Highlights
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Added new vehicle ETK K Series
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New Quickstart menu: control the most important things directly with the gamepad π It is highly dynamic to what is going on. More things in there soon.
Physics
- Fixed timing issues that could make the simulation run in slight slow motion
- Fixed engine flooding being partially tied to graphics framerate
- Fire simulation now uses the dynamic exhahust manifold temperature, fires should happen less often with a cold engine
- Ability to run the physics with maximum speed. This is the same way bananabench operates - only with graphics. Use with “
be.physicsMaxSpeed = true
” in the GE Lua console.
Renderer
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CPU render optimization for Forest items
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Vehicle GPU optimizations using compute shaders on DX11
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Fixed memory leak with dynamic decals/tiremarks
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Optimized uploading UI to GPU
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Fixed FPS limiter
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Fixed skybox rendering
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Fixed frame limiter always enabled
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Added moddable license plates (Tutorial here)
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Fixed vehicle skin slots on child parts
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Optimized generation of decals/tiremarks on TSStatic objects
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Fixed generation and render of imposters
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Improved launcher handle for non-updated OS
Vehicles
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Added new vehicle: ETK K-series (More variants to come later)
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Make Anti-Lock Braking System (ABS) removable on all cars that have it
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Made door panels optional for Moonhawk and Barstow
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Fixed various broken link errors in jbeams
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Fixed Large Crusher not observing user defined bindings
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Added analog input support for Large Crusher (you can now crush vehicles as slowly as you want)
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Implemented improved ESC 2.0 (WIP), much better control over how cars react to over-/understeer
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Added damage message when a containing beam of a fuel tank breaks
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Changed ‘Police’on ETK800 Lightbar to ‘Polizei’
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200BX: Fixed drift tires becoming unstable/popping too easily
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Barstow: Jbeam improvements to achieve better stiffness on front end and body in general, steering flexbody improvement
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Bolide: Suspension jbeam redesigned for lower rear roll center, better steering geometry
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Covet: Fixed Okudai sideskirt self collision glitch
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D-Series/H-Series/Roamer: Fix off road leaf spring suspension over extending after landing jumps
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Grand Marshal: Fix instability with 245/50R17 sport tires
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H-Series: Fixed suspension limits to prevent clipping through flatbed/cargobox
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Miramar: Front subframe less likely to bend, increased Miramar roll cage strength in front impact, fix broken damping tuning variable, fix missing suspension sounds
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Moonhawk: Steering flexbody improvement
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Pessima (89): Fixed rear bumper becoming unstable after minor bumps
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Pigeon: Redesigned front suspension jbeam, added latest leaf spring design to rear suspension
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Sunburst: Stronger wheel connections
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T65/T75: remove license plate on frame with cargobox and flatbed configs
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Tweaked some dash cams to make sure all cars have consistent camera sway when driving
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Normalized force feedback strengths between cars, improved high speed steering damping to reduce shake while still allowing fast steering
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Change all cars steering back to dual hydros (less chance of car pulling left or right)
General Bugfixes
- Fixed syntax problem breaking the reload function, forcing users to restart the game
- Fixed OutGauge support. Instructions here.
- Fixed shifting mode notification spam during recovery and other situations
- Fixed some settings not being correctly loaded during startup in a few rare corner cases
- Fixed crash to desktop when trying to pack prefabs in editor
- Fixed issue with OpenAL that cause to use a very low number of concurrent sounds
- Fixed per-level gravity not being used correctly on startup
- Fixed Crash to desktop on strange sound runtime conditions
Terrains / Scenarios
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Added details to Utah
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Fixed shallow water in Gridmap preventing engine flooding in certain cases
Input
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Added option to allow gamepads and other controllers to work even when window is not focused, as well as force feedback (disabled by default)
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Added Force Feedback response curves for Logitech G25 and DFGT, and Thrustmaster T300RS and T500RS (reset your bindings if you don’t see the curve right away)
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Fixed parser of force feedback response curves when finding empty values
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Modified camera related bindings, they are now categorized together in Controls menu
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Fixed inability to customize vehicle-specific bindings
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Fixed inability to disable force feedback in multiseat mode in the controllers of secondary players
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Force feedback and vibration effects are now disabled during pause
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Deprecated “Switch FOV values” and “Toggle DoF Zoom” bindings
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Normalized force feedback strengths between cars, improved high speed steering damping to reduce shake while still allowing fast steering
User Interface
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Tweaked Navigation App (now in 3D and with multiple vehicle support)
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Added visual vehicle damage app
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New UI app placing:
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More intuitive apps’ placement
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Minor bugfixes
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Updated Main & Loading menu images
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Fixed TripComputer
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Fixed Node/Beams Debug App
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Updated/Fixed Unitsystem for Apps
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Filter Vehicles in Vehicles Selector for Official and Mod
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Vehicleselector now also shows pc files
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Launcher now has a simplistic user interface. Also improved support workflow: It opens the support form after submitting files. You can skip the new UI by using “-noninteractive” as first argument to the game.
AI
- Added simple AI chase mode
- Fixed AI bugs triggering when no player vehicle exists
- AI speedup through the use of quadtrees
- Added a function to quadtrees that reduces the memory that they need
- Added Manual Destination selector in Artificial Intelligence Control app
Terrain Editor
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Added new terrain tools (‘smoothing’ and ‘align with mesh’ tools)
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Added holes feature: you can cut holes into the terrain now and drive below terrain as well.
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widened the editor sidebar from 210 to 260 pixels
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improved the starting height of the sidebars to fill the whole screen all the time
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Do not allow the headlights to be selected when selecting vehicles
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Removed a lot of obsolete sound classes
Misc
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Convex objects now have collision:
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Added relative camera mode:
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Improved Node Grabbing: camera will now automatically switch to fixed mode, to prevent grabbing forces buildup
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Improved vehicle recovery system (Insert key): vehicles will no longer be restored upside down
Jbeam / Lua
- More accurate torque reaction physics
- Added hubTriangleCollision option to pressureWheels
- Changed support beams to always have 0 transitionZone
- Removed automatic damping limits on bounded beams. Now, if excessive damping is used on bounded beams it can destabilize them
- Fixed error in input.lua deserializer when reloading vehicle after having used vehicle-specific bindings
- Implemented radiatorDeformThreshold, which specifies how much deformation a radiator can take before it actually starts leaking
Known Problems
- Torque Curve app broke - removed it for now