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BeamNG.drive News

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

Minor Update v0.23.1 Released

With today’s minor release we are delivering several fixes to issues identified in version 0.23. We appreciate everyone's feedback and bug reports!

We have addressed the problem of some mods rendering cars undrivable, as well as breaking the user interface. The vehicle configuration menu will also no longer close itself constantly after each part change.

In addition, we've addressed a few issues with the launcher, and did minor work on several vehicles, Gridmap V2, UI, and more. You can find the full list of changes below!

We hope you are enjoying these updates. Thank you for your support!

[h3]Vehicles[/h3]
  • ETK 800 Series

    • Added race oil pan to drift configuration
    • Fixed gauge exception on load
  • Gavril Grand Marshal: Fixed missing ECU and long block parts on 4.5L V8 engine
  • Gavril T-Series: Fixed node group on the inner front rear left tire
  • Hirochi Sunburst

    • Fixed oilpan refnode position
    • Fixed transparency issue on Sunburst grille badge
  • Ibishu Hopper: Fixed a problem where the wheels tried to connect to the differential directly instead of through half shafts
  • Ibishu Wigeon

    • Fixed the extreme deformation spiking of the front end
    • Fixed front fender flare meshes not disappearing when part removed
  • Ibishu Pigeon

    • Fixed conflicting variables/node names of the bed crate and roof bar crate that caused the crates to weight 10,000kg each and flatten the vehicle
    • Fixed headlight part names
    • Fixed fuel tank part name
    • Fixed mismatched taillight flare color
  • Common: Fixed tire_01i texture


[h3]Levels[/h3]
  • Gridmap V2: Deleted hidden mesh in Offroad zone. Fixed missing collision in Offroad zone
  • Industrial Site: Fixed incorrect collisions with "ind_bld_tin_01_shed_b"


[h3]Game Engine[/h3]
  • Disabling mods after major game updates for safety reasons
  • Fixed vehicles and user interface being almost unusable when certain mods replaced the electrics.lua file
  • Fixed precooked imposters not being loaded
  • Fixed rendering artifacts after changing graphics settings to Ultra


[h3]Launcher[/h3]
  • Fixed using wrong system language
  • Fixed Window's ransomware protection being erroneously triggered by a bug


[h3]User Interface[/h3]
  • Fixed the Parts menu closing automatically after every part change in West Coast USA and in Gridmap
  • Fixed an issue with vehicle selection menu classifying official vehicles as mods
  • Improved visualization of coupler spheres when attaching trailers and in other situations


[h3]Editor[/h3]
  • Improved ScriptAI: added time start delay and offset. Also fixed saving of those values. Added Fast Forward mode


[h3]Input[/h3]
  • Fixed inability to control the bus when hovering the mouse cursor over the top-right UI app of Bus Mode
  • Fixed vehicle controls sometimes not working after exiting the World Editor


[h3]Artificial Intelligence[/h3]
  • Fixed AI and ScriptAI not being able to move through water


[h3]Scenarios[/h3]
  • Fixed Collect Mountain scenario not resetting properly after completion
  • Fixed sounds not playing correctly after resetting a scenario sometimes
  • Fixed minor UI & text issues in the "Speedy Scramble" scenario

The 2021 Summer Release – BeamNG.drive v0.23


Welcome to another major update for BeamNG.drive — version 0.23 is here!

Expect to see a slew of upgrades throughout the game, as well as some brand new content and features. The new additions include a completely remastered Gridmap, the introduction of a new vehicle, some major changes to the render engine, and more.

Let's kick things off with the revamped Gridmap!

[h2]Gridmap Revamp[/h2]

A little while back, we reached out to you, the community, for some ideas on how to improve Gridmap. Well, you delivered ideas and suggestions in spades, and now we're pleased to deliver a complete overhaul of the beloved map! There's a notable change in the overall visual style that still respects the look and feel of the original version.

Aside from visuals, Gridmap's layout and scale has changed significantly. We've split the map into 11 different zones, each with a designated purpose and theme including Offroad, Suspension, Handling, Rivers, and much more. As a result of these changes, the new version of the map is now four times the size of the original in order to accommodate these new zones. With that comes some added freedom to roam, as we've implemented some empty space and minor landscape elements to open up the map for an increased sense of exploration.

The original Gridmap level is available for download here.

[previewyoutube][/previewyoutube]

[h2]Pigeon Remaster[/h2]

Next up, we are proud to announce the long awaited remaster of BeamNG.drive's most well known bird of the flock; the tiny, quirky and hilariously unstable Ibishu Pigeon. The whole vehicle has been rebuilt from the ground up, sharing almost nothing in common with the old Pigeon. Completely new, highly detailed textures, 3D model and Jbeam structure all created to our most recent standards, as well as plenty of additions such as new 4-wheeled "Plus" models, a screaming 1.3L DOHC inline 4, new configurations, new customization parts and more.

[previewyoutube][/previewyoutube]

[h2]Ibishu Wigeon[/h2]

Not only does 0.23 include a remaster to everyones favorite 3-wheeled pickup, it also incudes the Ibishu Wigeon. The Pigeons lighter, sportier cousin. Featuring a shortened down chassis, lightweight fiberglass body and gas strut supported lifting canopy door, the Wigeon might seem more like something out of a sci-fi universe than something you would see on the road. Inspired by various Pigeon based kit cars and home-made sports cars, Ibishu developed the Wigeon in the late 1980s for European markets. Unsurprisingly, it was not particularly successful compared to the far more useful Pigeon, but carved out its own niche among quirky enthusiasts in Great Britain, its most popular market by a significant margin.

The Wigeon is available in two trim levels with 3 and 4 wheel versions, as well as sharing the same engine options as the Pigeon. 3 modified configurations are also present, for drag, track racing and off-road.

[previewyoutube][/previewyoutube]

[h2]PBR Materials and Graphics Update[/h2]

We've also been hard at work making the game feel even more immersive through significant improvements to the rendering engine. This includes the addition of physically based rendering, allowing for environments and objects to appear more true-to-life, especially from a lighting perspective. With that in mind, you'll be able to see updated textures across a diverse selection of assets. Here's a video showcasing just how much of a difference physically-based rendering makes.

[previewyoutube][/previewyoutube]

A new Ultra mode, which enables Fresnel and specular color for direct lighting, has also been added.

It should be noted that we've experimentally implemented Vulkan renderer. At the moment it is still unstable, but offers promising upgrades to rendering speeds.

Please see this announcement for more information.

[h2]Traffic Signals[/h2]

We're very excited to introduce a traffic signal system, which comes with fully-functional intersections and signal controllers. This particular update also includes improvements to AI, such as making the East Coast USA traffic lights compatible with AI, and improvements to some police actions. West Coast USA intersections are still in the works, and we appreciate your patience!

[previewyoutube][/previewyoutube]

[h2]Oil Simulation[/h2]

Lastly, combustion engines will benefit from an improved oil simulation coming in 0.23. Oil is now simulated as a variable mass that can change over time due to external factors. We've also added support for breakable oil pans and radiators, causing oil to leak should either of them face any damage.

There has also been a reworking of the oil starvation logic, as well as support for oil starvation during cornering and jumping. You as the player will also need to adhere to safe minimum and maximum oil levels that should not be exceeded.

[h2]Fixes & Improvements[/h2]

As usual, we're always looking to improve the existing components of BeamNG.drive. Starting with World Editor, we made some adjustments to Forest Editor, as well as some quality-of-life improvements to Scenetree. This includes cleaning up the UI for more clarity, as well as better gizmo drag behavior in grid snap mode.

When it comes to scenarios, we've added three new ones, remastered two, and completely removed scenarios that already exist as Time Trials. The new ones include Goliath, King Size, and Supercar Transport. The familiar scenarios that received the remaster treatment are Jump Course and Port Escape.

You'll also find plenty of bug fixes in the full patch notes to help enhance every part of the playing experience:

[h3]Please head over here to check out the full list of changes.[/h3]

We thank you all so much for your continued support of BeamNG.drive and see you in the next devblog!

Minor Update v0.22.3 Released

We’re back once again with another batch of quality of life improvements! Version 0.22.3 brings a few minor tweaks to a selection of vehicles and addresses several issues with World Editor.

You’ll also find various adjustments to the game engine, Walking Mode, and more. Check out the full list here!

And as always, thank you for your feedback and support!

Minor Update v0.22.2 Released

In today's minor release, we have a slew of smaller improvements. This includes fixes for the migration process for Userfolder during updates.

Version 0.22.2 also addresses reported issues for multiple vehicles, including the recently added Soliad Wendover. We are also introducing several subtle refinements to the new Walking Mode, audio, input, World Editor, and more. Check out the full list of changes here!

As always, thank you for your continued support!