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BeamNG.drive News

The 2021 Winter Release – BeamNG.drive v0.24

It’s been some time since the last update, but we’re back in time to bring you holiday spirit. Version 0.24 is now live with some exciting new features, quality of life updates, a dash of graphics improvements, and a few physics changes.

[h2]1996 Ibishu Pessima Remaster[/h2]
In the vehicle remaster line, we grabbed this opportunity to take the Pessima in hand. As many of our players have been keenly aware, the 1996 Ibishu Pessima was one of our most content-sparse vehicles with very little in the way of customization or even factory options, and its visual quality was a little lacking.

With this remaster, we wanted to address both of those things, and raise the vehicle's performance ceiling. To that end, the Pessima will be getting a reworked 3D model with improved detail, proportions, and textures. The jbeam structure is also being reworked with better deformation and increased detail.

In addition to all of that, the Pessima is also getting a huge number of new parts, including new engine and drivetrain customization, new sport and custom body kits, new spoilers, fender flares, rollcage, racing subframes – essentially the full kit for fancying up your Pessima will be included in this update. The update will also include a full complement of factory custom and racing models for the Pessima.

[previewyoutube][/previewyoutube]

[h2]Gavril H-Series Remaster[/h2]
The Gravril H-Series has also gotten a much-needed rework. This van has received a shiny new 3D model and materials, in addition to a stack of new content, including side-door and passenger body styles, new interior color options and passenger parts to go with the reworked interior, and new base and high-end facelift parts.

It has also received a thorough going-over in the configuration department, with existing configurations getting a rework and several new configurations being added, and is getting three new skins.

[previewyoutube][/previewyoutube]

We've also added various new props, including a lounge set, fridge, chair, TV, and cardboard boxes, so if you ever had the urge to pretend you were driving a moving van, now's your chance!

And to top that off, we are improving trailers physical skeletons to achieve more realistic behavior. The flatbed is now more longitudinaly flexible, together with remade load physics with reduced rigidity, improved collision and deformation. The tanker is also getting a new load jbeam with more realistic liquid sloshing behavior and adjustable volume, along with new 22000L and 34000L load volume configurations.

[h2]PBR Update For Levels[/h2]
In Version 0.24 we are continuing the process of updating our graphics to PBR, which started with vehicles in a previous version.

To that end, roads, decals, and terrain in the Jungle Rock Island, Utah, and Small Island maps are being upgraded to PBR. Upgrading to Physically Based Rendering will allow us to render the environment with more accuracy and detail than we’ve ever been able to before, bringing even more realism to your driving experience.

[previewyoutube][/previewyoutube]

[h2]Missions[/h2]
An exciting new feature coming in this update is the Mission system. Once the update drops, you will be able to play missions in freeroam mode. Similar to scenarios, missions can be started from within a level and some missions can be customized before starting so that you can tailor your experience.

The available mission types will include Time Trials and Bus Mode available everywhere, Dragrace on West Coast USA and Gridmap V2, Longjump on Utah, Precision Parking on Italy and East Coast USA, Drift and Gymkhana on Italy and West Coast USA, and Arrive on Italy. More details on what each mission entails will be in the patch notes. You will also be able to create your own missions using the Mission Editor. The editor is still a work in progress so may not be perfectly reliable, but you will be able to use it to make new missions using the existing Mission Types as a template, make completely custom missions, and make your own Mission Types and Editors. Have a look at the documentation for the mission editor here!

[previewyoutube][/previewyoutube]

[h2]Fixes & Improvements[/h2]
The update will also include a number of map fixes as well as some changes to the World Editor. The editor is getting Import/Export features for the Multi-Vehicle Spawner window, as well as reworked features and design.

Traffic systems in the West Coast USA have received several improvements, including changes to speed limits, improvements to the police infraction system, and more customization options. Traffic will now respect all traffic signals on current official maps.

We have also began a major revamp of the entire User Interface with this release; more details will be available at a later date, but we invite you to share your feedback in this dedicated thread.




Last, but certainly not least, we are making some changes to the Force Feedback system to make it smoother, with more detail and accuracy. The new Soft Lock option will attempt to keep your USB steering wheel within the valid angles of your current vehicle, lending a level of realism to your experience.

New bindings have been added to allow for easy testing of different strengths and smoothing, in addition to other Force Feedback-related tweaks. The improved FFB is smoother and less noisy allowing more details to reach the wheel. It is advised to adjust the smoothing and strength FFB parameters to have best results.

We've also made some improvements to the audio of the game, adding plastic impacts, support for cooling fans, UI sounds and ambiance for the overview map mode, and stereo headphone mode!

And as a last little cherry on top of the update cake, we are also adding German and Polish localization.

And as an added treat, we wanted to let you know that just in time for the holidays you can expect a content update that will be bringing a new contender to the game's lineup: the Bruckell Bastion, an American muscle car that can take on all comers with style. Keep an eye on our social media for clues to the other contents of the holiday update!



Please head here to check the full patch notes.

Thank you all so much for your continued support, and see you in the next devblog!

Minor Update v0.23.5 Released

We are releasing another minor update today to address issues that have been reported with the game engine, scriptAI, and scenarios. It also includes improvements for the Replay system and World Editor, among other things.

[h2]Game Engine[/h2]
  • Fixed an issue where audio files from content/audio.zip were not accessible in-game
  • Fixed crash while exporting performance graph data to JSON
[h2]Launcher[/h2]
  • Migration will no longer be performed if this is the first run of the game
[h2]AI[/h2]
  • Fixed an issue with scriptAI not moving
[h2]Render[/h2]
  • Fixed materials when using UV1 on normal maps
  • Fixed material's UV animations
[h2]Scenarios[/h2]
  • Fixed traffic respawning when a bus route is restarted
[h2]Replay[/h2]
  • Fixed vehicles sometimes being invisible when playing back replays after a game restart
  • Fixed some replays not working when they had been recorded in certain mod maps
  • Slightly improved logging of the replay system
[h2]World Editor[/h2]
  • Decal Road Editor
    • Fixed some road materials not showing up in the inspector
    • Fixed an issue where duplicating a road in the object tool makes it unselectable in the road editor
    • Disabled regeneration of all decal roads on exit to make exiting faster
    • Improved performance of road editing when the "overObjects" field is set
  • Forest Editor
    • Fixed newly created forest item meshes not being saved
    • Added copy, paste and duplicate to the forest editor
    • Deselect forest brush when switching to "select item" mode
  • Terrain Editor
    • Fixed reload of terrain materials when saving changes to materials
  • Object Tool
    • Improved performance of the object tool by disabling constant "hovered object detection"

Minor Update v0.23.4 Released

It's time for yet another minor update! We've resolved the issues that players have reported with the game engine, scenarios, and World Editor, as well as implemented a few small tweaks to the traffic AI logic.


[h2]Vehicles[/h2]

  • Tweaked roughness levels on Vivace underbody and carbon fiber parts


[h2]Scenarios[/h2]

  • Fixed King Size scenario


[h2]Game Engine[/h2]

  • Fixed texture compression artifacts when cooking textures


[h2]Traffic[/h2]

  • Improved police pursuit logic when the player resets their vehicle
  • Made police AI avoid ramming the player if the player is driving slowly or pulling over
  • Improved scriptAI throttle control


[h2]Audio[/h2]

  • Fixed the game crashing due to custom vehicle sounds in mods


[h2]World Editor[/h2]

  • Inspector: Fixed issue where a change to an objects' file field would always be applied to its first file field

Minor Update v0.23.3 Released

We have another round of fixes and enhancements for you today. Reported issues with Time Trial, Scenario, and Campaign end screens have been resolved, and Vulkan received a series of stability improvements.

On the Launcher side, a fix has been applied to the verification tool's file removal process, and we also addressed several issues with Vehicles, World Editor, and UI.

Thank you so much to everyone who took the time to report issues and share feedback!

[h2]Vehicles[/h2]
  • Bruckell LeGran
    • Fixed wagon rear signal lamps not disabling their glowMaps when breaking
  • Gavril H-Series
    • Fixed population of derby config
  • Gavril Roamer
    • Fixed population of derby config
  • Ibishu Pigeon
    • Fixed single-sided mesh for I4 engine accessory belt
    • Fixed mesh bindings of upper door mirror bracket
  • Ibishu Wigeon
    • Fixed single-sided mesh for I4 engine accessory belt
  • Common
    • Global tweak to BeamLimitDamp of vehicle engine mount beams
[h2]UI[/h2]
  • Fixed an issue with the license plate regeneration button
  • Fixed broken end screens for Time Trials, Campaign, and some Scenarios
  • Fixed not being able to disable shadows when Lighting Quality is set to Lowest
  • Fixed an issue with CPU-bound computers that resulted in CEF being overloaded with requests and data. This resulted in several seconds of delay in the user interface
  • Improved the frame rate dependency of the in-game HTML interfaces to be half the game's speed (30 fps max for now), allowing the game additional hardware resources
[h2]Game Engine[/h2]
  • Stability fixes for Vulkan rendering
  • Fixed Borderless mode in Vulkan
  • Fixed inverted reflections in vehicle mirrors if graphics setting for Texture is set to Low
  • Fixed bug where beamLongBound and beamShortBound got reset to 1 if set to 0 in jbeam (Nonzero values were unaffected)
[h2]Camera[/h2]
  • Fixed an issue with path camera not playing in some scenarios and campaigns
[h2]Launcher[/h2]
  • Fixed verification tool removing critical game files due to letter case sensitivity
  • Fixed verification tool deleting unknown files without moving them to the backup location first
[h2]Traffic[/h2]
  • Implemented loading screen while loading traffic vehicles from the radial menu
  • Fixed traffic spawning way too close to the player vehicle (especially in Bus Routes mode)
  • Tweaked traffic parameters in Bus Routes mode

[h2]World Editor[/h2]
  • Flowgraph
    • Fixed errors in the Distance Between node
  • Fixed an issue where the World Editor could not be opened due to missing files
  • Fixed issue with the vehicle engine audio debug tool where it was not possible to change any values
  • Fixed an issue where objects being set as "hidden" would be unhidden when loading a level
  • Fixed a crash when editing a hidden decal road
  • Fixed several crashes when importing, adding, or deleting terrain blocks
  • Fixed an issue where decal roads couldn't be selected sometimes
  • The transform gizmo will be hidden now if the object doesn't have the respective field for it
[h2]Misc[/h2]
  • Bus Routes
    • Fixed Utah bus lines using incorrect route
  • Track Builder
    • Fixed editor breaking sometimes

Minor Update v0.23.2 Released

With today's minor update we are deploying a series of fixes for issues that have been reported with vehicles, levels and traffic.

The AI has been tweaked to optimize throttle control. Additionally, several useful improvements to the World Editor are included, as well as updated bindings for Thrustmaster T300RS steering wheel. The full list of changes can be found below.

We genuinely appreciate your excitement and positive feedback to this release so far.

[h2]Vehicles[/h2]
  • Burnside Special
    • Adjusted oil pan strength
  • ETK K-Series
    • Added HD Internals to the Trackday configuration
  • Gavril D-Series
    • Fixed incorrect tailgate lettering on some models
    • Fixed inverted normals on left RS fender lettering
  • Gavril Roamer
    • Fixed missing tailgate collision triangles
    • Fixed orientation of spotlights on quad rectangular roof basket lights
  • Ibishu Hopper
    • Fixed driver camera catching on objects such as the low bar on Gridmap V2, and slingshotting the "Classic" configuration backwards
  • Ibishu Pigeon
    • Fixed radiator fan spin animation
    • Fixed backwards steering center adjustment slider for 3-wheel front suspension
    • Fixed hood camera position so it does not move in and out of the sound muffling area for the interior camera
    • Fixed bed crate exploding
  • Ibishu Wigeon
    • Adjusted default steering center for 3-wheel front suspension
    • Fixed rollcage causing doors to pop open slightly
    • Fixed backwards steering center adjustment slider for 3-wheel front suspension
    • Fixed alignment of driveshaft prop
  • SBR4
    • Fixed vibrations in front of car when accelerating using race center differential
[h2]Levels[/h2]
  • East Coast, USA
    • Fixed floating trash
    • Fixed decal floating above traffic light
  • Gridmap V2
    • Removed test number decals from Demolition Zone
  • West Coast, USA
    • Fixed wrong default spawn thumbnail
[h2]Game Engine[/h2]
  • Fixed file notifications not triggering for unpacked mods
  • Fixed an error regarding the retrieval of the My Documents folder
  • Fixed an error with retrieval of native paths for zipped folders
  • Fixed an issue in materials that caused the opacity map from layer 0 to always be used
[h2]Mod Manager[/h2]
  • Added file system notification on activation/deactivation if mod is unpacked. For performance reasons this can be enabled only if you activated Advanced UI
[h2]Traffic[/h2]
  • Fixed mod vehicles sometimes getting selected for traffic when the mod option is off
[h2]AI[/h2]
  • Improved throttle control that was causing AI to not be using full throttle in the drag strip
[h2]Input & Force Feedback[/h2]
  • Updated default bindings for T300RS wheel
[h2]ScriptAI[/h2]
  • Improved throttle control that was causing ScriptAI to significantly fall behind the script times
[h2]Lua[/h2]
  • Added brake and clutch override electrics to vehicle controller
[h2]World Editor[/h2]
  • Flowgraph Editor
    • Fixed and improved traffic signal flowgraph nodes
    • Updated Traffic Signals Demo graph
  • Implemented performance improvements of road editor on big levels
  • When changing the visibility or locked status of an object, the editor will be set to the dirty state now