Automation cars, a level and new sounds!
In this update, we are collaborating with the development team of Automation. Automation, developed by Camshaft Software, is a separate game revolving around managing your own car company and designing extremely detailed vehicles from scratch, and is getting an update today too.
This joint update allows users of BeamNG.drive to drive cars designed by Automation players, using the regular BeamNG mod repository. At the same time, players of Automation are able to export its vehicles, drive them in BeamNG.drive and submit them to our mod repository, for any BeamNG.drive owner to download and drive.
In addition to that, here’s some other highlights in this release:
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Drive in the new Automation Test Track map:
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Delight in the new sounds of tire squeal, revamped crunching metal audio, new surface sounds (gravel, sand, dirt, grass, asphalt, rumblestrips), turbochargers, superchargers, etc.
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Support for importing and sharing Automation cars
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And of course a myriad list of improvements and fixes in response to your awesome feedback
As mentioned before, today Automation is also releasing an update that will allow you to export your Automation car designs to our game and test or trash them to your heart’s content. While the exporter comes with Automation, we really all put our
heads together to make it possible. You can pick up Automation and get started designing and sharing your own cars, or at least try out the cars that others share in the Repository!
If you decide to try Automation, here’s a useful guide to designing your first car:
Reminder: A cross Promotional Sale starts today! If you own either BeamNG.drive or Automation, you will get a Steam coupon to purchase the other game for 20% off! The coupon expires in three weeks.
On the home front, our physics programmers and audio engineers have been hard at work on improving vehicle sounds. We created physics-driven tire sounds for asphalt, dirt, gravel, grass, sand, and rumble strips!
Crash sounds also got a big improvement. Now all vehicle impacts can generate destruction sounds that have variety and proportion to their severity. Even the parts that fall off will continue making sound as they tumble away!
Turbocharger, blow-off valve, supercharger, and interior sounds have been reworked, and a lot of mixing and balancing has gone on behind the scenes.
Here’s the full changelog:
Gameplay
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Track Builder: Added ’empty piece’, allowing you to have gaps in the track
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Track Builder: Custom lap count and allows tracks to be reversed
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Track Builder: Improved performance, now only updates track pieces that actually need to be updated
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Vehicles now spawn/reset with activated smart parking brake
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Fixed bug where scenarios stopped working when the user changed the vehicle
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Fixed inability to use a bus stop twice in the same route
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Fixed Time Of Day resetting to default when a scenario is restarted
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Fixed bug incorrectly giving a user the success outcome when they actually failed the scenario
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Fixed static collision not working in some scenarios while playing campaign mode
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Fixed bug where a newly started mode or activity would not work if the game was paused previously
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Fixed Bank Robbery scenario
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Fixed Moose test scenario
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Fixed restarting scenarios
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Time Trials: No longer resets level and track when clicking “Change Configuration” in the end screen
Vehicles
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T-Series: BeamIndustries, Two-Tone (3), Patriot (from MJ) skins
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ETK K-Series: ‘polizei’ variant (skin, lightbar), ‘Sporty’ livery
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Barstow: Added ‘old paint’ skin (default on ‘Awful’ configuration). Re-textured ‘Frontguard’
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Moonhawk: Added ‘old paint’ skin (default on ‘Terrible’ configuration)
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Wentward DT40L: New door opening mechanism, corrected the color of some exterior rear lights, and other minor fixes
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T-Series added 2nd UV channel, supports skins
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ETK K-Series added 2nd UV channel, supports skins
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New-Gen Ibishu Pessima added 2nd UV channel, supports skins
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Moonhawk: Reduced weight of to ~1700kg, tweaked Stage 3 supercharger
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SBR4 rear suspension design improvement, engine and transaxle tuning changes, rolling resistance of tires reduced
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Tweaked Sunburst and SBR race DCTs/manuals for quicker launch
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Tweaked semi fifth wheel, it’s now 3.5 times stronger
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Added more damping to all tires, makes for more direct steering feel and more controlled body motion
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Semi brake balance tweaked
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Miramar race brake strength reduced
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Increased steering system rigidity on most vehicles
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Hopper: Increased wheel attachment strength
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Minor durability tweaks to some cars
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Fixed intercooler meshes stretching when engines come out of the car
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Turned off collision for wheel axle nodes to stop snagging things (self collision is still enabled)
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Fixed City Bus micro deformations which increased the damage counter from normal driving in scenarios
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More consistent radiator damage for Barstow and Legran
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Sunburst: Brake power and balance tweaked on Sunburst Rally, tweak CVT hill holder behavior
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Fixed H45 Van rear axle becoming unstable at max track width
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Pessima rear suspension stability fixed
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Added Race seats available for most of vehicles
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Fixed camera breaking when removing subpart on Wood Crate, Wood Planks props
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Improved trailer behavior on vehicle reset/recover
Physics
- Added thread scheduling subsystem to physics core. The scheduling subsystem removes the 64 vehicle/object limit, that constrained previous versions
- Increased max nodes limit from 2000 to 3000 and max beams limit from 10000 to 15000
- Added “extentFactor”, “inExtent”, “outExtent” parameters to hydros. They work in the same way as “factor”, “inLimit”, “outLimit” but with meter units
- Added “RUMBLESTRIP” ground type
- Added pitch detector and peak force detector subsystem on wheels
- Added impact energy tracking
- Improved tracking of wheel’s slip attributes and downforce
- Improved deformation energy tracking
- Fixed possible crashing bugs in static collisions subsystem
- Fixed river calculation for vehicle nodes
- Improved customization of airbrakes
Terrains
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Added an aged and weathered version of the bus stop to Jungle Rock Island
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West Coast USA: fixed various collision mesh issues, terrain spikes and decal road transitions
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Removed extra lake on East Coast USA
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Fixed a decalroad on Gridmap
User Interface
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Updated key binding app to be smaller by default
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Added translation strings for scenario difficulty types
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Added keybinding to refresh UI (F5)
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Changed UI process priority as game priority
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Increased category filter height on in-game repository
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Added electrics source for displaying if N2O is being active or not
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Fixed replay notifications being hidden by most menus
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Fixed Forgotten raceway time trial having wrong layout on the thumbnail
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Fixed part selector not updating when changing between vehicles
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Fixed some minor bugs regarding part highlighting
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Fixed AiPathEditor icon
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Fixed typo in Thumbnail Generator app
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Fixed typo in an Industrial map scenario description
Audio
- Added new surface sounds for various surfaces, including various loose roll, skid and kickup effects for: Gravel, Dirt, Sand and Grass
- Implemented experimental geometry-based rumblestrip shape detection and its corresponding sound effect triggering
- Reimplemented apshalt sounds from scratch, with new Asphalt skid samples and much better logic
- Improved forced induction: new system with separate hiss noise and spindle whine layer
- Forced induction: new turbo sounds
- Forced induction: new supercharger sounds
- Impact sounds: new vehicle collision samples using different impact strengths, with added LFE sample layer
- Improved logic for fire and impact sounds, they can now follow the position of nodes
- Implemented various sets of handbrake effects: ratchet, electric, pedal and lever mechanisms
- Implemented support for having interior sounds at their correct location
- Aero audio: replacement wind samples
- Suspension: replacement loop (longer, more detail)
- Improved piano crashing sounds
- Mixing: various smaller tweaks for balancing snapshots, volume and filters, environmental reverb slightly reduced
- Updated FMOD to version 1.09.14
- Fixed incorrect pitch fluctuations in Doppler effect
- Expanded possible range of audio pitch and volume values
- Removed ingame audio device selection, please use Windows settings instead (was buggy for a few users, but impossible to fix without a complete rewrite)
- Added setVolumePitchCT, playSFXOnceCT, playSFXOnceStaticCT functions that allow to control the “color” and “texture” attributes of sound events
- Fixed ambiance sound leaking after exiting garage
- Fixed rotation of sounds attached to vehicles
- Fixed memory leaks on audio system
Powertrain
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Implemented turbo boost per gear support
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Implemented ECU top-speed limit support
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Added support for automatic shifter layouts not including D
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Improved thermal support for air cooled engines
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Improved clutch thermal simulation, exposed various parameters in jbeam
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Reduced inertia of gearbox input shaft in neutral
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Locked differentials can auto calculate a maximum stiffness and strength value if nothing is defined
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Automatics now properly reduce throttle during shifts
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Fixed Park mode problems
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Added some missing internal features to CVT code (minimal effect on behavior)
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DCT now uses independent stiffness calculation for each clutch, making for tighter shift feel
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Combustion engine intake/exhaust modifier torque tables now use the last raw value past their defined range instead of 0
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Fixed automatic transmission getting stuck with reduced output torque
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Fixed electric motor not generating any torque if turned against its turning direction
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Fixed powertrain inertia not being recalculated after shifting a manual without using the clutch
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Fixed powertrain inertia not being recalculated after shifting a DCT at all
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Fixed excessive turbo RPM/pressure overshoot
Mod repository
- Added Automation tab to repository
Artificial Intelligence
- Overall code cleanup
- Fixed inputs being unnecessarily reset
- Fixed force feedback effects being generated while AI drove the vehicle
Misc
- Fixed userpath being mounted twice with wrong priority
- Fixed problem with FileSystem if manually defined userpath didn’t have a trailing slash character
- Fixed levels list cache being a refreshed everytime a file modification happened in the userpath
Lua
- Added getSensorZ() function, it returns the acceleration (without gravity) on vehicle’s Z-axis
- Added getSensorVectorRaw() function, it returns a float3 vector containing the acceleration (including gravity) on vehicle’s X, Y, Z axes
- Added optimized tableSizeC function to utils, it returns the size of C-like arrays (starting at 0)
Graphics Engine
- Debri particles and ‘Time of Day’ now correctly follow the currently selected slow/fast motion speed
- Added support for BC4 texture compression
- Fixed normalization of specular light for forward rendered meshes
- Fixed unsteady field of view angle during replay playback while using Orbit camera
- Fixed license plates being generated on vehicles without licence plates too
- Fixed tiny memory leak in render system
- Fixed jittering of top-down camera
- Fixed PostFX Open/Save functions
Replay
- Included additional select-able playback speeds during playback
- Improved vehicle reuse during replay, leading to faster playback startup times
- Added safeguard to replay system, will now correctly stop recording when the level or any vehicle changes, when running out of space on disk, etc
- Improved detection of deprecated replay file formats, they will now stop immediately
- Fixed gap in replay recording while a second vehicle was reloading
- Fixed rare crash when resetting a vehicle during a replay recording session
- Fixed vehicle shape corruption when playing back a second replay
- Fixed unwanted full vehicle transparency in various situations
Game engine
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Optimized raycasting algorithms
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Small speedup of vehicle loading
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Slightly improved vehicle switching times when tens of them have been spawned
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Fixed rare black screen after all vehicles were removed
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Fixed ‘Out of memory’ crashes when loading certain assets from disk
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Fixed level saving process, was ignoring empty scenetree nodes (leading to error logs when loading the level)
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Fixed game getting stuck in loading screen when the default vehicle was no longer valid
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Fixed memory leaks on vehicle spawn
Known Issues
- Main menu is sometimes shown when starting a time trial