The line on the bottom reads “gasoline and LP gas, 9 and 10 tons cargo capacity” which is exactly what it sounds like, referring to its load capacity. Considering that the tanker body on that truck is the same type often used to haul propane, I think they’re just talking about a possible configuration of the truck, not the fuel type.
Nothing that I have seen points to it being a Bruckell. The file name is "i4p_fh_1929_03300cc_stock_01_eng" (Going by this post)
The new car might be European, if BeamNG's typical release patterns are the case with 0.34 which are Japanese, North American, then European. The Stambecco illustration in the teaser could indicate that this is a Europe centered update. It could be a Cherrier, as it is one of the last few major brands to have 1-2 cars. A French car it could be based on is the Citroën 11/15 which has an I4, and a body style which matches illustrations in the teaser.
The sound file is named as a 3.3L, which is 2-3x larger than most European cars would have had at this time and exactly the same size as the contemporary Ford.
Granted, I don't expect the new car to be anything like a Bentley, but they did use a 3L 4-cylinder in their first car (built 1921-1929), going up to 4.5L in the 4 1/2 Litre (1927-1931, right around the time of the sound file). So, there's a slim chance that this new car could be English, but I still think it could be a Gavril or a Bruckell. (Chrysler's flathead engine, as a four-cylinder, was also available in similar sizes the sound file (3.0L (1926 Chrysler F-58) and 3.2L (1930-34 Plymouths and Dodges).)
For the new vehicle, I'm speculating that the brand will either be Burnside if it's American or Cherrier if it's European. We haven't gotten a Burnside vehicle since the Burnside Special in 0.5.1, so that's what I'm leaning towards. The devs tend to release new vehicles under brands that don't have many vehicles. For example, the Bastion was the third Bruckell vehicle, the Scintilla was the second Civetta since 2013, the Lansdale was the second Soliad, the Aurata was the third Hirochi, etc. And yeah, the car will most likely use the unused engine sounds in the files as they do with every recent new or remastered vehicle.
Seeing how hot hodding was more American in the 50s/60s, I'll guess as US car. However some European hot rods do exist. Often with hotted up i4s or sometimes v6s. ( i seen a few Ford V4s to ) BUT i'll say/hope its US BUT either way pre war car. makes me happy
Here we go: Color coding: Green means we can be reasonably certain of it in the next update Orange means we can expect it in near future and potentially the next update Red means it's either confirmed to not be coming in the near future whatsoever or in development limbo Past teaser logs for reference: 0.33 0.32 0.31 0.30 0.29 0.28 0.27 Updated 2024/12/09, new items in bold. Release date: December 2024, potentially WE 12/15 Since 2015 we've always had a December update (sometimes 2 parts) other than 0.11 in 2017, but we had an update in the last week of November that year. Updates are usually between December 13th and 23rd but have been as early as the 2nd. Creator program has been updated on December 5th and Dec 9th (Shoutout to @simsimw and @FluffiestToaster for bringing attention to this). @DriftinCovet1987 pointed out here that this follows the schedule of last year's holiday update, which would put release at Thursday 12/12 Vehicle content: Gavril MD Series Part 2: From the 0.33 dev blog: "More unique variants are planned for future updates". The configs we got were relatively basic by modern BeamNG standards, even missing appropriate upfits already in game on other contemporary Gavril trucks and missing many aftermarket options seen on those trucks, only having one engine option while in a niche that would normally have several, and missing some highly requested configs that would be perfect for this platform. I made a list here with what I think would be appropriate additions There is at least one reference to a school bus, I believe this post by @Top Tier Studios was the first to point this out The MD's D-Series bed has the D-Series wings in the files, but not accessible in game. Reference this post by @Covalence @GavrilMan2973 pointed out here that there is some reference to a tow truck in the MD's files. That's odd... The most appropriate type of tow truck for this platform would be a roll back, which we already have on the D and T/TC Series. We could see a wheel lift like the D-Series had in the files years ago but never got. Rotary trucks on medium duty platforms do exist but they are rare, but we do need one for the TC series with the not-a-Terminator config it has Pre-war car: @ISO_Master made a post here and here pointing out that there is a sound file called "i4p_fh_1929_03300cc_stock_01_eng". That would be a match for a 1929 Ford Model A. Most European cars (except for some ultra luxury brands) had engines a fraction of that displacement, and many American offerings were already offering i6/i8/V8 by this point. The October 29th teaser showed some concept art for a pre-war car, confirming suspicions based on that sound file. There is a lot to speculate on this and the concept art doesn't really get detailed enough to give us a starting point. Generally these sort of cars had major updates every or every other model year, with up to 10 body styles in the case of the 1938 Ford, which was still built on the 1932 platform. Could this be the first passenger car with +2 body styles? November 5th teaser shows Jared shopping for ingredients for a nice salad. Nothing more to see here. Oh, and in the background is the model for the engine that would match the aforementioned sound file. But the important thing here is the teaser for an official BeamNG salad recipe. November 19th's Teaser Tuesday shows some of the car model, showing a 5 window coupe with a rumble seat. The concept art shown 3 weeks ago showed a 3 window coupe, 5 window coupe, and a sedan but those concept art teasers don't always show exactly what we are getting. Sadly there is no official leek salad recipe yet. @pugsworthy stiched a few frames of this video together to show a bit more of the car, see here December 09th Teaser Tuesday shows a 4 door sedan and what seems to be a pick up with date 1934. That now confirms 3 body styles for a passenger car, which is a first in game. The vehicle also appears to have the 1970's Bruckell logo on the wheel hubs. With at least a 5 year span for model years it would be very weird for us to not get a facelift and an engine other than the i4 we know about already Miramar additions: @ISO_Master pointed out here that something weird is going on with the Miramar Canyon King config from the last update and what appears to be parts for that new config seen in the new Showreel that isn't in the public build. Could this be a remaster or just a few random additions? See spoiler tab for older items from this section: Spoiler SBR remaster: While there's no proper sign of a remaster coming up, @McBeamer94 and @dart have been going back and forth about some new intercoolers for the SBR's engine that are in the files. In order to actually use these the SBR's body would need some changes, which suggests this is possibly next on the list of upcoming remasters. The SBR engine with intercoolers did make it into the Piccolina, I still think these will make it into the SBR properly someday. Post #1 Post #2 Post #3 Grand Marshall remaster: It was remastered but not to the same scope that current remasters cover, so sooner or later the team should be returning to this one Update 2023-06-20: The GM did get some content in 0.29, but nothing to see as far as quality improvements. In fact it might be a bit worse now with that fake chain on the roof that behaves in a really wonky manner Other remasters: The following vehicles have yet to be fully remastered and have not been mentioned above: Burnside '53 Special, ETK I-Series, Gavril Barstow, Hirochi Sunburst, Bruckell Moonhawk, Ibishu Hopper, Ibishu Pessima mod.1988, Wentward DT40L See this post for some speculation from @CaptainZoll discussing potential heavy equipment additions. Another one here. The idea of a heavy equipment update has been picking up steam in the community and a lot of people seem convinced we will be getting one soon. Also by @CaptainZoll: A post summarizing the top vehicle requests on the vehicle suggestion thread. This list combined with a bit of speculation as to under represented brands/niches and what would be useful for gameplay and we could get a decent idea of the more likely upcoming vehicles. Here's a post I made discussing the implications of the in-game career mode branch descriptions added to 0.32 Map content: Research: There has been talk of the devs doing some research on stuff for improved map development, but I can't recall any particular posts about it... If someone can point me to one please do Update: @Bauer33333 responded with a source for this Physics & such: Ropeables: TDev mentioned that ropes/ties are WIP and winches are on his short term wish list. Not only would that be important for cargo and off road gameplay, but it would also allow for more types of vehicles (Cranes, wreckers, hook & chain tow trucks, etc....). @LucasBE has a post discussing some bits related to ropeables See this post for some speculation from @CaptainZoll with a pic of a winch already modelled for the Wydra Airbags: Airbags were tested but declared not currently feasible Improved Aerodynamics: TDev was going to come back to this question during his Q&A but never did TDev mentioned in a post-0.29 Q&A that there are no updates here, it's still on their to-do list but other items take priority. Tire Thermals; Mud/Scratches: Things in these directions will be coming soon. From the post-0.29 Q&A TDev did: Tire thermals remain WIP with no ETA From the aforementioned Q&A: Mud/dirt/scratches and car alarms are under consideration but they cannot make any promises at this time Ability to reset parts without resetting the entire vehicle: Unlikely to ever happen, as per TDev on Discord. Reference post by @TroLLeX_ here Walking mode; Triggers; Career Mode Sneak Peak; AI/Traffic updates; Mission System; Steam Achievements; VR, decal editor, and UI changes have all been WIP in recent updates and this will most likely continue for the foreseeable future There have been a few bits and bobs found in the game files recently, thanks @simsimw for the reminder of this. Example here @LucasBE has a post discussing some bits related to career mode and the like Halogen light improvements: See the October 31st teaser Tree tool: Shown in December 3rd's Teaser Tuesday. We just got a road tool, now a tree tool... Let's see how far they take the map building tools... Rally something: Multiple devs have been leaving cryptic teasers in their posts by italicizing certain letters. They all generally seem to have something to do with rally racing, and with the motorsport branch of career mode coming up and the AI needing work still, rally racing would be a good possibility to see given attention first Exhibit A: Update Speculation thread Exhibit B: Update Speculation thread Exhibit C: Update Speculation thread Confession: Update Speculation thread Blatant teasing: Update Speculation thread Exhibit D: Update Speculation thread Exhibit E: Update Speculation thread Check out the dedicated thread for discussing the WIP career mode and look at some of the posts from staff members to get a better idea of what the team has been thinking for career mode I'm just going to quickly run through comments on career mode made between my last summary post and now.... All by James/Krallopian... I'm putting it in a spoiler tag because there's a lot of posts and most of them boil down to "Career mode is WIP, expected features will come when they are ready". There are a few surprises and a few that tie into other items though Spoiler: Career Mode Early Experimental Preview of Career Concept: James likes the idea of a hardcore mode Early Experimental Preview of Career Concept: Plans for future releases include expanded delivery cargos (ex: construction equipment) and more traffic regulations (speed/red light cameras and police) Early Experimental Preview of Career Concept: The adventurer branch seems to be a catch-all for any gameplay that is less grounded, from arcade type gamemodes (such as lightrunner and some of the missions we have already seen) to potentially stunt man type missions (I assume this will be like the existing Hustle and Bustle campaign, hopefully including inspiration from the Stuntman games) Early Experimental Preview of Career Concept: Big plans for the parts selector Early Experimental Preview of Career Concept: James hopes to expand the "new parts are primer color" system to give more variety Early Experimental Preview of Career Concept: Plans for EMT, police, and taxi gameplay are "on the horizon". Barnfind gameplay potential is being explored. The current implementation of fragile cargo was a basic one to gauge interest, improvements to the system are planned. Early Experimental Preview of Career Concept: More car maintenance considerations such as oil changes were considered, but generally left out due to not having found the line between realism vs game balance yet for some of them. They may or may not come in the future Early Experimental Preview of Career Concept: Dynamic day/night cycles depends more on graphics improvements than on the gameplay team Early Experimental Preview of Career Concept: The goal for the current paint system is to be able to paint each part individually. While it was not originally a focus, after a few community requests it seems we'll be getting a similar system for freeroam Early Experimental Preview of Career Concept: Filters to sort dealership stock are planned Early Experimental Preview of Career Concept: More talks about the future of delivery missions, this one focusing on some heavy cargo options. Picking up a trailer of cargo at a location opposed to filling cargo boxes, and "staged building". It's interesting that James specifically describes what sounds like a sequenced construction delivery... As a construction PM I think I may get a little too nit-picky when this one comes out ... Adding my personal thoughts on here; I'm both really surprised and worried by James' comments on oversized loads. Personally I think that's an obvious addition that offers a lot of gameplay potential and some time for the team to get creative, while also bringing in unique challenges for the player. While James did say he likes the idea, he also suggested the modding community jump on that one, which doesn't sound good for official inclusion.... Definitely a comment that personally leaves me really worried Early Experimental Preview of Career Concept: The current parts management system is not indicative of the planned finished product and there are a lot of planned features for this system Early Experimental Preview of Career Concept: Delivery missions for rollback/flatbed trucks will get more attention once a system for securing loads is in game Early Experimental Preview of Career Concept: Some talk about the vision for vehicle rentals. The current system is just a placeholder. Early Experimental Preview of Career Concept: Owning "homes, businesses, and more" is planned but not currently in development. Personal thought, this is a surprise to me. I expected the ability to purchases garages and maybe "safe houses" as that's pretty standard in open world games, but "businesses" is something I didn't expect and the "and more" is interesting.... Could this be a source for unlocking new missions and/or content? Passive income? A way to unlock quick travel points? Aesthetic only? Test Drive Unlimited style home ownership? Early Experimental Preview of Career Concept: Development on motorsport branch has started but is very early Early Experimental Preview of Career Concept: The ability to purchase salvage cars is planned, but they are focusing on core gameplay development first Early Experimental Preview of Career Concept: One of those business opportunities mentioned early will be the ability to buy a dealership and flip cars Early Experimental Preview of Career Concept: Random events and dynamic street races are planned, but game balance and performance optimization has yet to be figured out Early Experimental Preview of Career Concept: James mentioned that he would like some "organize this yard" type missions in the future but we would need appropriate logistics vehicles for it Early Experimental Preview of Career Concept: More issues from worn out cars are planned Early Experimental Preview of Career Concept: A system to handle the player stealing cars is being considered, but game balance is a concern Early Experimental Preview of Career Concept: Eventually the player will be able to refill nitrous bottles at the garage or locations near the drag strip Early Experimental Preview of Career Concept It would be nice to have realistic market limitations for EUDM/JDM/USDM on maps in career mode, but there are concerns about asking too much from other departments. Maybe we'll see it, maybe not. Post by James on July 30th, 2024: A small fee will eventually be incorporated to the tolls Post by James on August 4th, 2024: The career mode reputation system will tie into a sponsorship system Post by James on August 15th, 2024: Bus gameplay is not currently being worked on, but it will be back in a way that fits current standards. Most of the core gameplay will be different than the current implementation Post by James on September 1st, 2024: In the future the player will be able to buy used parts. The plan is that the player will be able to buy/rent additional garage spaces beyond the 5 currently available. Post by James on October 3rd, 2024: No near future plans for bus gameplay in career mode. That seems odd considering what was said on August 15th, and with the MD school bus coming out. Does that confirm that the MD bus will be more for demo derbies and banger racing? Will they be working on bus gameplay outside of career mode? Will they be working on this on the chance that it does make it into career mode? Everything Else: See spoiler tab for older items from this section: Spoiler Misc: TDev's long term wish list includes deformable terrain, "huge" maps, and more. Torquescript: Ongoing effort to remove TorqueScript We did see some progress towards this in 0.27 Driver Model: Feasibility of a driver model was being investigated Pedestrians: Same for pedestrians, which were deemed not currently feasible but still on the long term wish list. Additional post on this topic @Sithhy™ found this video from an expo where TDev is being interviewed about some of the companies research topics and a pedestrian model was shown. @brunifdez found another Sounds: Expect a post from TDK about what they have been working on at some point. Perhaps related to audio ray tracing, which will potentially improve cabin noises and allow for some other cool stuff. Additional post here. Update: See this comment from @FFIVGUY. Graphics: From the post 0.29 Q&A: Finishing Vulcan implementation is a priority Another post from the above Q&A on graphics Over the Horizon: TDev mentioned we will get another "Over the Horizon" post some day.
One config of this car I am really excited to see is a bootlegger car. Generally speaking these would have had very stiff suspension, a heavily modified V8 (Or some weird engine swaps, but we don't have any other contemporary vehicles to pull an engine out of), brake light kill switches, weight reduction where it could be done without being obvious, cargo compartments everywhere possible, and some modifications to protect the radiator from all the dust on the trails. These cars would eventually turn into gen 1 Nascar stock cars, which would be useful for the vintage racing career mode branch.
I'm INSANELY excited for the halogen lights update... I've been begging for this for a while now and it completely changes the realism and immersion of the game... yay