We are happy to announce version 0.4.3 that fixes two long standing crashes, improves physics and adds lots of new content π
Our Blog is not yet back working after the server move, we are working on that though, it will be back with no data loss.
Highlights:
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Fixed “not enough memory” crash when spawning extra vehicles in large maps on Win7 systems in 64 bit
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Support vehicle paint designs/vehicle skins on vehicle configurator
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Made cars skinnable: Added unmirrored skinnable UVs on 2nd UV channel for several cars (200BX, Covet, Roamer, Vanster, Bolide, Grand Marshal), more coming soon!
Physics:
- Vehicle collisions: Improved vehicle to vehicle collisions
- Ground simulation: Improved simulation of ground layer, tire rolling resistance is now 3 times smaller
Vehicles:
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Vehicle parts are loaded recursively from vehicle folder, this allow to have vehicle parts folders with own/separate materials.cs
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Brand new high resolution lettering for Covet, D15, Roamer, and Grand Marshal
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New modern lightbar and new police variants for the Sunburst and 200BX
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Covet: Redone higher quality light textures, added optional factory graphics, added lots of new custom parts and wheels, fixed off-center steering wheel
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Roamer: New sheriff skin
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Grand Marshal: New police skin, fixed missing push bar, added several new wheels, reduced weight to be more realistic, corrected engine weight
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D15: Reduced weight to be more realistic, added optional body colored bumpers and grille, improved off-road swaybar design
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200BX: Added several new wheels, reduced weight to be more realistic, fixed pedals clipping through the floor
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H-Series: New delivery skin, fixed van being too rear-heavy, improved off-road swaybar design, fixed exploding hydros
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Bolide: Added optional factory graphics, lots of suspension tuning and improvements, some new wheels
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T-Series: Fixed rear wheel hub stretching, reduced stiffness of front suspension, added ram plow for plowing through cars
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Moonhawk: Corrected engine weights, improved roof/pillar deformation, fixed off-center steering wheels, added optional 4-barrel carburetors for slightly more power, new color for drag
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SBR4: Fixed TT S2 shock absorbers breaking, improved ESC and general handling
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Sunburst: Several new wheels
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Pessima: Fixed missing 1.8L and 2.0L engine meshes, fixed engine mounts sometimes breaking, added custom variant, stronger clutch for V6
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Pigeon: Added a viscous limited-slip differential to the Pigeon 600, added rear dampers, front suspension tweaks, added variant with stabilizers
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Improved visuals for tire smoke particles
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Tilt Board: Updated model, textures and jbeam
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Some improvements to cars’ roof and A-pillar deformation
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Heavily reworked support beams on most cars’ bumpers to improve clipping and deformation
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Added more collision triangles to bumpers and fenders to guard against hooking
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Reworked exhaust deformation on all cars
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Added subtle cubemap to all cars’ interiors
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New racing slick tire textures
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Standardized reflection map values for Sunburst, 200BX and Pessima
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Increased all cars’ aerodynamic drag now that rolling resistance is lower
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Improved tire stability
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Improved tire cornering stiffness at high speeds
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Visual improvement to tire deflation
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Suspension damping tweaks (Typically lower compression damping, higher rebound)
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Tuned some engines’ burnEfficiency for more realistic fuel consumption
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Properly aligned all mirrors and assigned reflective material
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Slight interior camera position tweaks
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Added “value” attribute to all car parts (preparation for gameplay features)
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Added optional license plates (US size) to all cars (WIP!)
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Node and beam scaling “baked in” - no more fudging with different values in different jbeams and not using real numbers
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Tuned steering on cars to better suit high frequency FFB
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Improved ESC/TCS warning lights: Now permanently illuminated after ESC/TCS shutdown, Blink rate is constant now, Added working lights to the sunburst, TCS now has its own warning light
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Added electronic LSD simulating functionality to the TCS: Works best in Sport mode of ESC/TCS
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General reliability/performance work on ESC/TCS
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ESC/TCS tweaks
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Fixed tire sidewalls being too delicate at high speed
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Torque reaction improvements to reduce suspension squat and dive
Levels:
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Jungle Rock Island: Improved static reflections and miscellaneous minor improvements
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East Coast USA: Very minor improvements, improved AI pathfinding
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GridMap: Added a new swamp area and hills, improved lighting and materials, fixed LOD on lowest graphics settings, fixed depthmap, updated some textures (ground and grass), added a new ramp type
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Hirochi Raceway: Fixed minor errors
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Small Island: Removed broken depth map and fixed a minor error with trees
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Fixed light brightness being too high and causing bloomed out specular highlights
Scenarios
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Fixed: Forgotten Raceway
Bugfixes:
- Fixed zip mount order, allowing zips to overwrite files (useful for simple mods that exchange files)
- Fixed issue related to external apps reading game screen backbuffer (Steam Link working now)
- Fixed crash on using the new Steam Controller
- Fixed crash in sound system when reloading some scenarios
- fixed luaSocket: now allowed to listen for connections
Input
- Force Feedback: Fixed G27 steering wheel producing random forces and randomly changing steering lock limit at times
- Steering: Fixed FFB joysticks/gamepads not allowing to steer the vehicle
- Wheel leds: Disabled wheel leds until a last minute problem is resolved
- Inputmap: Improved inputmap format: no longer will it be necessary to reset the inputmaps to get new functionality
- Inputmap note: existing inputmaps will be automatically converted from the old “.json” format to the new “.diff” format the first time BeamNG is run
- Inputmap: Added inputmap for Thrustmaster F430 Cockpit Wirelesss (work in progress)
- Bindings: Deprecated ‘scale’ setting from bindings
- Bindings: Removed ‘ranged’ setting from bindings. This is now selected automatically by BeamNG so you don’t need to guess what to use
- Bindings: Fixed mouse bindings still working sometimes after being removed
- Camera: Fixed bug that would leave camera constantly zooming in (or out)
- Vehicle switching: Fixed shift+tab going to next vehicle instead of previous one
- XBox One: Fixed XBox One gamepad being detected as two separate controllers sometimes
User interface:
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We ported the complete app subsystem to the new UI, having everything in the new system now. Much easier to maintain and work with.
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Lots of improvements to the UI and its usability - too many changes to put them all here.
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Added Performance module: shows a lot of useful data about what takes how much time every frame. more data, faster, scaling with screen size now
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Fixed lagging: Added Streaming javascript that prevents blocking for no reason
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Fixed issue that prevented switching between FPS and Metrics panels unless you hid the existing one first
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Moved advanced metrics from the now-simple FPS panel, to the Metrics panel
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Vehicle configurations are sorted by default by value now
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Improved vehicle selection filtering and sorting
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Fixed physics unpausing when exiting photo mode
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UI Metrics: Fixed bug that prevented hiding the Metrics panel with the same key that displayed it
Known problems:
- G27 leds temp. broken, was breaking FFB altogether
- Vehicle Recovery System (Insert button) broken
https://www.beamng.com/threads/0-4-3-x-current-bugs-and-help-thread-0-4-3-0.16927/
Took us 34 days, and 1482 changes π