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BeamNG.drive News

Buckle up, heavy traffic ahead: Update 0.17 released



Hello everyone!

The new update is out! It's been a huge collaborative effort, but we're very happy with the results, and we hope you enjoy 0.17.

The 1963 Gavril Bluebuck joins our growing, diversifying list of vehicles including 33 variants to drive and customize, along with a wealth of mod parts and our first-ever hydraulic suspension. In addition, we have extensively improved the deformation behavior of most of the vehicles in the game. You'll be able to enjoy the improved deformation more easily than ever, with seamless dynamic traffic now just a click away in the radial menu. There is also now a drag minigame at the West Coast drag strip, and the AI might just give you a run for your money ;)

In addition to vehicle-related work, we have spent a significant amount of time and effort overhauling our older levels to bring them up to the standard we've established with the newer ones. East Coast, Hirochi Raceway, and the Derby map have received extensive overhauls to improve visual quality, gameplay, and performance.

We are also proud to have achieved some serious performance improvements on both the CPU and GPU side, massively optimizing vehicle rendering and significantly improving level rendering.

Highlights
  • New vehicle: Gavril Bluebuck
    https://www.youtube.com/watch?v=JboQMg982Xk

  • Level Improvements: East Coast USA, Hirochi Raceway and Derby
    https://www.youtube.com/watch?v=5V_Rds7Mcjc

  • Traffic and AI improvements
    https://www.youtube.com/watch?v=PAzk5HHVp7M

  • Drag Race at West Coast USA
    https://www.youtube.com/watch?v=tdtdZ4kuUUk

  • Optimized vehicle rendering: up to 2.5x faster for CPU and up to 10x faster for GPU. Level rendering is up to 1.3x faster



But wait, there's more...

In this update, you'll also find some very experimental features:
  • FlowGraph Editor: allows to create gameplay without needing to know LUA or any programming language: just clicking and dragging 'flowgraph nodes'. The basics work, but you will find rough edges here and there. Don't be afraid to report them!
  • World Editor 2.0: is the future substitute of the already aged World Editor, which can sometimes be quite difficult to use; we are aware of this, and we want to make modders life less frustrating and allow for faster work, so this is our response.

We've decided to release both in a very early state, still lacking features and stability, and likely to change in the near future and break compatibility with your recent creations (although we try not to). But they are complex enough that they warrant an early release, to gather feedback as soon as possible, even if the experience is still far from optimal. If you feel like experimenting, and don't mind all the possible issues, then go on, give them a try, and let us know what you think!


And more, and more...

This is only a selection of the changes included in BeamNG.drive v0.17. Please visit the devblog for the full changelog, here:

http://blog.beamng.com/buckle-up-heavy-traffic-ahead-update-0-17-released/


Greetings from the BeamNG team.

Enjoy!

Teaser video - New car: Gavril Bluebuck

Presenting a new car that will be added in the upcoming BeamNG.drive update v0.17:

The 60's Gavril Bluebuck!

With tons of variants, including many regular street versions, stock car racing, low rider with working hydraulics, drag racer... you name it!

https://www.youtube.com/watch?v=JboQMg982Xk

Coming soon.

Teaser video - Remastered and Improved Levels

We're working hard to remaster several levels: our next update will feature massive improvements in "East Coast USA", "Hirochi Raceway" and "Derby" maps.

Here's a video preview of some of the changes you will find :)

https://www.youtube.com/watch?v=5V_Rds7Mcjc

Coming soon to version 0.17!

Second hotfix for 0.16 released



With today's hotfix we are releasing a number of bugfixes and optimisations. We are continuing to work on resolving the UI issues encountered by a small subset of players. These are proving tricky to pin down and in some cases our analysis has revealed that the issues actually lie outside of BeamNG.drive, requiring third parties to deploy fixes. In such cases we are looking into workarounds as much as possible.

Vehicles
  • Increased differential output speed limits and allowed override in jbeam
  • Fixed jumpy behavior from torque converters when rock crawling or rolling backwards
  • Fixed Covet having incorrectly named differential parts
  • Fixed Barstow front wheels clipping into hub
  • Fixed electric batteries being able to massively overcharge
  • Fixed: Burnside front left door glass using "chopped" door node positions


Mod Repository
  • Added missing list to mod repository to not download missing mods on update all
  • Added download all missing mods button to mod repository


Cameras
  • Fixed Semi hood camera moving around too much


Audio
  • Fixed Engine Audio debug app breaking on cars with old V8 sounds


Art
  • Fixed wrong ordering during render of decal roads
  • Fixed missing woodcrate and woodplanks


UI
  • Fixed UI process when run in software mode
  • Improved logging of UI processes for better diagnostics
  • Fixed outgauge coolant temperature using the wrong unit



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 0.16 released



With today's hotfix we are deploying fixes and enhancements to BeamNG.drive version 0.16. Building on the already released audio improvements we are releasing a tuning app for engine sounds as well as some additional adjustments to exhaust and impact sound effects. The Italy map is receiving some bug fixes which will result in fewer shredded tires and more pleasant terrain appearance in some areas. On the vehicle side various models have had fixes applied to correct deformation and camera placement errors as well as configuration and appearance issues.

Notice: In order to address an on-going issue with the game UI we have flagged GPU usage of the UI as experimental. This will now require manual toggling in the options screen. While the majority of users should not experience issues with this option enabled, a small subset of users may encounter issues when playing the game with this option active.

Notice: With this release we are deprecating the dropdown functionality of the UI. Any custom UI elements that use dropdown menus will need to be updated.


Vehicles
  • '98 Pessima: Fixed mesh spike from subframe, fixed subframe easily "peeling" when driving over rocks, fixed hood corners clipping, strengthened middle fender attach
  • Moonhawk: Fixed rear glass deformgroups, fixed trunk mesh spike, fixed default configuration spawning without differential, adjustments to fender deformation in response to feedback
  • SBR4: Fixed unreliable tail light deformgroup, fixed rear subframe mesh spike, fixed steering jiggle on AWD models when skidding at high angles with throttle applied
  • eSBR: Added a reversing speed limit. Added the ability to change the starting battery level in tuning menu. Fixed position of foglight flares, damaged taillight texture switching fixed, made tailllight and tailgate panels sub parts.
  • Covet: Fixed positions of non-stock steering wheels, fixed incorrectly named final drive, adjust rear view mirror position
  • Burnside: Corrected (A) in Leadsled configuration name to (M) to match the fitted transmission
  • Autobello: Fixed open diff torsionreactor
  • Miramar: Fixed node positions in rear roof area, strengthened middle fender attach
  • Sunburst: Fixed the CVT gear ratio oscillating at low game FPS, changed shifting behavior to upshift more quickly after releasing throttle. Improved flexbody behaviour of front bumpers. Fixed typo in Sport S (M) config causing it to have the wrong fender
  • Hopper: Fixed off road light housings becoming transparent when breaking, adjusted rear trackbar setting (default and offroad config)
  • Pickup/Roamer: Fixed incorrectly named front final drive gears
  • Semi: Improved the 5th wheel plates so that they dont clip through the frame when vehicle collision is disabled
  • ETK K-series: reverted accidental orbit camera changes
  • ETK 800: reverted mistaken camera changes
  • Door flexbody spiking improved for: Pickup/Roamer/Van, LeGran, ETK I, Grand Marshal, Sunburst, '88 Pessima, '98 Pessima


Levels
  • Italy: Fixed wood bench normal
  • Italy: Deleted the petrol station in Città Vecchia
  • Italy: Fixed low balconies
  • Italy: Improved Fastello port colmesh to prevent tire popping
  • Italy: Removed some grass on the road
  • Italy: Removed duplcate sign
  • Italy: Added AI roads to Portino and the Norte port
  • Italy: Updated terrain to improve Portino
  • Italy: Fixed floating decals on port
  • Italy: Updated minimap to include the new village of Portino
  • Italy: Fixed no texture on time trial starting line
  • ECA: Fixed decal over mesh in ECA Street Course and Street Stage time trials


Misc
  • Added a simple live tuning app for engine sound (Ctrl+F9)
  • Added ECS/Tc apps (Ctrl+F9)
  • Added option to enable experimental render of UI with GPU
  • Fixed lua error when a coupled vehicle has been replaced
  • Fixed DecalRoads not updating
  • Fixed opening save/load window of Track Builder crashing the game
  • Fixed Procedural Tracks not working
  • Fixed multiseat camera not working properly when exiting multiseat
  • Performance Graph: Metrics is recorded all the time, pause the physics to pause the recording
  • Performance Graph: Fixed bugs for GPU graph, latest value would always be wrong (eg: PostFX time would be smaller on current frame)
  • Performance Graph: Fixed displaying frequency of CPU twice (Intel already include stock frequency in the name)
  • Launcher: You can now reset your userpath if the launcher or game is throwing error
  • Tasti-Cola delivery scenario now uses default UI layout instead of custom single checkpoint scenario layout


Audio
  • Added roll off adjustment curve to exhausts, adding 8db of gain over 100 metres
  • Added additional roll off adjustment curve to unmuffled exhausts, adding 2db of gain over 100 metres
  • Added roll off adjustment curve to main impacts
  • Cabin filter is now more muffled


Physics
  • Small optimizations of physics core