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  1. Update 0.3.7.7 released

    by
    DrowsySam
    , 1 Week Ago at 01:31 PM
    Name:  ecabanner0.3.7.7.png
Views: 139516
Size:  495.3 KB


    Note: You will need to delete the "vehicles" folder in "My Documents\BeamNG.drive\" in order for everything to work properly. We also recommend clearing the contents of your cache folder in there. Your mods are not gone - they have simply been moved. See here: My-Mods-Are-Gone

    Features:
    • Friction subsystem update. The friction graphs are better now
    • Reduced latency for crashing sounds
    • Improved user folder: new directory structure, cache now version dependant as well as other improvements
    • Integrity checking: runs each time the game is updated to prevent conflicts and content breaking errors
    • New logging subsystem: now with improved format and ability to set it up better. (See settings/base.ini file)
    • Frame rate limiter now configurable via text file (See settings/base.ini file)
    • Globally improved and more accurate vehicle handling as a result of new friction code and extensive tire tuning
    • Optimizations for non-collidable pressureWheel triangles
    • support for BC5 normal maps for all vehicles to greatly reduce artifacts
    • putting zip files into the mods folder will automatically mount them


    Bugfixes:
    • Fixed script warnings and errors
    • Fixed crashes to desktop when returning to the menu
    • Temporarily removed other audio providers to prevent muted audio
    • Fixed positioning of crash sound
    • Fixed parts configurator bug allowing only one part removal at a time
    • Zero size warning removed for hubcaps
    • Fixed bug in soundsource ordering
    • Fixed lots of possible crashes
    • Improved logging origins so one can always tell where the error came from
    • disabled ancient GFX profile loading
    • Fullscreen mode fallbacks improved: if the game fails to switch to fullscreen, it falls back to windowed mode now
    • Fixed bugs with incorrect window resolutions resulting in startup errors
    • Fixed CPU name reporting in logs
    • Fixed crashs: on vertex buffer locking, missing lighting datablock, missing decal datablock
    • Improved D3D Crash Handling


    Content:
    • Extensive tire and suspension tuning to improve handling and FFB corresponding with new friction code
    • Softened and increased damping on all tie rods to reduce vibration and improve FFB
    • Revised most vehicles' external cameras and some internal cameras
    • Various minor fixes and corrections to all vehicles
    • Tuned all tire friction coefficients
    • Lightbars added to the H-Series, Grand Marshal, and D15
    • Pushbar finished and textured for the Grand Marshal
    • New 17" sport wheels for the D15 Sport and Grand Marshal Sport
    • Added 16" rally wheels to the Covet
    • Added barriers to the Large Spinner
    • B-pillar tweaks on most vehicles
    • Fixed mesh spikes on the Moonhawk when wheels detach
    • Fixed wrongly triggered flares on Moonhawk
    • Reduced Bolide bodywork panel attachment strength
    • Brighter gauges when not lit on the D15, H-Series, Grand Marshal, and Moonhawk
    • Turquoise gauge glow added for Covet when headlights are on
    • Fixed instability on the T65
    • T65 flatbed added
    • T65 short frame fifth wheel upfit added (much easier on FPS)
    • Added ability for T-Series transmission to detach from the engine
    • Added seats to T-Series with soft mounts
    • More T-Series interior progress
    • Reduced vehicles' metal friction coefficient from 0.7 to 0.5
    • Increased Covet skidplate friction from 0.2 to 0.5 to improve driveability
    • Added steering axis inclination (SAI) to Bolide to improve handling and FFB
    • Fixed lack of SAI on Sunburst causing strange FFB and incorrect suspension geometry
    • Breakable driveshafts on the Sunburst
    • Strengthened rear strut top on Sunburst to reduce unwanted deformation over jumps
    • Added rally suspension to the Sunburst with stronger components
    • Sunburst RS and Race damping increased
    • Retuned exhaust deformation and detaching for Sunburst
    • Fixed zero offset on Sunburst hubcaps creating zero-length beams
    • More work on 200BX (almost ready for public testing)
    • Added larger flipramp variant that matches up with T65 cargo box
    • Dry Rock Island vegetation tweaks
    • Fix for bridges dropping FPS
    • Fixes based on feedback to East Coast
    • Added another trail to East Coast
    • Improved some roads on East Coast
    • Improved jump on Industrial
    • Global groundmodel tweaks
    • Fixed some erroneous flares/spotlights
    • Gas station added to East Coast
    • Skidpads Added to Gridmap

    Updated 1 Week Ago at 03:01 AM by gabester

    Categories
    Company Blog
  2. A look at tire development in BeamNG (Part 1)

    by
    Goosah
    , 3 Weeks Ago at 01:20 AM
    Hello everybody, welcome to my first blog post for BeamNG! My aim with this post is to introduce a project I am undertaking, applying a unique approach to testing and tuning the tire models in the game. I’m a mechanical engineer by education, and I’m being encouraged to get as technical as I want for these posts, so get ready for heavy reading!

    One of the things that gives BeamNG so much potential as a vehicle simulator is that it takes a bottom-up approach to simulation. Instead of defining a car body or tire as a basic object in the game and applying some physics equations, it creates these complicated structures from networks of nodes and beams. This bottom-up approach to simulation is incredibly versatile, but it means that the subtle nature of vehicle handling is dependent on not just the core physics but also the physical tire and vehicle models created within it. To date the dev team has made improvements to the vehicle handling through a test and tune method, where improvements to physics and models are made based on driving tests. However, to truly validate the handing and find new areas to improve, one needs the ability to test individual aspects of the physics and vehicles more objectively, and compare tests to real life data. This is what I have been working towards.

    My first project has been to create a tire testing machine within the game. This machine takes the tire and wheel from any of the vehicles and drives it along the ground at controlled speeds, loads, and angles. The design parallels those that tire researchers use to test real tires. In operation, the tire tester can continuously log force data from the wheel axle. One can also modify any tire or friction model parameter and see the change in tire behavior graphed in real time, independent of factors like the vehicle’s suspension geometry or chassis rigidity. With this data logged, I can then create plots that compare empirical results; in-game vs. real life, or, old tire model vs. new tire model.

    My first use of this machine was to characterize the hubWheel, which is the now deprecated tire model that has been replaced in version 0.3.7.5. I spent many hours logging data, coming up with plotted curves to show some of the most important tire behaviors. I am now using it to perform tests on the new pressureWheel, using the old hubWheel data as a benchmark. Here is a short video showing the testing machine in motion:



    Thank you CarlosAir for sharing your lua skills, creating more advanced controls and data logging abilities for the Tire Tester.

    Tire Terms

    Before we go any further, I’d like to do a basic definition of some terms used to describe tires. If you are already familiar you can skip this part.

    Slip Angle
    - The angle between the direction the tire faces and the direction it travels. As a tire rolls forward, elements of the tread in the contact patch can be imagined to flex and “walk” over each other, allowing the tire to also move sideways, without actually sliding. This happens when the wheel is steered in an attempt to turn. Turn hard enough, and the slip angle will increase as the tire contact patch starts to slide.

    Slip Ratio – Similar to slip angle, this is a relation between the speed of the tire compared to the ground. A locked up tire skidding on the ground is a slip ratio of -1, whereas a tire spinning twice as fast as the ground has a slip ratio of +1. Parts of the tire tread can compress and expand as they touch and leave the ground, allowing the tire to travel a bit faster or slower than the ground without sliding. Apply too much power or brake and the slip ratio grows as the tire begins to slide.

    Normal Force – The gravitational force holding the tire against the ground.

    Lateral Force – Defined as the force developed along the wheel axis. Essentially, this is the cornering force developed when turning.

    Longitudinal Force – Defined as the force developed parallel to the tire tread, perpendicular to the axle. Essentially, this is the acceleration or deceleration force caused by throttle or brake.

    Cornering Stiffness
    – A tire’s size, construction, and air pressure determine how much slip angle is developed for a given amount of lateral force. A stiffer, wider tire, with more pressure, tends to have a greater cornering stiffness, causing less lateral movement and a more direct feeling to the steering.

    Slip Stiffness – Similar to cornering stiffness, but acting longitudinally. More slip stiffness means more direct response to power or brake.

    Ok, those were not very rigorous definitions, mainly just meant to give an intuitive sense. There are plenty of great resources on the internet if these were too brief. On to the tests!

    Tire Tests

    Lateral (Cornering) Force Vs. Slip Angle
    This is the most common test performed on tires. Data sets from this type of test are often provided to vehicle manufacturers and race teams. The shape of the curve determines the behavior of the tire (and vehicle) when performing a pure cornering manoeuvre (no throttle or brake). To do this test, I choose a speed for the machine to travel, and cycle the tire through each increment of angle from 0 to 40 degrees, recording the data as I go.

    Longitudinal (Traction) Force Vs. Slip Ratio
    This test determines how the tire responds to brake and engine torque loads. My tire tester has an engine that creates gobs of torque, and the gear ratios are carefully chosen to represent fixed percentages of the forward speed. All I have to do is set the data to log, start the machine moving forward and cycle up and down through the gears.

    Combined Lateral and Longitudinal Forces
    One of the most important aspects of a tire simulation is not just how the tire performs in the above two tests, but how the tire works with a combination of the two. After all, people usually drive using combinations of gas, brake, and steering. To accomplish this test, I set the wheel to a given slip angle and then run the transmission through the gears. Then pick the next slip angle and do the same. This test takes much longer than the other tests, but the results are very telling.

    Normal Load Sensitivity
    In high school physics class you might have been taught the basic friction formula, and been told that the friction coefficient is some constant independent of normal force. This is quite far from true on real tires. A tire develops proportionally less peak lateral force as its normal force increases. For example, a tire that can deliver a peak grip of 1g on a car weighing 2000lb may only be able to deliver 0.8g on a 4000lb car. Higher normal forces also deform the tire more, leading to lower cornering stiffness. This behavior is the primary reason it is important to manage weight transfer in a car! This test is pretty simple; I just change the node weight of the test carriage to see the effect on any of the above tests.

    Speed Sensitivity
    Speed sensitivity is a tricky one. Very little is said about speed sensitivity in papers and textbooks, and tires are rarely tested at high speed because the tire gets heated/destroyed too quickly. It is generally assumed for basic simulations that tires are not speed sensitive. I can run any above test at any speed within reason (things get a little shaky beyond 350km/h!) Particularly this type of test is good for finding any dips in response from the tire due to resonances, an important step in the final tweaking of the tire parameters.

    Results

    With these tests I have formed a decent picture of what needs to improve in BeamNG’s tire model. In the next blog I will be using the tests and terms explained here to compare the hubWheel with the new and improved pressureWheel! For now, here is a surface plot of the old Ibishu Covet hubWheel to show as an example. I leave it as an exercise for you to infer what you can!


    Name:  hubWheel surface plot 1.png
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    Updated 3 Weeks Ago at 02:07 AM by Goosah

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    Company Blog
    Attached Thumbnails Attached Files
  3. version 0.3.7.5/6 released (experimental and stable)

    by
    tdev
    , 3 Weeks Ago at 08:53 AM
    Name:  screenshot_00002.jpg
Views: 330684
Size:  122.0 KB


    Features:
    • Added NodeBeamEditor by masa: We are working together with him to integrate it better. You can find it in the 'editor' subfolder.


    Bugfixes:
    • Many stability fixes in the physics core
    • Fixed cache file loading: prefer non-cached version
    • Fixed bug where vehicles could not be dragged around in the editor
    • Pressure wheels support hubcaps again
    • Disabled action menu for now until it is completely working
    • Fixed cache file loading: prefer non-cached version
    • Better deflation behavior for pressure wheels


    Vehicle Content:
    • New cubemaps for car reflections
    • Thumbnails for all vehicles
    • Minor changes to sunburst body kit and rally lights mesh


    Terrain Content:
    • Overhauled skybox cubemaps for better reflections
    • Minor improvements to ECA
    • Updated palm trees and textures on DRI

    Updated 3 Weeks Ago at 09:21 AM by tdev

    Categories
    Company Blog
  4. 0.3.7.4 Experimental update released

    by
    DrowsySam
    , 3 Weeks Ago at 05:47 AM
    Name:  sunburstlineup_header.jpg
Views: 104603
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    We've just released an experimental update on Steam, here are some of the notable changes.

    Features:

    • Engine sounds emit from engine nodes
    • New wheel type: pressureWheels: All official vehicles now use this, we will have a dedicated blog on pressureWheels at a later date.
    • Collision triangles on pressureWheels
    • New in-game menu(WIP, subject to change)
    • New level selector without having to exit to the main menu(WIP, subject to change)
    • AI moved to HTML sidebar, also added new mode: keep distance


    Bugfixes:

    • New "My Document/BeamNG.drive" Document folder behavior. (settings folder, less spam in cache folder, added screenshots folder)
    • Fixed crash to desktop on ALT+TAB (specifically on losing the device while locking a vertex buffer)
    • Fixes problems with custom levels using doublequotes as part of the description
    • Fixed crash to desktop in async shader generation
    • Crash when overwriting .DAE file. Exporting directly from Blender works again, and should reload the mesh dynamically again.
    • Improved D3D crash messages
    • Texture hot-loading failed. Overwriting it should reload the texture dynamically now.
    • Fix for electrics not working if the vehicle has no engine
    • East Coast USA and Dry Rock Island bug fixes
    • Fixed the parts config not working with the cursor
    • Improved window creation fallbacks when using multiple screens.


    Content:

    • Minor work on Sunburst fenders
    • Tweaked driver camera on Sunburst
    • More work on Sunburst interior
    • Revised light softness and shadow resolution on all cars
    • Cab textures added to Gavril T75
    • Fixed Sunburst 2.0 Sport trim engine bug
    • More work on the Industrial racetrack
    • DXT5 compression on normal maps to reduce artifacting
    • Wheel and suspension tweaks on all vehicles
    • All vehicles now use pressureWheels
    • East Coast USA bumpy bridges fixed
    • Race barriers on Industrial added
    • More UI work
    • Sunburst scoop and strut bars added
    • Sunburst 'sport' front bumper added
    • Sunburst - Larger disc brakes for Sport S and above
    • Added a back plate and glass to the van cab
    • Added T65 cargo box upfit
    • Added rear skid plates to the Covet
    • Added a Rally variant for the Sunburst
    • Added a race spoiler to the Sunburst
    • Global groundmodel tweaks


    If you are experiencing problems, please delete your "cache" folder in "My Documents\BeamNG.drive"

    Updated 3 Weeks Ago at 06:45 PM by tdev

    Categories
    Company Blog
  5. Small progress report & update 0.3.7.1/0.3.7.2 changelog

    by
    DrowsySam
    , 01-25-2015 at 10:50 AM
    Racing the Bolide around Hirochi Raceway with pressureWheels


    Here is our work enumeration since the 0.3.7.2 Steam release, we have some exciting new things coming along.
    Please note: the below changes are not yet released.

    Features:

    • Engine sounds emit from engine nodes
    • New wheel type: pressureWheels, we are having promising results with these new wheels, however they will take more calibrating.
      More info to be released in blog dedicated to it at a later time.
    • New in-game menu(WIP, subject to change)
      Click image for larger version. 

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    • New level selector without having to exit to the main menu(WIP, subject to change)
      Click image for larger version. 

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ID:	51247


    Bugfixes:

    • Fixes problems with custom levels using double quotes as part of the description
    • Fixed crash to desktop on ALT+TAB (specifically on losing the device while locking a vertex buffer)
    • Fixed crash to desktop in async shader generation
    • Improved D3D crash messages
    • Speedups for crash report analysis


    Content:

    • Minor work on Sunburst fenders
    • Tweaked driver camera on Sunburst
    • More work on Sunburst interior
    • Revised light softness and shadow resolution on all cars
    • Work-in-progress cab textures added to Gavril T75
    • Fixed Sunburst 2.0 Sport trim engine bug
    • More work on the Industrial racetrack
    • DXT5 compression on normal maps to eliminate artifacting
    • Wheel and suspension tweaks on most vehicles
    • All official vehicles are being converted into using pressureWheels
    • East Coast USA bumpy bridges fixed
    • Race barriers on Industrial added
    • More UI work


    Please note: the above changes are not yet released.

    D15 Off-Road on the new Industrial Racetrack


    0.3.7.1 & 0.3.7.2 Changelog (21st January)

    Features:

    • New level selector (WIP)
    • New options menu (WIP)
    • New parts configuration menu (WIP)


    Bugfixes:

    • Fixes problems with custom levels using doublequotes as part of the description
    • Fixed buffer overflow causing multiple crashes
    • Improved textureformat of normalmaps: less noisy
    • Fixed a crash when exiting the level editor
    • Fixed a crash when clicking OK on a parts selector dialog
    • Shading issue that was affecting most vehicles
    • Console spam when changing focus with FFB enabled
    • Electrics not working if the vehicle has no engine
    • Vehicle color affects others of the same type
    • Water camera effect happening outside of water
    • Pedals UI app having a heavy impact on FPS
    • Derby having no boundaries
    • Tree lod bug on East Coast


    Content:

    • New prop: Large Spinner
    • New prop: Street Light
    • Sunburst model, texture and deformation tweaks
    • Tuned pillar deformation on all cars to be more realistic
    • Added more power to the stage 1 engine tuning on the Gavril V8 engines
    • East Coast performance improvements
    • Improved Hirochi Raceway collisions
    • Improved lighting on East Coast, USA
    • Industrial, Gridmap and Dry Rock Island model improvements
    • Improved East Coast grass textures
    • New Pigeon steering design


    Please delete your cache folder in Documents\BeamNG.drive if you are experiencing issues after updating.

    Updated 01-25-2015 at 02:30 PM by DrowsySam

    Categories
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