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Hotfix 0.28.1 Released

Greetings everyone,

We hope you've been enjoying our latest update so far!

We've investigated some of the reported issues and were able to identify their causes. So, today, we're rolling out a hotfix to tackle them, you will find a complete list of changes below.

As always, we're grateful for your patience and for bringing the bugs to our attention.

[h2]Vehicles[/h2]
  • Autobello Piccolina
    • Fixed gauge needles
    • Fixed autobello buggy 5 speed sequential transmission launch RPM being too high for stock engine
  • Bruckell Moonhawk
    • Reduced shifter knob distortion during shifting
  • ETK 800-Series
    • Fixed gauge needles
    • Made interior camera dependent on chosen seat
    • Fixed 856 TT sport config using wrong inner fenders
    • Re-adjusted door detents
    • Tweaked aerodynamics
    • Fixed wrong 310 HP diesel ECU naming
    • Tweaked AWD and differential behavior
  • ETK K-Series
    • GT-IV model now uses S gearbox mode by default
    • Re-adjusted aerodynamics
    • Fixed calibration of gauges and position of needles
    • Added missing widebody inner fenders
    • Fixed position of beamNavigator windshield accessory
    • Fixed automatic shifter animation
    • Fixed an issue with 310d config using wrong gauges
    • Fixed wrong 310 HP diesel ECU naming
    • Tweaked AWD and differential behavior
  • Gavril H-Series
    • Fixed automatic gauge needles
  • Gavril Roamer
    • Fixed beams braking when opening extended body rear doors
    • Fixed gauge needles
    • Fixed instability with the RoadSport bodykit
  • Ibishu Hopper
    • Fixed broken tube doors
  • Ibishu Miramar
    • Fixed steering wheel orientation
  • Soliad Wendover
    • Added turned off materials for gauges and screen

[h2]Levels[/h2]
  • Automation
    • Updated spawn previews to show new terrain colors
    • Fixed skewed textures and vertex color on windows of the main building
    • Improved dam LODs and added a door to dam bridge wall
    • Improved roughness details on test track surface
    • Fixed a hole in the small dam building mesh
    • Fixed sidewalk curbs
    • Fixed terrain spikes
    • Fixed z fighting on some decalroads
    • Fixed cabin entrance height
    • Fixed a hole in water and adjusted overall water color
    • Fixed the bridges mesh and barriers
    • Fixed mesh collision issues on dam and factory storage
    • Fixed the gap between dam gates and walls
    • Applied annotations to the whole map
    • Fixed tire marks width in dam zone
    • Fixed duplicated material m_concrete_plain in misc folder
    • Fixed console errors
  • East Coast, USA
    • Fixed spiky terrain
    • Fixed stretched parking line
    • Fixed floating guardrails
  • Italy
    • Deleted a lot of duplicated forest elements
    • Deleted several trees over the gas station

[h2]Missions[/h2]
  • Fixed UI layout not being editable in GarageToGarage Missions when competitive scenario conditions were disabled
  • Fixed missing obstacle in “Blocked Road” mission on Utah

[h2]UI[/h2]
  • Added a scrollbar and fixed display issues for the “List possibly broken mods” tool (available in the Mods menu)
  • Adjusted Vehicle Config → Parts menu visuals based on community feedback
  • Fixed the “List possibly broken mods” tool not immediately writing the full list of conflicting files to logs (it used to require closing the game, or waiting until an error was logged later)

[h2]AI & Traffic[/h2]
  • Fixed an issue where some traffic vehicles would exist but would not be visible
  • Fixed several traffic signals and intersections in West Coast USA
  • Reduced traffic spawning on dirt roads with low drivability

[h2]Script AI[/h2]
  • Fixed Start Delay feature

[h2]Input & Force Feedback[/h2]
  • Adjusted default Steering lock strength for all steering wheels down to 50%, to reduce oscillations at full lock

[h2]Game Engine[/h2]
  • Fixed an issue that caused some vehicle’s skins to break
  • Fixed spawning height of props that are partially in the ground like the bollard

[h2]Cameras[/h2]
  • Fixed wrong camera tilt that could happen after pressing F8

[h2]Audio[/h2]
  • Adjusted EQ/gain on ETK i6/v8 exhaust
  • Increased aero at high speed - removed clamp in sounds.lua, increased curve ranges and added distortion
  • Fixed incorrect cabin filter settings for D15-Pre-Runner, D15 Pre-Runner Extended Cab, D15 Rock Racer, and D35 SuperPig configs

[h2]World Editor[/h2]
  • Fixed some minor issues in the Traffic Signals Editor when selecting objects to use for signals
  • Fixed an issue with terrain painter undo function that would sometimes leave the old terrain

Spring Renovations - BeamNG.drive v0.28

Spring has sprung, the birds are singing, the bees are buzzing, and we've been buzzing with excitement to finally show you what we've been up to the past several months. So buckle up and don't forget your sunglasses 'cause it's gonna be blooming bright over here!

[h2]ETK Refresh[/h2]

First up, the ETK is getting refreshed for the spring season! While not as comprehensive as our typical revamps, the team has dedicated significant effort to update key areas of both models. This ensures that they maintain their distinct identity while offering a more complete and engaging driving experience.

Throughout the development process, our primary focus has been on expanding the selection of available parts, which not only serves to give the vehicles a more unique and distinguishable feel across the board, but also to increase the variety of configurations available to drivers.

The lineup is getting a shiny new V8 engine with naturally aspirated and twin turbo options, as well as an overhaul of all other engines. Also included among other things are several new gauge options, interiors, and wheels.

[previewyoutube][/previewyoutube]

We’ve updated all existing configurations with improved meshes and materials, and added several new ones to the revamped models. The ETK 800-series is getting a new sedan body style, as well as widebody ttSport models. There are several new engine options and skins, and a set of “Rennspecht” parts. The ETK K-series is getting much the same treatment, with new widebody ttSport models, a new “Turbo Rabbit” widebody kit, new engine options, skins, a modern race steering wheel, and “Rennspecht” parts.

[previewyoutube][/previewyoutube]

[h2]Openable Doors[/h2]

We’ve also added openable doors and panels to most vehicles, like the Bruckell Bastion, Autobello Piccolina, and Gavril Grand Marshal, among others – check the patch notes for a full list, or experiment and find out for yourself!

[previewyoutube][/previewyoutube]

IMPORTANT: We've resolved a problem related to manual transmissions and how they respond to clutch input!

Previously, even if the clutch assist feature was turned off and players expected full control over the clutch, this was not the case. Shifting gears only required a brief clutch input, resulting in perfect clutch timing every time, which is unrealistic. This issue has now been addressed, which is excellent news, however it also means that players will need to adapt to the new clutch behavior, as shifts may feel slower due to the removal of the unintended "God Mode." Despite this, actual shift times remain the same or may even be faster due to other improvements and changes.

[h2]Automation Test Track Renovation[/h2]

On the levels side, we are happy to report that Automation Test Track has received a fresh coat of paint. We've updated and added detail to the buildings and various structures, revamped vegetation, and updated terrain and asset materials to PBR, bringing Automation Test Track in line with other maps.

[previewyoutube][/previewyoutube]

Additionally, Johnson Valley now offers several new trails to explore. Many smaller issues were fixed, and improvements made to Utah, the Garage, Italy, and the Gridmap (v2) map.

[h2]Prototype – Stats Tracking[/h2]

We’re adding a Stats tracking system that will track how long you’ve spent on a given map or driven a particular vehicle. It will also support tracking rollovers and j-turns. Please note that this is still very much work in progress and the system will be improved and expanded in future updates.

[h2]Missions[/h2]

With this update to the game the missions team has introduced several changes and improvements to the system. There are 18 new missions available across different maps, including Automation Test Track, East Coast, Johnson Valley, and Italy. Players now have the ability to enable the automatic recording of mission attempts, although this feature may impact performance. The Missions backend code has also been improved and cleaned up, allowing custom placement of police vehicles at the start of Evade missions. Moreover, ground markers can now be customized for several mission types.

[h2]User Interface[/h2]

On the UI side of things, the Overview Map is getting some polish in this update. The player icon has been updated to an arrow that indicates the vehicle direction, and players can now skip the transition animation by pressing the map button again. To improve the selection process, the POI merge range has been adjusted and the visible distance increased to address artifacting in some maps. Additionally, the camera speed and gamepad controls have been fine-tuned, Parts Manager has been updated with new icons and consistent layout, and we have resolved issues related to translation system, among other various smaller UI bug fixes.

Mod users will be delighted to know that we have included an ability to spawn modded vehicles in the garage mode.

Last but not least, we’ve added a new tool on the bottom of the Repository – Mod Manager tab. It’s called “List possibly broken mods’ and if you guessed that it does its best to figure out which mods are conflicting with either the game itself or other mods, have a gold star! For regular players, this feature should help narrow down the search for which enabled mod may be breaking the game after updates, or when installed alongside other mods. For modders, it can help figure out which specific file in a mod is causing problems with the base game, or with files from other enabled mods. The more files a particular mod overwrites, the easier it is for a mod to cause conflict after game updates or when other mods are installed.

[h2]And more![/h2]

As if all that’s not enough, we’ve given some love to the powertrain settings, fixed several controller issues and implemented support for Logitech Trueforce effects with supported Logitech wheels among other input fixes and features. Game audio also received a handful of improvements, including several new sounds to add more realism. Likewise, game engine and traffic code received various optimizations.

Though this update may appear rather compact compared to the mammoth that was v0.27, we wanted to highlight that it also comes packed with foundational behind-the-scenes efforts that will pave the way for future improvements.

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

Hotfix 0.27.2 Released

Greetings everyone,

We are bringing you another small hotfix today, which should resolve several issues that were reported after the latest major release.

If you encounter any further issues, feel free to reach out through our support form: https://support.beamng.com/

[h2]Vehicles[/h2]
  • Autobello Stambecco
    • Population tweaks - allowed Autobello Stambeco to spawn in traffic
  • FPU Wydra
    • Added production years to info
  • Gavril Barstow
    • Fixed an issue where the engine would keep running after the subframe was torn off the body
  • SP Dunekicker
    • Fixed steering lock
  • SP Rockbasher
    • Fixed engine break group
    • Added production years to info

[h2]Levels[/h2]
  • East Coast, USA
    • Fixed floating trees
  • ETK Driver Experience Center
    • Fixed missing material on procedural track time trials
  • Industrial Site
    • Improved performance of tall plants
  • Johnson Valley
    • Optimized polycount of truck mesh
    • Fixed antenna collision
    • Fixed GPS road around the junction
    • Fixed a hole in the highway mesh
    • Fixed low detail road markings
    • Fixed several console errors
  • Jungle Rock Island
    • Fixed an issue with river on the small dam
  • Small Island, USA
    • Fixed ring race GPS display
  • Utah, USA
    • Added a brand to the Canyon gas station
    • Fixed glass material transparency
    • Fixed incorrect zone in west tunnel
  • West Coast, USA
    • Improved Movie studio / canyon road intersection
    • Cleaned up Movie studio sidewalk
    • Fixed inverted collision surface on quarry support structure
    • Fixed a hole in terrain near one of the highway overpasses
  • Common: Updated depthmap on most levels

[h2]Powertrain[/h2]
  • Fixed an issue with braked differential steering when removing wheels
  • Fixed rotators not being usable as speedometer sources
[h2]Traffic[/h2]
  • If the player transitions to or from walking mode while being pursued, traffic police will now continue tracking them
  • Improved speed limits for main highway in Johnson Valley
  • Slightly improved AI traffic driving at turns and corners
[h2]Missions[/h2]
  • Fixed and Improved Backroads TT on ECUSA
  • Improved Small Island AI races
  • Balanced goal times on Triple Threat time trial mission on WCUSA
  • Fixed racepath detection for crawl missions
  • Fixed provided car config for Alleyway Hillclimb mission on WCUSA
[h2]Input and Force Feedback[/h2]
  • Fixed bindings for PXN V10 steering wheel pedalset
[h2]UI[/h2]
  • Fixed an issue where garage mode could be opened in unintended ways
  • Fixed an issue where icons in the overview map would not appear correctly if a map did not contain any missions
[h2]Audio[/h2]
  • Mid engine and turbo unfiltered in cabin view
  • Mix structure change for doors when in cabin
  • Implemented cabin filter tweaks
  • Optimized tire cabin filters, reducing performance requirements
[h2]Launcher[/h2]
  • Fixed an issue where launcher would use Locale (date, currency settings) instead of Windows Interface Language
[h2]World Editor[/h2]
  • Added Groundcover UV Tool
  • Improved usability of Vehicle Screenshot Creator
[h2]Flowgraph Editor[/h2]
  • Fixed broken function of Next Mission button for the end screen; this fixes campaign missions such as the ones for ETK Driver Experience Center

Hotfix 0.27.1 Released

Greetings everyone,

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

We appreciate your patience and thank you for letting us know about the issues.

The complete changelog can be found here:
https://beamng.com/game/news/patch/beamng-drive-v0-27-1/