowing to end up with an incorrect configuration, leading to a big dead zone around the center and broken force feedback feeling
  • Fixed Soft Lock affecting force feedback when the wheel was perfectly in the middle
  • Added ability to disable 1:1 Steering without touching the amount of full lock degrees
  • Improved 1:1 Steering Angle slider range, for better usability with most common steering wheels, while still allowing up to 6000 degrees by typing in the text field
  • Added ability to use 'Oversteer Reduction Assistant', and 'Reduce Steering at Speed' with bindings set up with a 'Wheel(Direct)' filter, thanks to new checkboxes in Options > Gameplay > Assistants


Launcher
  • Fixed missing logs in the launcher
  • Fixed launcher failing to detect x64 bits OS in some cases







Hotfix 0.25.1 Released

Vehicles
  • Racing Gauges: Fixed wrong label for EV range and unit for EV power
  • Scintilla

    • Fixed wrong default drive mode part name
    • Fixed wrong naming of Corse mode in the dashboard
    • Improved front crash bar collisions
    • Improved node positioning on rear bumper
    • Fixed wrong unit for right fuel tank
    • Fixed headlight glass deformGroup causing both headlight lenses to break at once
    • Added missing power steering slot
    • Added race hood
    • Deformation tweaks


Physics
  • Fixed tire burst sound being triggered with a volume of 0
  • Fixed P mode in automatic gearboxes incorrectly locking up the output during freeze state and exploding upon releasing the freeze
  • Fixed Automation cars with specific brake settings crashing upon reset


Game Engine
  • Fixed lagging car dashboards: restored previous behavior for UI running at half the game FPS


Missions
  • Rounded score in the endScreen for Drift missions
  • Added walking ability to Crawl missions
  • Small fixes at Italy drag race prefab
  • Preventing buses to be spawned in the garage to garage missions
  • Fixed Custom Node loading not working in very specific cases


Traffic
  • Random events are now enabled by default


User Interface
  • Fixed several places that did not use the level's gravity
  • Fixed engine debug app displaying wrong power values


Audio
  • Fixed audio on Linux not working
  • Fixed missing engine starter and shutoff sounds
  • Rebalance of transmission whine(s)


Garage Mode
  • Fixed error when trying to load automation cars as well as some other vehicles
  • Fixed wrong camera angle when clicking on "Test"
  • Fixed Automation mods not showing up


Vehicle Controller
  • Fixed DCT using the wrong gear when shifting into M mode at non 0 speeds
  • Fixed incorrect math in generic gauge data for electric motors
  • Fixed negative pressures showing in in-car gauges after deflating a tire
  • Fixed an initialization issue in the rev-match logic


Italy
  • Fixed road issue in Città Vecchia


Input
  • Removed non-functional left-over debug binding



BeamNG.drive v0.25 - Spark Your Passion

Version 0.25 is here, and it’s Christmas in June! Well, not really, but with a new vehicle, a metric truck-load of new missions (that's a precise scientific measurement!), the return of the Garage Mode and a stack of gameplay improvements, you’d be forgiven for thinking so.


[h2]Civetta Scintilla[/h2]

After a long silence, the owl finally shows its talons once again! New to BeamNG.Drive in Version 0.25 is the landmark addition of the fierce and charming Civetta Scintilla, a modern supercar powered by a naturally-aspirated V10 engine that’s ready to spark your passion! The Scintilla is the most advanced car in our line-up, pushing the envelope with complex driving dynamics systems, a unique physics skeleton and one of the longest, most intensive design periods of any BeamNG vehicle, resulting in a truly refined machine.

[previewyoutube][/previewyoutube]

DOWNLOAD OFFICIAL BROCHURE TO LEARN MORE

Offering numerous configurations both factory and custom, from the smooth, curve-carving GT Spyder to the raw and ferocious GTs Corse, or the professional and refined Race configuration to the insane, turbo-diesel swapped Off-Road, the Scintilla has something for everyone. Openable butterfly doors, an active rear spoiler, digital dashboard, rear or all-wheel drive, hardtop or spyder, V10 engine with aftermarket twin turbo kit, and an abundance of customization parts that you can look forward to when you take this baby for a spin!

We're excited to hear your thoughts on the new implementation of openable doors; please keep in mind that only the driver door can be opened with a key binding, all doors can be opened through the vehicle triggers though. This feature is still under active development, and we have several improvements in the works.

The all-new digital racing dashboard is highly customizable and available on several cars already with more to come in the future!

[previewyoutube][/previewyoutube]

We’ve also made some improvements to the Bruckell Bastion, Cherrier FCV, ETK 800 series, ETK K-series, Hirochi SBR4, Gavril H-Series, and the Soliad Wendover as well as broader vehicle fixes, audio improvements, and sprinkled a couple of new wheels on top.

[h2]Garage Mode[/h2]

The Garage Mode is getting a long-awaited revamp and while it's still a work in progress, it’s ready for you to play in! The Garage Mode has its own dedicated UI, with Garage and Vehicle options – for the moment these only include lighting – and integrated vehicle options.

[previewyoutube][/previewyoutube]

[h2]Missions[/h2]

We’ve added nearly 100 new missions, including several new mission types. The new AI Race, Cannon, Crawl, Hypermilling, and Run For Your Life mission types will add some excitement to your life. And the already existing Scenarios Garage-to-Garage Delivery and Barrelknocker have also been ported to the mission system and are now available across multiple maps.

In the meantime, we have updated the Delivery, Drift, and Drag mission types with new missions and some fixes. The Driver Training Campaign has been ported into the Mission System with several updated and added missions. The Campaign is also no longer linear, but branching: one mission might unlock multiple others, or you need to complete more than one mission to unlock the next.

We've also added local leaderboards for all the missions, showing your best or recent attempts together with stats like scores, times or distances, depending on the mission type. These stats are also displayed on the Map View and Mission-Start and -End screens. We’ve also fixed issues with bus stops and pathfinding for some Bus Mode missions, and made several minor bug fixes.

[previewyoutube][/previewyoutube]

On the levels side the process of updating maps to PBR continues - road and terrain textures have been upgraded on all but three maps (don’t be sad, Italy, West Coast, and Automation, we’ll get to you as well!), and rocks were upgraded across all maps except Automation. Almost all maps received numerous small fixes and improvements as well.

Most of the traffic system has been re-done. Traffic can now have distinct roles, with support for custom and flowgraph roles. We’ve implemented standard, suspect, police, and service roles. All traffic vehicles now track their own driving and pursuit data, this means that police can automatically pull over and chase other vehicles in the system, as well as other interactions. We’ve also changed the traffic settings in Options, and made a host of fixes and improvements.

We will return shortly with more teasers on the upcoming content! With a few more polishing touches, the remastered Covet will be coming in the next major release, as well as even more PBR, Garage improvements, and so much more, stay tuned!

Check out the full patch notes on our website for further details!

32-bit Client Deprecation


Greetings, drivers!

Today we would like to let everyone know that with the release of version 0.25, the 32-bit client will be discontinued. Please note that there will be no support or updates for this version going forward.

However, you may still access the last supported version by switching to the following branch on Steam:

0.23.5.1-32bit - No updates - Windows 32bit - 0.23.5.2



IMPORTANT: If you are unable to upgrade to a 64-bit operating system make the transition prior to the release of version 0.25 to ensure that your game will remain playable.

This decision will allow us to free up development time and enable us to take advantage of newer technologies. According to our data, less than 0.5% of users are still using 32-bit operating systems.

If you are still using a 32-bit operating system we strongly advise that you upgrade to 64-bit if your hardware allows, as this will improve the security and performance of your system.

If you’re not sure which version you use or need help with upgrading, please check this article for more information.

Hotfix 0.24.1.3 Released

Today we're deploying another hotfix containing several improvements and optimizations.

First up, we're bringing a few fixes to the Italy, West Coast, and East Coast maps. These include things like invisible walls, collision problems, and signpost and traffic light pole positions.

In the World Editor, we’ve fixed the tree-related issue in the Asset Browser as well as a problem with the camera when exiting the editor.

And last, but certainly not least, we’ve resolved an issue with file migration for new users, as well as a translation loading error which resulted in the launcher being accessible only in English.

As always, you will find a complete list of changes here: