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Version 0.4.3.0 released

Discussion in 'General Discussion' started by tdev, Oct 31, 2015.

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  1. tdev

    tdev
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    BeamNG Team

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    We are happy to announce version 0.4.3 that fixes two long standing crashes, improves physics and adds lots of new content :)

    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:
    • New vehicle: Gavril Barstow
    • Tons of new wheels, mod parts, and variants for many cars
    • Fixed "not enough memory" crash when spawning extra vehicles in large maps on Win7 systems in 64 bit
    • Support vehicle paint designs/vehicle skins on vehicle configurator
    • 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:
    • Vehicle parts are loaded recursively from vehicle folder, this allow to have vehicle parts folders with own/separate materials.cs
    • Tons of new wheels, mod parts, and variants for many cars:
    • Brand new high resolution lettering for Covet, D15, Roamer, and Grand Marshal
    • New modern lightbar and new police variants for the Sunburst and 200BX
    • Covet: Redone higher quality light textures, added optional factory graphics, added lots of new custom parts and wheels, fixed off-center steering wheel
    • Roamer: New sheriff skin
    • Grand Marshal: New police skin, fixed missing push bar, added several new wheels, reduced weight to be more realistic, corrected engine weight
    • D15: Reduced weight to be more realistic, added optional body colored bumpers and grille, improved off-road swaybar design
    • 200BX: Added several new wheels, reduced weight to be more realistic, fixed pedals clipping through the floor
    • H-Series: New delivery skin, fixed van being too rear-heavy, improved off-road swaybar design, fixed exploding hydros
    • Bolide: Added optional factory graphics, lots of suspension tuning and improvements, some new wheels
    • T-Series: Fixed rear wheel hub stretching, reduced stiffness of front suspension, added ram plow for plowing through cars
    • 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
    • SBR4: Fixed TT S2 shock absorbers breaking, improved ESC and general handling
    • Sunburst: Several new wheels
    • Pessima: Fixed missing 1.8L and 2.0L engine meshes, fixed engine mounts sometimes breaking, added custom variant, stronger clutch for V6
    • Pigeon: Added a viscous limited-slip differential to the Pigeon 600, added rear dampers, front suspension tweaks, added variant with stabilizers
    • New prop: Concrete Retaining Wall
    • New prop" Cinder Block Wall
    • Improved visuals for tire smoke particles
    • Tilt Board: Updated model, textures and jbeam
    • New vehicle thumbnails
    • Some improvements to cars' roof and A-pillar deformation
    • Heavily reworked support beams on most cars' bumpers to improve clipping and deformation
    • Added more collision triangles to bumpers and fenders to guard against hooking
    • Reworked exhaust deformation on all cars
    • Added subtle cubemap to all cars' interiors
    • New racing slick tire textures
    • Standardized reflection map values for Sunburst, 200BX and Pessima
    • Increased all cars' aerodynamic drag now that rolling resistance is lower
    • Improved tire stability
    • Improved tire cornering stiffness at high speeds
    • Visual improvement to tire deflation
    • Suspension damping tweaks (Typically lower compression damping, higher rebound)
    • Tuned some engines' burnEfficiency for more realistic fuel consumption
    • Properly aligned all mirrors and assigned reflective material
    • Slight interior camera position tweaks
    • Added "value" attribute to all car parts (preparation for gameplay features)
    • Added optional license plates (US size) to all cars (WIP!)
    • Node and beam scaling "baked in" - no more fudging with different values in different jbeams and not using real numbers
    • Tuned steering on cars to better suit high frequency FFB
    • 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
    • Added electronic LSD simulating functionality to the TCS: Works best in Sport mode of ESC/TCS
    • General reliability/performance work on ESC/TCS
    • ESC/TCS tweaks
    • Fixed tire sidewalls being too delicate at high speed
    • Torque reaction improvements to reduce suspension squat and dive

    Levels:
    • Jungle Rock Island: Improved static reflections and miscellaneous minor improvements
    • East Coast USA: Very minor improvements, improved AI pathfinding
    • 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
    • Hirochi Raceway: Fixed minor errors
    • Small Island: Removed broken depth map and fixed a minor error with trees
    • Fixed light brightness being too high and causing bloomed out specular highlights

    Scenarios
    • New: Destroy the Moonhawk
    • New: Island Tour - Pessima
    • New: Small Island Chase
    • 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:
    • We ported the complete app subsystem to the new UI, having everything in the new system now. Much easier to maintain and work with.
    • Lots of improvements to the UI and its usability - too many changes to put them all here.
    • 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
    • Fixed lagging: Added Streaming javascript that prevents blocking for no reason
    • Fixed issue that prevented switching between FPS and Metrics panels unless you hid the existing one first
    • Moved advanced metrics from the now-simple FPS panel, to the Metrics panel
    • Vehicle configurations are sorted by default by value now
    • Improved vehicle selection filtering and sorting
    • Fixed physics unpausing when exiting photo mode
    • 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

    Let us hear your feedback and report eventual bugs here:
    http://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 :)
     
    #1 tdev, Oct 31, 2015
    Last edited by a moderator: Oct 31, 2015
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  2. Deleted member 23644

    Deleted member 23644
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    Awww yeah! I can almost smell this update! Thank you devs!
     
    • Like Like x 1
  3. gigawert

    gigawert
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    I can't wait for this! Great job devs. :)

    If I read correctly, license plates? Coool. :cool: Will we be able to customize them?
     
  4. Lukey_Reborn78 2

    Lukey_Reborn78 2
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    When is derby's/ car chasing going to be re-put into the game?
     
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  5. JDMGuy

    JDMGuy
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    this makes me moist.
     
    • Like Like x 3
  6. Godzilla!

    Godzilla!
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    This looks really good, especially seeing the new Covet trims, the Barstow and improvements on the old cars.

    The image of the updated thumbnails shows a 3rd unknown thumbnail though...I filled the other 2.
    uknownforgood.jpg
     
  7. JDMGuy

    JDMGuy
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    OOOOOOOOOOOOOOOOOOH!!!!
     
  8. Narwhal

    Narwhal
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    all aboard the hype train!
     
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  9. gigawert

    gigawert
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    How do you even have access to the new version?
     
  10. Godzilla!

    Godzilla!
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    I don't. The image is photoshopped with 2 old dev shots.
     
  11. ADHDRacer

    ADHDRacer
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    I'm very, very sorry to ask, when will we be expecting this update? When's the latest, at least, that it could come out?
     
  12. jammin2222

    jammin2222
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    Woooohoooo, hopefully no more 32bit for me.......Fingers crossed.

    They have never worked for me anyway. o_O

    This should be a good update :)
     
  13. Potato

    Potato
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    Never.
     
  14. ADHDRacer

    ADHDRacer
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    Well... True.
     
  15. mumboking

    mumboking
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    I'll definitely enjoy the upcoming update! :eek:
     
  16. JackAttak

    JackAttak
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    Update is out already, and it's wonderful!
     
  17. gigawert

    gigawert
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    I think NOT.
    Lol, guys
     
  18. tdev

    tdev
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    BeamNG Team

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    And released :)
    Restart steam if you do not see the update yet.
     
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  19. ADHDRacer

    ADHDRacer
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    Oh my god! Everyone! It's out! The update has been announced on steam!\
    :EDIT:
    Oh ok. That was sooner then expected! XD
     
  20. Deleted member 23644

    Deleted member 23644
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    Thank you so much tdev! Now rest you great hero!
     
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