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 π
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
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New vehicle: Gavril Bluebuck
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Level Improvements: East Coast USA, Hirochi Raceway and Derby
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Traffic and AI improvements
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Drag Race at West Coast USA
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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.
Greetings from the BeamNG team. Enjoy!
East Coast USA
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Improved graphical appearance of vegetation. Improved vegetation placement to open up the map for better driveability
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Sawmill has been expanded to include storage areas and has had buildings renovated
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New fishing village has been placed along the shoreline to add a point of interest
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Gas station and convenience store have been renovated and area has had mechanic building added
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Main town has received renovations with new building textures, road textures, utility poles, cables and much more
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New offroad trails have been placed throughout the map
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Firewatch tower, inn and combined police/fire station added to provide points of interest
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Electric vehicle charging stations added
Hirochi Raceway
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Slight adjustments to racetrack layout for improved drivability
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Layout adjustments to secondary roads
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New offroad course for those who prefer to race off the tarmac
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All racecourse buildings have received a facelift to improve their appearance and placement
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New road-side items such as lighting, billboards and race equipment
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Skid pad has been replaced with small derby track
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New gas station and convenience store have been added
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Upgraded vegetation
Derby
- Upgraded vegetation graphical appearance
- AI paths placed throughout map
- Minimap added
- Added new track
Rendering Engine
- Optimized vehicle rendering up to 2.5x faster for CPU and up to 10x faster for GPU
- Optimized level rendering up to 1.3x faster
- Reduced terrain memory usage up to 1GB in big maps like Italy
- Fixed Material’s UV animation on Decals and DecalRoads
- Fixed bug with Cubemaps that cause performance issues in AMD cards
- Fixed bug with normals in Decals
World Editor 2.0Pre-alpha release of the new toolchain we are developing. Unstable - use at your own risk. Feedback welcome. π
Please back-up your data/work before experimenting with the new editor, since many of the tools are work in progress
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Release of the Alpha, work in progress, version of World Editor 2.0 (toggle with F10)
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This new editor offers better usability through improved tools and interfaces
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Editing tools for Decals, Decalroads and Rivers, Shapes, Materials and a lot more π
FlowGraphFirst release of our new gameplay scripting language.
Please give us feedback here - Thanks! π
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Released the Alpha, work in progress version of the Flowgraph Editor
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The FlowGraph Editor offers a new visual programming language, which can be used to quickly and easily create scenarios, gameplay elements and more
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Contains 9 fully documented demo projects which can be explored on GridMap
Traffic
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Implemented basic police system within traffic
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Added traffic setup and options to UI radial menu
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Added functionality to smartly spawn in multiple vehicles at the same time
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Added multi-vehicle spawner tool to World Editor 2.0
Vehicles
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Implemented detachable front subframes, removable rear subframes/mounting points, more accurately represented breakable engine mounts and deformation reworks for Sunburst, ‘88 Pessima, Covet, Miramar, 200BX, 800-Series, K-Series, I-Series and LeGran. Subframes are now treated as part of the suspension
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Autobello: Fixed ghost flares on type B fenders, made both types of signal lamps able to be installed together for realism, fixed steering linkage mesh streaking in crashes, fixed hubcaps inverting easily
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Covet: Added more geometry to greenhouse, tweaked overall shape and proportions slightly to better match real vehicles, fixed front subframe mesh, added ‘Old Paint’ skin, updated ‘Vandalized’ skin
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ETK K-Series: Adjusted emergency flashers position
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‘98 Pessima: Improved upon subframe prototype from 0.16, subframes are now part of the suspension, further tuning. Adjusted position of pedals
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‘88 Pessima: Tweaked overall shape and proportions to better match real vehicles, fixed widebody kit wonky shapes and rear half not being skinnable
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LeGran: Tweaked overall shape and proportions to better match real vehicles, various geometry fixes
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Miramar: Reduced roof height to better match real vehicles
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Burnside: Reworked police and taxi skins to be colorable like Bluebuck
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Hopper: Adjusted suspension strength for rock crawling, fixed streaking meshes on rollbar windshield bars, fixed wrong shifter on custom version, added ‘Carabinieri’ configuration
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H-Series: Fixed floating racing seats, fixed racing seats clipping cab. Interior collision simplified so as not to interfere with external collision anti-clipping. Cars should no longer become stuck in the side of the van
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SBR4: Fuel tank improved, retuned handling of hillclimb configurations
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Sunburst: Improved spacing of front bumper nodes to prevent spiking
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T-Series: Added “T75 Destroyer” config, Ram Plow configs now use automatic transmission, fixed hood cam flopping, added locking diff
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Glass weight simulation for most vehicles
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Glass panes now individually removable for Burnside, Moonhawk, Barstow and D-Series (more coming)
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Reworked seat jbeam structures for most vehicles
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Added antennas to offroad bumpers on D Series, H Series and Roamer and to the hood on the Hopper
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Material files moved to new Json format, allowing multiple files for better modability
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Updated Barstow Awful and Moonhawk Terrible presets: welded differentials and off-road tires
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Pickup V8 diesel power levels retuned
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All engine tuning parts changed to use expressions instead of fixed values
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Engine braking torque increased
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Separated door panels on Pessima, ETK800, ETK-K, Bolide, Miramar
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Added force feedback strength multiplier to all vehicles’ tuning menu
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Added brake force multiplier to all vehicles’ tuning menu
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205/75R15 All-Terrain tires added to 15x7 wheels
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Tire grip tweaks to balance changes in tire friction physics
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Changes to rally suspension tuning and rally setups
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Changed spring perch design on double wishbone suspensions where the spring acts in the middle of the wishbone
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Updated some vehicles’ configurations
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Fixed an error in ETK-K Series brakes flexbodies
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Implemented “hydraulic suspension” controller
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Fixed sunburst lightbar input action throwing errors if used on a configuration without lightbar
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Fixed starter motor physics being stuck on in certain cases
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Fixed combustion engine emitting “oil starvation” message if it was turned off
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Added manual aggression override in vehicle controller
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Electric servo device can now be controlled via an electrics value
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Tweaked combustion engine block cooling effects
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Brake thermal data is now exposed to electrics
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Implemented dedicated engine starter events for engine and exhaust
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Added particle effects for wood groundmodel collision, fuel tank rupture and improved mud splashes
Scenarios
ConsoleNG
- A future proof replacement for the in-game console that is toggled using Shift+~ (Shift+tilde)
Audio
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Scaled up the sound subsystem for traffic support
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Various smaller performance improvements
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Replaced generic reverb with directional, dynamic slap-back delay at specific level locations (e.g. dam in Italy or under bridges in West Coast)
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Cone angle EQ on the exhaust now reduces to nothing over distance
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More immersive ambient sounds for all levels with dynamic wind system
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Updated ambiences for the improved levels
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Fixed stopping sound sources on destruction
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Fixed ambient sounds stopping too early
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Fixed transitioning between sound scapes causing sound skipping - stop and start over again
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Added restartable FMOD sound sources for cases when FMOD stealing kicks in
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Improved Audio settings for max voices, including a message informing the user a restart of the game is necessary to apply the changes
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New engine sounds for semi and bus
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Hydraulic sounds for Bluebuck
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Custom starter sounds for all vehicles
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Pass-by whooshes (experimental)
Levels
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Mod compatibility: kept art folder from before the updates to preserve mod compatibility
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Gridmap: Added ‘Prepped Asphalt’ (Drag Strip) to groundmodels testing area. Smoothed oval entrance ramps.
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Improved West Coast USA AI navigation
Powertrain
- Fixed incorrect friction calculation on DCT gearboxes
- Fixed shaft electrics value causing props to spin at 2x speed (visuals only)
- Removed upshift prevention on old automatic transmissions (it prevented upshifting with excessive wheelspin)
- Reduced starter motor default torque and cranking rpmcber
Force Feedback
- Improved update rate estimation algorithm. It should now be harder to overload the steering wheel drivers, which was leading to severe framerate drops in a few cases
- Added ability to use force feedback Response Correction Curves (see: https://wiki.beamng.com/Steering_wheel_setup#Response_correction_curves ) with devices that don’t show up as steering wheels
- Fixed the automatically detected update rate not being used on the first spawned vehicle
- Fixed logs showing an inaccurate update rate
ScriptAI
AI
- Added other vehicle awareness to AI. It’ll now try to avoid other vehicles by steering to avoid them or by adjusting its own speed
- Added other vehicle prediction to vehicle awareness. AI will try to predict the future position of other vehicles
- Improved AI’s high level planning
- Improved AI’s behavior when deviating from the drive-line
- Improved AI’s control when the vehicle under/over-steers
- AI is doing its own ABS and TCS control now
- Added dynamic friction sensing to AI
- Added new AI traffic mode
- Traffic AI will replan when it is blocked
- Improved flee and chase AI
Game Engine
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Waypoints have a flag to be ignored by the AI (will not interfere with AI roads)
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Increased maximum input capacity of old T3D in-game console
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File system changes notifications now also work in the game folder
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Added ability to increase/decrease the amount of visible tiremarks in Menu > Options > Graphics
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Added option to save/load/reset the tiremarks in Menu > Environment > Tire Marks
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Fixed game window freezing with a black screen when left in the background for some minutes (only when debug rendering was used)
Physics Engine
- Fixed ray casting to properly collide with Zero-plane if no heightmap is available
- Added obj:getBeamVelocity(beamId) function, which returns the internal contraction/expansion velocity of a beam
Launcher
- Fixed a bug where the launcher does not prevent you from using a userfolder that is a parent of the game folder and vice versa
Mod Manager / Repository
- Print error and stack if modscript fails to improve diagnostic errors
- Fixed inability to delete/unsubscribe from mods that are not in the missing list
- Fixed modmanager initializing everytime the UI reloads
- Fixed bug causing mods to be reenabled by moving them (eg /mods/example.zip => /mods/repo/example.zip)
Cameras
- Several improvements to ‘External’ camera behaviour (e.g. it should now keep angles for a longer period, and other improvements)
- Added ability to modify and reset the ‘Free’ camera (shift+C) field of view, using the traditional bindings (numpad5/3/9 and others)
- Improved radial menu options of ‘Relative’ camera: fixed duplicated slots, improved the descriptions and other tweaks
- Fixed the relative camera forgetting its location each time the vehicle parts are modified or when numpad5 was pressed
- Fixed the trailer-specific camera crashing after LUA is reloaded
- Fixed ‘External’ camera positioning issues when vehicle is underwater and close to the surface
- Fixed ‘TopDown’ camera zooming out excessively if vehicle is spawned far from the map center
- Fixed ‘TopDown’ camera not zooming out as the vehicle picks up speed
- Added idCam, offset and rotation parameters to ‘Onboard’ camera jbeam section
- Fixed ‘Orbit’ cam resetting when changing vehicle parts
- Fixed rotation irregularities of path camera
- Made camera paths a lot smoother by fixing the underlying math
UI
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Navigation App: Roads with drivability lower than 0.1 will now appear in a different color, reduced chances of disappearing maps at certain angles.
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Improved layout of graphics settings to make them a bit more intuitive to find
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Added warning when very high reflection settings are chosen in Menu > Options > Graphics
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Fixed inaccurate slowmotion speeds being reported on screen (even if the correct speeds were being applied)
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Improved logs related to language selection and language fallback procedure
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Updated some tooltips
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Fixed various settings disappearing from Menu > Options > Graphics
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Improved the message displayed when reassigning the default vehicle, automatically hides the vehicle selection menu too
Input
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Added a binding for each of the actions available in Radial Menu > Fun Stuff
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Improved the naming of steering bindings in Menu > Options > Controls
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Modified the Real Time binding: it no longer forces real time, instead it toggles between real time and the last used slow motion speed
Miscellaneous Fixes
- Fixed part selector not displaying anything if one jbeam variable have min and max equal
- Fixed lua websocket lib failing to require client
- Added warning when unable to write at the regular user folder, forcing the use of a fallback path. Added warning when even the fallback is unusable, instead of silently refusing to start the game.
- Minor performance improvements to nodegrabber and External camera
- Added API to inspect a prefab from GameEngine LUA: ‘size()’ and ‘at()’ prefab methods (indexed from 0 to N-1)
- Fixed rare crash during replay playback, happened predominantly when using modded vehicles, but might happen with any vehicle
- Fixed Sphere triggers not triggering correctly due to being too small in the world octree
- Improved JSon parser error messages when loading ill formed json files
- Improved stress and deformation debug visuals
- Minor performance improvements for decal roads in the editors
- Fixed height calculation of decal roads when “over objects” is selected