To check out the highlights of this release, please head over to this devblog.
Vehicles
- NEW VEHICLE: Cherrier Ardente
- New 2-door coupe based on the FCV platform
- Sculpted contemporary exterior design, paired with a sporty, driver-focused interior
- Offers a wide range of powertrain options - from FWD/AWD gasoline and diesel to RWD/AWD electric variants
- Available in a variety trims across 19 factory and custom configurations
- Competition variants: Circuit Race, Trackday, Gravel Rally, Asphalt Rally
- Wide body kits for race and street tuner builds
- Three factory bumper styles: Standard, Performance, and Electric
- Features Retractable Ducktail Rear Spoiler with specialized alternatives (Sport Extension, or large Race/Street wing)
- Equipped with brand-new sequential LED turn signals
- Extensive personalization options, including:
- Custom racing and street liveries
- Contrast-color pillar and roof configurations
- Additional visual enhancements
- Autobello Piccolina
- Autobello Stambecco
- Bruckell Bastion
- Fixed an issue with missing oil pan slot in the engine
- Bruckell LeGran
- Fixed wrong
configTypeon Taxi configuration - Fixed instability when adding cargo boxes to the trunk with very stiff suspension tuning
- Fixed an issue that prevented police flashers from working properly with certain part combinations
- Fixed wrong
- Bruckell Moonhawk
- Fixed an issue with navigation unit clipping through the windshield
- Burnside Special
- Fixed 0-length torsionbar elements in the body JBeam
- Fixed an issue with frenched headlights not breaking correctly
- Cherrier FCV
- Added animation to automatic shifter
- Improved traction control on EV variants
- Added missing eDiffs to EV variants
- Civetta Bolide
- Updated light meshes and textures
- Tweaked trigger positions for interior doors based on door panel variants
- Added the ability to swap front turn signals from EU-spec to US-spec without having to install the US-spec front bumper
- Fixed spiking on front compartment meshes that could occur in severe collisions
- Updated light meshes and textures
- Civetta Scintilla
- Fixed an issue that prevented digital gauges from working properly on the off-road body
- ETK 800-Series
- ETK I-Series
- ETK K-Series
- FPU Wydra
- Added animation support for the hand throttle, brake, shifter, and range selector
- Fixed insufficient clearance on 4x4 tires to prevent contact with the body, fenders, and doors
- Fixed numerous mechanical parts that were incorrectly rotated, mirrored, or unrealistically modelled
- Added animation support for the hand throttle, brake, shifter, and range selector
- Gavril Barstow
- Fixed excessive wobble on exhaust pipes
- Gavril Bluebuck
- Updated light meshes and textures
- Fixed an issue with emissive materials on gauges
- Updated light meshes and textures
- Gavril Grand Marshal
- Fixed a typo in the description of Limousine Special config
- Gavril Roamer
- Added compatibility for the side pipe exhaust on 6.0 V8 diesel and I6 engines
- Improved engine and transmission collisions
- Gavril H-Series
- Updated light meshes and textures
- Fixed an issue with van loads incorrectly applying extra air drag
- Fixed an issue with cargo load straps clipping through wheel wells
- Added compatibility for the side pipe exhaust on 6.0 V8 diesel and I6 engines
- Updated light meshes and textures
- Gavril D-series
- Gavril MD-Series
- Updated
School Busto use halogen marker lights instead of LED
- Added halogen marker lights as an option to the Armored Truck body and cargo box, and to Flatbed and Dump Bed upfits
- Removed collision from the rider camera to prevent it from being caught on nearby objects
- Fixed a deformation issue with the armored truck roof
- Fixed a misplaced cargo box strap
- Fixed unrealistic detachment behavior of log bolsters when only one side separates from the frame
- Fixed School Bus and Armor Truck deforming when driving over small bumps
- Optimized
MD60 The Unstoppable (M)configuration - removed various redundant parts, improved performance
- Updated
- Gavril T-Series
- Added halogen marker lights to Mixer, Tanker, Cargo Box and Flatbed upfits (LED variants still available in the parts selector)
- Added halogen chicken lights - used on several configurations instead of the LED ones
- Adjusted frame rigidity and deformation tuning
- Hopefully, it should now become less unstable in crashes
- Fixed instability on longnose variant door when its glass was removed
- Fixed wobbling on conventional hood turn signals that could happen when driving at certain speeds
- Fixed unrealistic detachment behavior of log bolsters when only one side separates from the frame
- Fixed a missing tertiary color stripe on the conventional
Dukelivery - Fixed ghost forces on Twin Steer configuration that was causing incorrect handling behavior
- Added halogen marker lights to Mixer, Tanker, Cargo Box and Flatbed upfits (LED variants still available in the parts selector)
- Hirochi Aurata
- Added license plates
- Fixed instability issues when equipped with small 4-lug wheels
- Hirochi HT-55
- Added a dedicated horn sample
- Adjusted position of nitrous oxide bottles that were clipping the frame
- Updated the engine manufacturer to Belasco-Diesel for consistency
- Hirochi SBR4
- Fixed incorrect animation on automatic shifter
- Fixed material issues on eSBR parts across a number of liveries
- Improved behavior of tailgate hinges
- Adjusted frontal lighting setup on eSBR to switch off DRLs while the headlights or turn signals are on
- Fixed instability of race coilovers when tuned for both high spring rates and tall ride height
- Fixed eSBR rear halfshaft misalignment and unbreakable visual mesh
- Fixed incorrect animation on automatic shifter
- Hirochi Sunburst
- Fixed instability when using rally suspension in combination with heavier off-road wheels
- Improved rigidity of
DriftGearsteering - Updated steering lock on
DriftGearfrom 760 to 900 degrees
- Hirochi WL-40
- Added 20.4L I6 engine
- Shared with the HT-55
- Available in two power levels: 500hp and 600hp
- Configs are now marked as (Early) or (Late), with this engine fitted on the later variants
- Added
Show Loaderconfig
- Added a dually option for the front and rear wheels
- Updated displacement of “1100CUI V8 Engine” to “18L V8 Engine” for consistency
- Fixed bucket deformation issues
- Improved bucket collision behavior by adding extra collider nodes
- Added a dedicated horn sample
- Adjusted the engine governor PID values for improved, realistic throttle behavior
- Added nitrous oxide
- Fixed rotation direction on the V8 engine pulleys rotating
- Fixed an issue causing the cab to explode when the left door’s glass is removed
- Adjusted the beacon mesh by removing its mount for a flush fit on the cab roof
- Fixed rotation on the transfercase driveshaft that was incorrectly following rear driveshaft speed
- Fixed the weight of the underbody counterweight
- Added 20.4L I6 engine
- Ibishu BX-Series
- Ibishu Covet
- Ibishu Hopper
- Updated light meshes and textures
- Fixed several issues with off-road doors
- Fixed an issue with shifting on the
Dragconfig that was caused by an excessively high rev limiter
- Updated light meshes and textures
- Ibishu Pessima (1988)
- Fixed inverted normal channels on main body texture (from legacy format)
- Improved front suspension, steering, and halfshaft visual behavior during steering and suspension motion
- Ibishu Pessima (1996)
- Updated the light emissive textures
- Updated the light emissive textures
- Ibishu Pigeon
- Improved behavior of door hinges
- Ibishu Wigeon
- Updated light meshes and textures
- Updated hood hinge design to increase the opening angle
- Updated light meshes and textures
- Soliad Lansdale
- Fixed an issue with the moonroof mesh stretching when its glass broke
- Soliad Wendover
- Fixed floating lettering on the base model facelift when the rear panel was deformed
- Updated brand decals on Rally livery
- SP Dunekicker
- Fixed misaligned rotation of the brake discs and pads
- SP Rockbasher
- Fixed missing brake calipers on the solid axle front suspension
- Wentward DT40L
- Updated light meshes and textures
- Fixed a binding conflict with the Radial menu on gamepad
- Updated light meshes and textures
- Common
- Realistic light patterns
- The light emitted by vehicle lights against objects now has realistic patterns on all vehicles
- Vehicles share ’light bulbs’ as separate common parts that project light
- Head lights and fog lights project different patterns depending on the vehicle market (EU, US, LHD, RHD) and technology (6V, sealed beam, incandescent, halogen, xenon, LED…)
- Light brightness, range and color is defined by the bulb type and wattage
- Vehicle light materials have also all been updated to now use realistic nits output values instead of the old emissive system
- Updated most vehicle badge materials to prevent various issues with shadows under new lighting
- Added movable sunvisors to all cars
- You can adjust the sunvisor angle via triggers
- Added sunvisors to cars that were missing them
- Improved sunvisor models and textures on some cars
- Separated configurations on most vehicles into sub-groups in vehicle selector
- On most vehicles, the sub-groups appear in the configuration selector, making the UI less messy
- Sub-groups can also appear as separate vehicles. For example, the Cherrier FCV has been separated into the Cherrier Vivace and Cherrier Tograc, the cab-over variant of the Gavril T-Series appears as Gavril TC-Series, and the school bus shows up as the Gavril Wentward Bus
- Self-collision cleanup on all vehicles
- Fixed all cases across all vehicles where nodes of one part were unintentionally colliding with triangles of another part on spawn
- This can slightly improve performance, especially with few vehicles spawned at once
- Affects bananabench performance assessment results because the default vehicle was also cleaned up
- Added more interior triggers to most vehicles
- Most vehicles now have interior triggers for the hazard lights and ignition
- Select vehicles have interior triggers for headlights
- Some vehicles feature triggers for fog lights, ESC modes, and cruise control where available
- Vehicles equipped with range boxes, 4WD transfer cases and locking differentials have interior triggers to control these functions, and have received radial menu entries and key bindings for them if they were missing before
- These changes should make it easier to use vehicle functions on controller
- Gavril D- & H-Series rollback upfit
- Unified trigger behavior with the T-Series rollback upfit
- Now powered by a hydraulic pump
- Replaced the lights with the better looking generic lights (halogen and LED variants available)
- Fixed issue with the rollback feet being too easy to bend
- Police parts
- US style light bars (LED and halogen) are now common shared parts rather than duplicates
- Thanks to the 2 light bars sharing the mount slot, cars that had only the LED lightbar available now have also the halogen one and vice versa
- Reworked EU light bar: now includes selectable display text, lights color and accessories, it is also shared between vehicles rather than duplicated
- Fixed broken beacon light material on some cars
- Tow hitches
- Replaced old style tow hitch with the newer one (previously available on Hirochi Sunburst and Ibishu Hopper) on all cars
- Tweaked attach strength and stiffness on the newer tow hitch variant
- Added clickable triggers on all tow hitches
- Sunstrips
- Updated “Faser” logo
- Ambulance Upfit
- Updated light meshes and textures
- Fixed instability when certain specific parts detach from the upfit at once while others stay attached
- Updated JATO rockets
- All vehicles with JATO rockets now use a new, shared, more optimized 3D model for them
- JATO rockets now have adjustable nozzle angle. By turning on the Center of Gravity and Beam Visualization - Highlighted Only debug modes, you can make the thrust force align with the car’s center of mass, which leads to a more stable flight with the rockets active
- The optimal angle is already set up on all default configurations that have the rockets equipped
- Wheels
- Fixed some front wheels breaking when no rear wheels were installed on the car
- Updated all wheels and hubcap normal maps to use modern texture formats for memory optimisation
- Increased the weight of 16x4 steel wheels
- Made Civetta 20x9 wheels available for fitment on the rear of vehicles
- Cleaned up materials of under glow lights
- Added some new advertisement variants to the taxi ad carrier
- A few small typo fixes
- Renamed a bunch of parts on some vehicles to unify part names with other vehicles
- Updated all vehicle glass and interior glass materials for new game lighting
- Added orange peel to all vehicles
- Fixed premade license plate normal maps
- Gavril 6.0 V8 diesel - improved performance long block torque curves
- Added international fonts for license plates
- Realistic light patterns
- Props
- Remastered prop: Shipping Container
- Completely reworked Jbeam structure almost from scratch
- Fixed misaligned bits on tank container, model tweaks on other variants
- Realistic weight distribution, strength, stiffness, etc
- Reworked container naming to make it obvious which variant can be used for what in career mode
- Non-openable, sealed containers can now float on water
- Containers are now shared between prop and load variant, rather than duplicated
- On the container trailer, front and rear containers now use different color palettes
- Added a bunch of new paint designs, including a randomized one
- Reworked container attachment system: when stacking containers, twist locks appear automatically at the bottom of the container when it’s close to a container below, and once it aligns and touches it, it attaches automatically
- The same system is used to attach containers to the container trailer, but without twist locks appearing, as the trailer already has its own ones
- Bollard
- Updated physics parameters - the bollard is no longer non-deformable
- Reworked lifting mechanism - now based on a hydraulic pump with realistically limited force
- Added ability to equip additional bollards in parts selector and adjust the spacing in Tuning tab
- Added ability to spawn the bollards already in extended positions
- Added configurations with multiple bollards and extended variants
- Cinderblock Wall
- Cones
- Reduced drag coefficient to account for the cone shape better
- Concrete Retaining Wall
- Gate
- Fixed an issue where the main gate part could be removed
- Metal Coil
- Porta potty
- Fixed literally unplayable issue: you were not able to walk inside the toilet in walking mode
- Street Light
- Added filament smoothing, new warm bulb type and configuration
- Tire Stacks
- Each tire now has a different randomized material
- Added colorable skin
- Added visible pins to stacks of tires attached together
- Added loose stacks variants
- Added loose interlocked tire wall variant
- Traffic Tube
- Reworked physics structure to be more similar to the Delineator prop - it is more realistic and won’t get stuck in cars so easily anymore
- Weight Pad
- Fixed Weight Pad collapsing under weight of wheel loader
- Remastered prop: Shipping Container
- Trailers
- All semi trailers now make suspension compressing sounds
- Container Trailer
- Added support for new container attachment system
- Improved frame behavior
- Tweaked trigger positions and labels
- Reduced tire size for lower center of gravity to reduce the chance of falling over
- Dry Van trailer
- Flatbed Trailer
- Frameless Dump Trailer
- Log Trailer
- Tanker Trailer
- Tilt Deck Trailer
- Fixed deck control buttons being backwards
- Trailer Dolly
- Improved behavior of mud flaps
- Slightly revised lighting setup and replaced lights with new halogen ones, old LED lights still available in parts selector
- Moved the Fifthwheel a smidge forward to improve handling stability
- Travel Trailer
- Replaced the lights with better looking generic ones
- Replaced the lights with better looking generic ones
- Simplified traffic vehicles
- Added Cherrier Ardente traffic version
- Updated various vehicles to use new light textures from their updated full counterparts
- Expanded range for configurations for several vehicles that were initially not included for time reasons
- Fixed issues with traffic Bruckell LeGran model shading and configurations
- Improved wheel models on the traffic Gavril Roamer/H-Series
- Updated all traffic vehicles to use their full vehicle counterpart’s color palettes, thanks to improvements in the vehicle paint library system
Levels
- Updated level lighting and environment setup
- General
- Updated foliage and groundcover
- Improved overall visual quality
- Implemented translucency simulation on leaves
- Added 3D grass
- Added a Blender source file for terrain creation
- Updated several old textures to use the texture cooker
- Updated foliage and groundcover
- West Coast, USA
- Reworked materials and LODs across all buildings
- Updated tech and improved visuals
- Converted all materials to PBR
- All buildings now have their own LODs and baked materials
- Switched buildings to single instances
- Major fixes to material visuals and texel density of all buildings
- Reworked materials and LODs across all buildings
- Added Stop Sign Data in East Coast USA
- Added the data that allow autonomously driven (AI) vehicles to be aware of stop signs
Settings
- Fixed the big slowdown when changing any setting if the language was set to “Automatic”
- Fixed issue where the “Allow controller input when window focus is lost” setting didn’t work as expected
- Updated graphics settings
- Updated all graphics presets
- Rebalanced every graphics preset to better match the intended visual style of the game while maintaining a smoother balance between image quality and performance.
- Removed Bloom setting
- Added Terrain Quality setting
- Added Cloud Quality setting
- Added Local Lights Quality setting
- Added HDR Output settings
- Added UI luminance settings
- Added Screen Space Shadows Option
BEFORE
AFTER
- Added optional Ultra Shadow Quality setting
- Added Dedicated Vehicle Shadow setting
BEFORE
AFTER
- Added Extended Shadows setting
BEFORE
AFTER
- Added windowed mode resolution selection
- Updated Lighting Quality setting behavior
- The default lighting path now uses the full PBR pipeline for more accurate materials and lighting, while the previous simplified “Normal” lighting mode has been moved down and is now considered Low quality
- Updated graphics setting names and tooltips
- Added Material Visualizations Debug
- Added velocity buffer visualization mode
- Removed Shader Quality setting
- Removed High Quality texture setting
- Removed Shadows visibility setting
- Updated all graphics presets
- Changing the gearbox mode in the settings now also changes it for the current player vehicle
Launcher
- Added simple icons to identify options quicker
- Added a dedicated button to perform a cache folder cleanup, located in the in-game Help menu. Especially useful for people using our native Linux port, which has no Launcher
Replay
- Fixed a rare crash when reading changes in material emissive factor
Gameplay
- Freeroam Tutorial
- Added a new Freeroam Tutorial that introduces new players to the basics of BeamNG.drive’s Freeroam mode. It can be accessed from the Main Menu > Quickstart Experiences
- Select basic driving assist setup and learn how to move off
- Learn about important aspects such as: cameras, recovery, vehicle spawning and removing, walking mode, vehicle customization and the map
- Explore the map and find additional lessons to learn about additional features: radial menu, vehicle triggers, weather, missions and traffic
- Added a new Freeroam Tutorial that introduces new players to the basics of BeamNG.drive’s Freeroam mode. It can be accessed from the Main Menu > Quickstart Experiences
- Added working taxis in Freeroam and Career
- You can enable working taxis in Freeroam by toggling the option in the gameplay settings (requires a traffic restart). In Career, taxis are always on
- In Freeroam, call a taxi within the quick access menu (Radial menu) Other -> Call a taxi
- In Career, call a taxi within the Radial menu -> Career actions -> Taxi
- See which taxis are available and not available just by standing next to them
- When within reach, hail one by pressing the gameplay interaction key
- Jump into the taxi when it is stationary
- The big map will open automatically where you’ll be prompted to pick a destination
- Once picked, the big map will automatically close and the taxi will drive you there
- While the taxi is driving, you can stop it, skip the journey, hurry it up/down
- Taxis in Career Mode have fare
- You can enable working taxis in Freeroam by toggling the option in the gameplay settings (requires a traffic restart). In Career, taxis are always on
- New Mission Type - Freeform Delivery
- Freeform Delivery enables multi-step objectives where players can leave their vehicle, use other vehicles and equipment, manually couple trailers, and complete more complex delivery scenarios
- Added a “Drift UI in Freeroam” gameplay option
- Off by default. When enabled, you can start drifting anywhere in Freeroam, which will trigger a simplified version of the drift UI to show up
- Added performance index to AI races
- Added Performance indexing to AI Races to improve the gameplay and AI behavior
- Performance Index (PI) is a single number that rates how capable a vehicle is, based on a standardized set of acceleration, top-speed, and braking tests. The higher the PI, the more powerful or quicker the vehicle is
- This will be used to pair the player with vehicles close to their Performance Index and also to limit what vehicle the player can use in certain missions if the mission has a Performance Index limitation
- Changed handling of vehicle instabilities
- Physics will not be paused anymore after a vehicle instability
- If one vehicle causes multiple instabilities in a short time (like a broken mod), it will be removed
- There is a setting “Pause game on instability” to revert to the old behavior
- Fixed a case where recovering after a crash could put the vehicle underground
- Fixed some issues where the position of vehicles would be wrong when resetting a vehicle with a trailer attached
- Fixed a problem where not all parts of a vehicle would be teleported if it consists of multiple clusters (like a dumptruck with loaded rocks)
- Fixed broken recovery camera in multiseat
- When the game can’t find any available spawn position for a new vehicle, the vehicle will not get spawned
- Various fixes to legacy campaigns, ensured completability
Early Preview: Career Mode
- Updated profile creation and APM Onboarding
- When creating a new career profile, you can now pick between two start modes:
- APM Onboarding: Complete introductory assessments and get to know Apex Performance Metrics
- Open World: Skip the onboarding, start directly by buying your first car
- The profile creation and management screens have also been updated
- Added functionality to save/load multiple manual saves for each profile
- When creating a new career profile, you can now pick between two start modes:
- Fixed issue where mod vehicles would never show up in the dealerships
- Added more developer options to the debug menu
- Fixed an Insurance bug that would corrupt a save
- Triggered by damaging a vehicle during a test drive, buying it, then interacting with it. Old corrupted saves should also be recovered automatically.
- Added working taxis
- Call a taxi within the Radial menu -> Career actions -> Taxi
- Taxis in career have fares
- See the “Gameplay” Changelog entry for more details about taxis
- Call a taxi within the Radial menu -> Career actions -> Taxi
- Improved visual clarity of shopping cart
- Improved vehicle thumbnails to take up less space
- Fixed an issue where the game could freeze when opening the dealership menu
- Fixed dealerships being incorrectly regenerated after loading a save
- Made career overall more robust against removed/changed vehicles either from mods or from game updates
- Improved look of “My Vehicles” screen when you have no vehicles in the inventory
Missions
- Added three new Freeform Delivery missions
- Wreck Fetcher
- Take a truck and trailer to a location with some abandoned cars, and load them on with a wheel loader. Then bring them back to the auto-shop
- Block Handler
- Take a trailer up to the quarry, load a marble block onto it, and park it by the block yard gantry
- Cargo Shifter
- Drive to work, get in your truck and arrange a B-train trailer setup of two trailers. Deliver them to the movie studio, then bring an incoming trailer back from the steel mill to the port. When you’re done, drive back home
- Drive to work, get in your truck and arrange a B-train trailer setup of two trailers. Deliver them to the movie studio, then bring an incoming trailer back from the steel mill to the port. When you’re done, drive back home
- Wreck Fetcher
- Added two Time Trial missions
- Ardente Experience
- A tight and twisty test for the Ardente Frisson, held at the ETK Driving Center
- Road Master
- A high speed, technical route through the rural areas of East Coast USA in the Ardente 310M
- A high speed, technical route through the rural areas of East Coast USA in the Ardente 310M
- Ardente Experience
- Fixed time of day not resetting after restarting a mission in some specific cases
- Added AI race mission - Guttered
- Converted some Delivery missions into Freeform Delivery missions
- Many existing delivery missions have been converted into the new Freeform Delivery mission type. They have a similar theme, but now require the player to be more hands on with executing the required tasks. The following missions are now Freeform Delivery missions:
- Race Car Delivery - East Coast USA
- Watchtower Supplies - East Coast USA
- Trailer Delivery Intro - ETK Drive Center
- Shipment Shunter - Industrial Site
- Dock Duty - Italy
- Camper Mishap - Johnson Valley
- Vintage Hauler - Small Island
- Wreck Recovery - Small Island
- Supply Delivery - Utah
- Guinea Pig Preparations - Utah
- Sports Goods Delivery - West Coast USA
- Tower Supplies - West Coast USA
- Many existing delivery missions have been converted into the new Freeform Delivery mission type. They have a similar theme, but now require the player to be more hands on with executing the required tasks. The following missions are now Freeform Delivery missions:
- Freeroam AI race missions with performance indexing
- Some of our Freeroam AI race missions now have performance indexing, providing opponent vehicles that are in the same performance class as the vehicle that the player enters into the event. The following missions now have this functionality:
- BeamNG Sport Race - Automation Test Track
- Industrial Loop Race - Industrial Site
- Long/Medium/Short Course Race - Hirochi Raceway
- Some of our Freeroam AI race missions now have performance indexing, providing opponent vehicles that are in the same performance class as the vehicle that the player enters into the event. The following missions now have this functionality:
Rally Mode
- Pro Pacenotes
- Liaison Traffic
- Weave through traffic as you make your way to the next stage!
- New Rally Loop: NGRC Rally Utah 2026
- Four gravel stages over 16.4km take you through river crossings, over high-speed jumps, and along exposed canyon runs
- Four gravel stages over 16.4km take you through river crossings, over high-speed jumps, and along exposed canyon runs
- Structured Pacenotes
- Expanded Calls
- Structured pacenotes now feature nearly 200 unique calls for you to combine to your liking, with voicepacks from Alex Kihurani, and Rally Mode developers HighDef and dirtwheel
- Casual Pacenote Style
- In addition to the new Pro style, and existing and expanded Enthusiast style (1 through 6), we’ve added a Casual pacenote style with Easy/Medium/Hard corner calls
- Expanded Calls
- Visual Pacenotes
- RallyStage UI Apps
- Automatic Clock Skip
- As you approach a time control, early arrival is handled automatically without a penalty. This is now enabled by default but can be turned off
- Recovery System Revamp
- The rally recovery system has been improved to be more route-aware and reliable. Recovering will now return you to where you went off the road and fuel level will be preserved
- Penalty System Revamp
- Penalties have been re-worked to be less harsh, while incentivizing clean driving and consistency. Recovering on special stages, including loop stages, will advance the race clock by 5-seconds instead of assigning an explicit penalty. This represents the need for spectators to push you back on the road. Liaison recoveries will advance the event clock by 1-minute
- Hardcore Mode
- The Repair on Recovery setting controls whether a recovery will also repair the vehicle. Setting this to false will disable repairs on special stages only. Liaisons will always perform a repair. Disabling will continue to give you the sought-after NGRC Badge in the timing UI, as well as a tweaked color scheme
- The Repair on Recovery setting controls whether a recovery will also repair the vehicle. Setting this to false will disable repairs on special stages only. Liaisons will always perform a repair. Disabling will continue to give you the sought-after NGRC Badge in the timing UI, as well as a tweaked color scheme
- Hardcore Mode
- Penalty Details
- Special-stage flips are free. Liaison flips advance the event clock by 10 seconds. False starts add 10 seconds when enabled. Early and late Time Control arrivals add 10 seconds per minute when enabled. Speeding violations add 10 seconds
- Penalties have been re-worked to be less harsh, while incentivizing clean driving and consistency. Recovering on special stages, including loop stages, will advance the race clock by 5-seconds instead of assigning an explicit penalty. This represents the need for spectators to push you back on the road. Liaison recoveries will advance the event clock by 1-minute
- Star Times
- All Rally Stage and Loop missions now have gold/silver/bronze star times for you to achieve, calibrated to the default vehicle.
- Gold: Requires high pace and consistency, with no recovery allowance
- Silver: Requires solid pace and consistency, with minimal recoveries per kilometer
- Bronze: Requires basic pace and consistency, with a generous recovery allowance per kilometer
- All Rally Stage and Loop missions now have gold/silver/bronze star times for you to achieve, calibrated to the default vehicle.
- Virtual Competitors Leaderboard (experimental)
- Both stages and loop missions now have virtual offline competitors for you to race against. Each competitor has three traits, Pace, Consistency, and Risk, which shape how well it performs. Results appear in a new leaderboard tab on the mission end screen. Modders can tune competitor profiles and the underlying model from a new panel in the Rally Editor
- Global Settings
- Pre-Start Mission Settings
- You can play all stages and loops with any vehicle by starting the mission from Freeroam and selecting the Player Vehicle option.
- Loop Time (experimental)
- Default
Uses the mission’s default Time of Day and Environment configuration - Current
Set the Time of Day and Environment to your liking in Freeroam, and the loop mission will use that unchanged - Morning & Afternoon
Additional Loop Times represent the so-called “morning loop” and “afternoon loop” in rallying. These presets are configured with Time Of Day playback speeds so that you start the mission close to sunrise (for the morning preset) and the clock advances so that you’re back at the service park in the afternoon
- Default
- Loop Time (experimental)
- You can play all stages and loops with any vehicle by starting the mission from Freeroam and selecting the Player Vehicle option.
- New Start Screens
- Start Screens show rules, settings, surface composition and distances
- Single Stages
- Loops
- Single Stages
- Start Screens show rules, settings, surface composition and distances
- Modding & Stage Creation
- Rally Editor
- Creating your own rally stage is now easier and more rewarding. Countless improvments to stability and efficiency have been made. The improved Rally Editor helps you create and edit a driveline, add and preview pacenotes, fine-tune how each corner is called, record custom co-driver audio in any language, and check route distance and surfaces—all while seeing your changes directly in the world
- Creating your own rally stage is now easier and more rewarding. Countless improvments to stability and efficiency have been made. The improved Rally Editor helps you create and edit a driveline, add and preview pacenotes, fine-tune how each corner is called, record custom co-driver audio in any language, and check route distance and surfaces—all while seeing your changes directly in the world
- Pacenotes Script
- Pacenotes Creation
- The process for creating pacenotes, whether freeform/pro or structured, is designed with modders in mind. Record audio at home without needing pro-level audio gear or a studio. Edit audio files with open source software. Non-English languages should be supported
- Rally Editor
User Interface
- Added translations for parts, part slots, tuning variables and vehicle descriptions
- Fixed issue where modifier controller buttons would get “stuck” in the hardware options screen
- Revamped the Vehicle Radar app - the vehicle radar UI app has new visuals and customizations
- Visuals :
- Modern rounded appearance
- Colored cars
- Disabled in “Minimal look”:
- Proximity red cone
- Distance circles
- Settings :
- For/Aft offset: changes how much in front/behind the vehicle the radar shows.
- Range type: changes which metric the radar range is based upon. “Distance” for a fixed standard radar, and “Time” for a time based range. Both the distance and time are tunable for a prefered range
- Enable “Minimal Look” to make the app be visible only when in proximity of other vehicles, and remove all the lines/circles visuals, better for racing and non-intrusiveness
- Enable “Colored Cars” to better visualize opponent during racing, or just because it looks cuter.
- Enable “Colored Cars” to better visualize opponent during racing, or just because it looks cuter.
- Visuals :
- Photomode
- Photomode has been ported to Vue and redesigned to provide access to many of the new graphical features introduced in this release, alongside full controller support. The camera remains controllable while the settings panel is collapsed; expanding it gives access to:
- Camera: Position, field of view, composition guides and related controls.
- Scene: Time of day, shadows, ground and terrain, LODs, fog and clouds, celestial settings etc.
- Effects: depth of field, autofocus, aperture, SSAO, screen-space shadows, motion blur, reflections, camera flash, etc.
- Overlays: pick a visual overlay for the screenshot
- Capture: supersampling and downscaling, HDR, motion capture, uploading, etc. Camera, Scene, and Effects settings can be saved and restored as full or partial presets. Presets are also stored in screenshot metadata, allowing settings to be shared or loaded later from the new in-game gallery. You can load presets from the screenshot metadata to re-create the images
- New Feature: Camera flash. This will help you take pictures in dark areas. You can enable it only when taking the image, or have it on always, like a flashlight
- New Feature: Motion-blur Capture which briefly resumes the simulation before taking a motion-blurred screenshot. Requires motion blur enabled in the graphics settings
- Fix: Groundmarkers are now hidden while Photomode is active
- Photomode has been ported to Vue and redesigned to provide access to many of the new graphical features introduced in this release, alongside full controller support. The camera remains controllable while the settings panel is collapsed; expanding it gives access to:
- Added translations for various strings in the UI all over the game
- Improved menu navigation with the stick on a controller
- Moved smallgrid “ground cycle button” from imgui to a pause menu button
- Fixed issue where some non-ascii characters were not showing up in text fields
- Improved conditions for when vehicle triggers become visible
- Added new screen for Drag Race Rules
- New Drag Race screen where players can select the rules and tracked times for the Dragstrip.
- Revamped the Police Info UI app
- New Pause Menu
- The in-game Pause menu has been rebuilt around the Lua Router and Nav Scoping systems. Top-level categories now use tabs, while deeper views use breadcrumbs with clear context and predictable Back behavior
- This was not an isolated screen update: Vehicle configuration, BigMap, Photomode, Replays, HUD Apps (Formerly known as UI Apps), Career screens, and related routes were updated to follow the same navigation model
- Top-level tabs:
- Home - What to do? Current game mode information, nearby activities, and shortcuts to vehicle selection, BigMap, and Photomode.
- System - Game and UI tools. Settings, Mods, HUD Apps, and other system-level actions
- Vehicle - What to use? Vehicle selection, configuration, tuning, paint, repairs, and basic AI controls
- Environment - How should the world behave? Time, weather, traffic, and simulation controls
- Career - Career progress. Career-only views such as paths, logbook, history, and related actions
- Improved Freeroam Selector
- “Recent” section is now always visible (you can still change the clustering mode)
- The current Freeroam option (spawnpoint, vehicle config) is now always added as the first element in the recent section
- The currently selection option is now marked in the grid as well
- This is especially useful to see that the default spawnpoint/config is selected when entering a cluster
- “Recent” entries are only added when actually starting Freeroam
- Improve time of day controls with logarithmic scale slider that’s easier to use, ability to stay synchronized in real time to the computer’s clock, and more.
- Allow modders and user to freely access and edit all UI layouts at any time, rather than only a subset
- Improve the wording in the ctrl-f metrics panel
- Improved fog slider sensitivity, allowing much more precise fine tuning
- Fixed an issue that could cause the wrong initial language to be set based on the system language
- New Replays UI
- Replays now use a dedicated Pause-menu workflow instead of requiring the Replay HUD App to be added to the active layout. Recordings can be started, cancelled, browsed, and played back directly from Pause, keeping the on-screen layout clear when capturing footage.
- The Replay browser has been redesigned, and the player now supports full gamepad navigation and clearer recording and playback feedback.
- Replay HUD App is deprecated from now on
- Options Menu V2 (breaking change)
- Options has been fully ported to Vue, with a new schema-driven backend that controls its layout, conditions, formatters, search, and has its own editor
- Heavy graphics settings can be applied live with progress feedback, while critical display changes use a confirmation countdown and automatically revert if not accepted
- Options is still being refined: categories, sorting, and the placement of individual settings may change in future updates
- Improvements: Vehicle, Level, Gameplay, App selectors update
- Updated vehicle, level, gameplay, and app selectors around a shared grid-selector flow, improving search, details, scrolling, focus, and controller navigation. Their backend and navigation were also refactored for closer Lua Router integration, including support for new selector routes and more consistent transitions and Back behavior. Parts of the gameplay and vehicle/level selector loading process were also moved to an asynchronous flow
- Improvements: Map Mode
- Reworked the Map Mode (Big Map) navigation and Pause integration around the Lua Router and scoped navigation systems. Added breadcrumbs and an updated layout, improved gamepad navigation and the POI list, and fixed Back and close behavior. Other small improvements
- Improvements: Vehicle Parts Configurator
- The Parts Configurator now lives within the Pause menu routing flow. Its gamepad UX was revisited with improved focus, category and part navigation, hints, and Back behavior, alongside fixes for scrolling, floating panels, live updates, and applying configuration changes
- New Vehicle Management Flow
- Added a new Vehicle Management flow to the Pause menu. It displays usable spawned vehicles as cards and provides quick access to vehicle switching, repair and reset, cloning and removal, and several AI driving modes. This moves common spawned-vehicle actions into a dedicated, gamepad-friendly workflow, reducing the need to manage vehicles through the Radial Menu. The interface also shows the current vehicle, controller assignment, and active AI mode
- Renamed UI Apps to HUD Apps and made a new UI for editing the layouts
- HUD Apps management and the layout editor have been fully ported to Vue, with a new controller-first flow for browsing, adding, positioning, and configuring apps. Safe-area handling, app hosting, and hot reload were also updated
- “UI Apps” has been renamed to HUD Apps to better describe the layer’s current purpose: apps displayed as part of the gameplay HUD rather than interface-wide modules. The workflow is still being improved. Stay tuned
- New UI scaling and safe-area controls, including matching screen content and platform safe-area behavior
- Expanded and standardized UI sound feedback across menus, selectors, popups, missions, career, and the Map Mode
- Improvements: Stats, Credits, Help, Performance screen
- Stats, Credits, Help, Performance screen were moved to Main Menu → Extras
- Credits - redesigned with a new slideshow presentation Help - Better links, QRs for convenient use with smartphones Stats - Ported to Vue Performance screen - Ported to Vue, moved out from Options
- HUD Apps updates: AI Control, Race Countdown, Weight Distribution, Bus Line and others
- Ported AI Control, Race Countdown, Bus Line to Vue. Weight Distribution App is redesigned and ported to Vue. Various fixes for Tachometer, Forced Induction, Simple Steering, Pitch, and Roll. Removed the Replays App — recording and playback are now available from the Pause menu
- Main Menu navigation flow update, “More…” submenu updates
- Moved routing of the Main Menu to the Lua Router, with route-driven navigation to Discover, Freeroam, Career, and More, improved gamepad autofocus and back behavior, and Vue wiring for Scenario start/end screens plus Quick Race, Bus Routes, and Light Runner setup flows
- Ported the Play state screen from Angular to Vue, including crosshair visibility handling, camera notification on entry, and Play-state lifecycle signalling to Lua
- Improvement: Radial menu × Lua Router, gamepad navigation and QoL updates
- Reworked the Radial Menu around Lua Router and Scoped Navigation, improving controller navigation, closing and Back behavior. Recent actions now persist across level changes and vehicle spawns, slot customization supports translations, and dedicated routes handle vehicle, parts configuration, and mirror actions. Fixed the Favorite Selection popup locking the UI.
- Improvements: Mission and Activity UI Flows update
- Updated mission and activity flows across the new routing and Pause systems. Improved Activity Start popups, Mission Control and Mission Details, controller navigation, Back behavior, loading-to-Play transitions, mission markers, and Nearby Activities. Also updated scenarios to use the new mission screen and fixed mission-action handling and progress conditions
- Ported Environment Controls to VUE; updated ToD, weather controls
- Ported Environment controls to Vue and organized them in the Pause menu into Weather, Simulation, and Traffic views. Updated controller navigation, Time of Day controls and slider markers, traffic controls, translations, and pause behavior for Weather and Simulation
- Also expanded Time of Day and celestial settings, with related handling for Freeroam locations and mission time
- Improvements: Loading screens
- Updated the loading, boot, and splash screens with progress feedback, custom-content targets, translated hints, and loading-state fixes across Garage, Career, selectors, and new-player flows. Also added a splash screen and adjusted boot-screen fade-out, sizing, and alignment behavior
- Technical/Modding: Lua Router
- UI Lua Router - a Lua-owned navigation system for Vue and other routed UI screens. It provides hierarchical routes, resolved route data, predictable Back behavior, lifecycle callbacks, route parameters, and coordination between the game state and UI
- Feature: Declarative route modules
- Feature-owned Lua route modules define paths, titles, UI state, lifecycle references, and navigation behavior. Routes can be composed through includes, and UI mods can register their own routes through the supported mod-route flow
- Feature: Scoped Navigation integration
- Route
scopeTreedefinitions describe screen-level controller focus structure. The router activates, restores, and targets scopes as routes change, whilev-bng-scoped-navhandles navigation within each scope
- Route
- Lua Router Adoption
- The router now powers major flows including Pause, Main Menu, Garage, selectors, Map Mode, Radial Menu, mission screens, Career Computer, and Options. Remaining legacy UI is being migrated incrementally
- Technical/Modding: Runtime VUE SFС compilation — UI bundle changes
- Introduced Runtime UI mode as the new runtime loading architecture for Vue UI. Updated bundle and route loading, runtime boot handling, browser cache invalidation, development-mode isolation, and persisted datastore caching
- Modders should start with
ui/ui-vue/mods/README.md. It covers mod folder setup, Vue SFCs and imports, UI slots,index.jsload/unload entry points, Pause-menu tabs and rail buttons, plus standalone and overridden Lua Router routes.AnnasToolboxis included as a complete example
- VUE everywhere
- Made Vue the primary UI framework. Vue now owns the main UI boot and screen lifecycle, including bootstrap, loading and visibility handling, router integration, and shared UI services. Legacy Angular screens remain supported through an Angular host while they are migrated
- Various UI improvements
- Continued technical work on the Vue UI platform, including shared components and services, diagnostics, build and test tooling, and asset, font, SVG, and Ultralight compatibility
Input & Force Feedback
- Adaptive Steering Damping (experimental)
- Damping is now adaptive - estimating the wheel’s effective inertia and stiffness in real-time to apply critical damping and reduce oscillation/shake Note: The effectiveness of this feature is tied to FPS and it will be less effective at lower FPS values.
- Damping is now adaptive - estimating the wheel’s effective inertia and stiffness in real-time to apply critical damping and reduce oscillation/shake
- Changed the lightbar behavior on DualSense controllers
- The lightbar now displays RPM lights only in Realistic gearbox mode and in vehicles with manual transmissions
- Added an option to disable the RPM lights entirely and always show the static light instead
- RPM lights now have a softer fade-in
- Changed bindings for controlling the overview map with a gamepad: the right stick now pans the camera, and the triggers zoom in and out
- Implemented gamepad support for
Freecamera movement, with controls pre-assigned for Xbox 360/One and PlayStation 4/5 - Minor optimization to speed up FFB initialization
- Minor optimization to reduce FFB latency (won’t be noticeable in most cases, but small gains add up)
- Fixed an incorrect “Back” binding on the G29 steering wheel
- Fixed an issue with DUALSHOCK 4 controllers failing to work when using Bluetooth
- Fixed an issue that was preventing the response curve from appearing in the Options menu
- Potential fix for some cases where Force Feedback could be lost
- For example, after alt-tabbing (switching to a different window)
- Or after another program temporarily claims exclusive access to the steering wheel while the sim is still running
- Note: This fix is tentative and not fully confirmed, as we were unable to reproduce the issue on our side
- Fixed a tiny memory leak that occurred when Trueforce was in use and the steering wheel was repeatedly connected and disconnected in a single driving session
- Fixed a potential crash that could occur at shutdown if Logitech Trueforce had been used
- Fixed a rare crash to desktop during Trueforce initialization
Cameras
- Fixed an issue with the orbit camera behavior when detaching a trailer from another trailer
- Fixed an issue where the orbit camera could, under certain conditions, switch the view from behind the vehicle to in front of it
- Fixed incorrect behavior when pausing the game while the crash camera is active
- Implemented dynamic speed for Relative Camera
- Relative Camera speed now scales with distance from the vehicle, allowing more precise movement up close and faster movement when farther away
Virtual Reality
- Due to the major improvements on our render engine, VR may be much more unstable on v0.39 than before. Please bear with us while we tackle issues in future updates. Thank you for your patience and understanding, and sorry for any possible temporary issues.
- Added support for assigning bindings to VR controllers, giving them the same customizability gamepads already offer
- Assigned controls are stored independently for different VR headsets/brands
- Beyond buttons and axes, you can also bind capacitive or proximity sensors (if the hardware supports them)
- Added
-vrcommand-line option to activate VR mode at startup - Added automatic switching to a VR-compatible renderer (Vulkan) when launching from SteamVR or with the new command-line flag
- Fixed an issue that could cause right-eye image stutter on Quest headsets
- Fixed certain OpenXR extensions not loading when the extension list failed to save for the next game launch
- Fixed a rare crash that could occur at shutdown if VR mode had been used during the session
- Added Imgui & minimap rendering to UI 2d projection
Audio
- Forest Audio Editor
- Added the forest Audio Editor, which allows users to create dynamic ambiences for wind and vegetation
- Players can choose from a pool of FMOD events representing various biomes, and select which forest items the system should use
- As the player moves around with the camera, the system gathers information such as forest item size, forest density, direction, and distance, which modulates the sound accordingly
- Hydraulic Sounds Overhaul
- Hydraulic pump sounds are now dynamically based on the pump’s speed, flow, and resistance
- More authentic auditory experience with trucks and heavy machinery, where the pump pitches with engine speed
- Note for modders: Hydraulic sound event names have been changed, so any mods using them should be updated with the new ones
- Upgraded FMOD to the latest version (2.03.14)
- Fixed several issues with audio playback
- Fixed an issue with the back-to-back call sequence
play(),stop(),play(),stop()not stopping playback of an SFX sound source - Fixed an issue where no audio was heard during playback of loose audio files through the engine audio API
- Fixed an issue with the back-to-back call sequence
Physics
- Fixed a bug where couplers would not couple at all while spawning an object
- Improved ground-wind: it now affects the audio system better, can be managed from the Environment menu or the wind UI app, and respects any relevant restrictions set by gameplay missions
- Added a basic eclipse time finder, based on current geolocation, it’s availale in the Environment menu
- Static map particle emitters can now react to physics wind
- Ground cover (such as grass, bushes, etc.) can now react to the heading direction of the physics ground wind
- New aerodynamic physics
- Until now, each vehicle’s aerodynamics were simulated in isolation. Vehicles already have numerous aerodynamic surfaces, each with its own drag, lift and stall behaviour, all responding in real time to moving mechanisms, damage and even deflecting and bending back from the air pressure itself. With version 0.39 however, any moving vehicle can also influence the airflow experienced by nearby vehicles:
- Slipstreaming: Much like sheltering behind someone in a strong wind, a vehicle travelling in another’s wake encounters less air resistance. This can help it accelerate faster or maintain speed with less throttle, reducing fuel consumption
- Bump drafting: When two vehicles run almost nose-to-tail, the follower partly fills the low-pressure wake behind the leader. This reduces the leader’s aerodynamic resistance as well, giving it some advantage even before physical contact occurs. If their bumpers do meet, our soft-body physics handles the physical side of bump drafting too
- Side drafting: This phenomenon is useful when attempting a pass with only a small speed advantage. The overtaking vehicle first pulls closely alongside the leader. This disrupts the airflow around the leader’s rear, increasing its drag and slowing it slightly. Soon after, the overtaker must quickly open a sideways gap or risk having the same technique turned against it
- As with the rest of our aerodynamics, these interactions are not limited to cars. They also affect props and other objects using our physics: a truck passing close by at sufficient speed could, for example, knock over a nearby flagpole without touching it. Even if racing is not your main interest, this system opens up new possibilities for experimenting with our physics. We hope you enjoy discovering them!
- Until now, each vehicle’s aerodynamics were simulated in isolation. Vehicles already have numerous aerodynamic surfaces, each with its own drag, lift and stall behaviour, all responding in real time to moving mechanisms, damage and even deflecting and bending back from the air pressure itself. With version 0.39 however, any moving vehicle can also influence the airflow experienced by nearby vehicles:
Vehicle Triggers
- Updated Vehicle Trigger Overlay
- The vehicle triggers overlay has been improved, and now works better with controller and mouse
- When using mouse, you can use LMB, RMB and MMB to select triggers as before
- When using a controller, you now have a crosshair in the center of the screen and you can interact by pressing the face buttons (A for Xbox, X for Dualshock etc.)
- When using a controller, the crosshair is only visible while in internal cameras (i.e. driver) and when in walking mode
- You can zoom in and slow the camera to help with aiming - LB+RThumb in driver cam, LT for walking mode
- Marker interaction and crosshair can be disabled in the settings (useful for recordings)
Vehicle Systems
- Controller
- Container Locking System
- Easier locking between shipping containers and trailers
- Automatically shows lock props and locks containers together when close enough
- Helps with alignment to allow for some offset between containers
- Added support for sequential indicator signals
- Added support for temporary topspeed limiter (eg. pitlane)
- Added support for additional external lightbar pattern reset triggers
- Added taxi lights controller and relevant gameplay APIs
- Added “attached” electric to advanced couplers
- Vehicle controller shift logic now determines if hardware shift LEDs are used or not
- Fixed incorrect triggering of hazards from the adaptive brake lights logic
- Legacy TC: Fixed minimum throttle factor clamping
- Orbitrol Steering: Fixed division by zero with no cylinders provided
- Jato: Fixed incorrect controller type
- AVAS: Fixed input speed sign math
- Linear Movement Sounds: Fixed reset path
- Axle Lift: Fixed issue with multiple instances
- Fifth Wheel: Fixed radial menu with multiple instances
- Transbrake: Fixed radial menu with multiple instances
- Fifth Wheel / Kingpin: Fixed incorrect coupler tag matching
- Fixed incorrect external load init call
- Fixed deformed beam cache not resetting correctly
- Fixed potential race condition with advanced couplers on spawn
- Fixed rimPullControl exception with no torque converter available
- Fixed controller init being too early for some meta data to exist
- Fixed an issue where hydraulic pump brakes could misbehave with engine off
- Container Locking System
- Powertrain
- Added API to retrieve gear ratio between two powertrain devices
- Supercharger: Fixed incorrect disabled engine check
- Supercharger: Fixed incorrect maxAV calculation for sounds
- Turbocharger: Fixed incorrect disabled engine check
- Nitrous Oxide Injection: Fixed incorrect disabled engine check
- Fueltank: Fixed incorrect reset path
- Nitrous Oxide Tank: Fixed incorrect reset path
- Viscous Clutch: Fixed potential nil reference
- Split Shaft: Fixed issue where primary/secondary output ids were wrong if multiple, differently configured split shafts were in use
- Fixed incorrect current mode transfer to UI
- Fixed incorrect coupler attach function signature
- Fixed division by zero if no braketorque is defined
- Fixed average wheel position being incorrect when some wheels have brake torques and other don’t
- Turbocharger: Exposed damage scaling to jbeam
- Fixed pneumatic consumers consuming too much air
- Hydraulics
- Implemented support for telescoping hydraulic cylinders
- Implemented ability to change hydraulic cylinder valve type at runtime
- Added “tandem” valve type for hydraulic cylinders
- Added electrics readout of extend and extendPercent to hydraulic cylinder
- Added support for a commanded unload valve to hydraulic pump
- Fixed incorrect updateGFX calls for hydraulic consumer
- Pneumatics
- Actuators: Limit energy flow to physically possible values
- Actuators: Fixed initial pressure on reset
- Pressure Tank: Fixed air mass being 1000x as heavy as intended
- Pressure Tank: Fixed incorrect leakrate math
- Pressure Tank: Fixed incorrect init/reset logic
- Driving Dynamics
- Improved virtual speed tracking
- Incorrect virtual speed can now recover on its own at full throttle if car is stable for a few seconds and no steering happens
- Virtual speed is now invalidated when expected and measured acceleration deviates for too long
- Introduced a more robust system state to help virtual speed tracking
- Improved wheel and body slip tracking
- Traction control code path now forcefully ignores brake induced wheel slip even if misconfigured
- Body slip angle tracking now allows for trusted 360° spins
- Implemented support for tracking dedicated front vs rear axle slip angles
- Added support for axle slip based understeer correction, only active on FCV platform for now
- Clutchex AWD: Allow for clutch engagement when left-foot braking
- Improved GC load by switching to garbage free math in hot path
- Active Diff Lock: Fixed incorrect wheel count
- Electronic Diff Lock: fixed incorrect wheel count
- Vehicle Data: Fixed incorrect wheel count
- Yaw Control: Fixed potentially incorrect component ordering
- Fixed speed not being signed correctly in some places
- Fixed reset of smoothers for partial DSE setups
- Improved virtual speed tracking
- Added support for custom per-vehicle indicator cycle time
- Added ability to inflate/deflate all tires via API
- Added getAIMode API to gameplay interface
- Changing the default gearbox behavior now also changes it for the active vehicle
- Allow for translated contents in radial menu
- Adjusted auto indicator off to require less steering angle
- Deprecated the rpmLedsEnabled setting
- Fixed indicator stalks emitting sounds despite not moving
- Fixed wonky indicator timing, now correctly resets with each use
- Fixed incorrect handling of disallowed igniton levels
Vehicle AI & Traffic
- Generally improved road navgraph for most levels
- This involves decal roads edits, road drivability and topology changes, as well as static obstacles displacement, resulting in improved traffic flow
- Changed how traffic settings work in the Gameplay Options
- A value of zero in these options no longer means “automatic amount”; a new button was added to set traffic and parking amounts based on estimated hardware capabilities
- Traffic vehicles now have a small chance to have vanity license plates
- Traffic vehicles will now try to pass each other while driving opposite ways on narrow roads (depending on space available)
- Raised minimum road drivability allowed for traffic vehicles (from 0.4 to 0.5)
- Fixed bug where police chase random events would fail to happen at all
- Fixed bug where parked cars along streets would be unknown to traffic vehicles
- Improve waiting time at intersections
- Introduced additional condition for vehicles-in-range detection at intersections which excludes vehicles that approach from behind the ego vehicle, on same path, and else (if included), would have imposed stationary wait of the ego until those other vehicles traverse and clear the intersection
- Lane change detection fix
- Computed edge normal and side as from the current edge, instead of the natural continuation edge, when road natural continuation node differs from the actual path node
- The
driveInLaneoption is set to ‘off’ by default for all AI modes except Traffic - New logic for throttle control
- The AI throttle control is now driven by a Recursive Least Squares-based adaptive controller. This allows AI controlled vehicles to better track both velocity and acceleration set points
- Memory optimization
- Reduced garbage generation by replacing per-call/per-frame
vec3()allocation with pooled, reused vectors. This approach is used to reduce garbage generation in Traffic Mode, but it also benefits other modes that share the same functions
- Reduced garbage generation by replacing per-call/per-frame
- Improved vehicle ai native traction control logic
- Improved traction throttle control on steep uphill low traction tyre/road interface
- Improved vehicle awareness
- The awareness logic has been improved in two key areas:
- Performance: Reduced computational effort by implementing a new cache-based system
- Collision Detection: Enhanced accuracy by improving the position prediction of other vehicles
- The awareness logic has been improved in two key areas:
- Improved AI intersection handling
- These improvements are still a work in progress (WIP) regarding the following topics:
- Better detection of give-way junctions
- Improved waiting logic at stop/give-way intersections
- Fixing issues with blinker activation/deactivation
- These improvements are still a work in progress (WIP) regarding the following topics:
- Fixed awareness bug under bridge spots
- This resolves low speed and traffic delay issues at these specific locations
- Plan node spawning fixes
- Resolved a bug that caused plan nodes to spawn erratically across the map
- Vector math performance optimizations
- Streamlined calculations across key planning/pathing routines using optimized vector math functions
- Fixed several cases where the gearbox mode isn’t restored after a vehicle was driven by either regular AI or script AI
Rendering
- Shadow Overhaul
- Shadows are now significantly more stable while driving and moving the camera
- Fixed shadows detaching or floating away from objects (like wheels and car bodies)
- Fixed shadows not aligning for each eye in VR
- Much less flickering when the sun moves or time of day changes
- Smooth blending between different shadow cascades
- Dozens of edge case shadow fixes and improvements
- Screen space shadows
- SDSM shadows (shadow cascades are distributed based on view depth)
- PCSS soft shadow filtering, creating more realistic shadow penumbra for both sunlight and local lights
- Dedicated vehicle shadow
- Subsurface Scattering
- Used across a variety of vegetation
- Retro reflectivity
- Used for various road signs, vehicle license plates or police liveries
- Motion Blur Fixes
- Higher quality blur
- Less artifacts (like the car blending into the road)
- D3D12 Renderer
- Direct3D 12 is now the default renderer on Windows, providing the primary graphics backend for improved modern API support and future rendering features
- GTAO Overhaul
- Removed all noise
- Improved quality/accuracy
BEFORE
AFTER
BEFORE
AFTER
- Exclusive full screen support for both Vulkan and D3D12
- Updated bloom behavior
- Added opaque wireframe material debug view
- Removed the old Light Rays system and post effect
- Implemented GT7 Tone Mapping Operator
- Replaces the previous ACES tone mapper with a GT7 Tone Mapping operator designed for more accurate color reproduction, closer to photographic references, with improved highlight handling and a more natural overall image
- Added HDR Output Support
- HDR rendering is now supported on Vulkan and Direct3D12, with both HDR10 and scRGB output available on Windows and Linux for brighter highlights, wider color range, and improved display accuracy on HDR-capable monitors
- Implemented Physically Correct Light Attenuation
- Replaced the old light falloff models with an inverse-square physical light model, resulting in more realistic lighting behavior, better distance-based brightness, and a more natural scene response
- Clustered Shading
- Added a new clustered lighting path, enabling denser night lighting with faster light processing, support for more shadowed lights, improved shadow optimization, and distant light LOD flares
- Multiple Scattering Sky
- Added a multiple scattering sky model with new dynamic ambient lighting based on spherical harmonics, improving sky realism and providing more natural environment lighting across different times of day.
- Vulkan API Renderer Improvements
- Improved Vulkan stability, performance, updated SDK features, and many fixes for rendering, validation, and GPU compatibility and fullscreen support
- Added Auto Exposure Adaptation
- Added global and local exposure control with simulated fast and slow eye adaptation, allowing brightness to adjust more naturally when moving between dark and bright areas
- Added Volumetric Clouds
- Added fully volumetric clouds with procedural weather maps, realistic light interaction, and cloud shadow casting for more dynamic and natural-looking skies
- Improved Fog
- Added a new lighting-aware fog system for both height and atmospheric fog, with sun scattering and ambient sky lighting for more natural depth, visibility, and time-of-day response
- Improved Dynamic Reflections
- Dynamic reflections now include shadows and froxel forward-shaded lights, making reflected lighting more accurate and consistent with the main scene
- Extended Texture Detail Maps System
- Expanded material detail map support, allowing surfaces to use richer layered texture detail for improved close-up material definition and visual variety
- Improved Terrain Material Layer Blending
- Added new terrain material layer mixing to reduce blocky transitions between layers and create smoother, more natural fades
- Added Physically Based Night Sky
- Added a celestial night sky based on real astronomical values, including Milky Way rendering and a constellation database, fully synchronized with latitude, longitude, date, and time of day
- Added Static Cubemap Normalization
- Static cubemaps can now be normalized using ambient lighting data, improving consistency between baked reflections and the surrounding scene lighting
BEFORE
AFTER
- Static cubemaps can now be normalized using ambient lighting data, improving consistency between baked reflections and the surrounding scene lighting
- Improved detail in certain logs to help debug some remaining Vulkan issues
Game Engine
- Optimized RAM usage in static collision data processing
- Hundreds of megabytes of memory were previously reserved throughout the entire lifetime of the level, now it’s allocated lazily, only when absolutely needed (such as object selection in World Editor)
- Fixed texture lookup when texture link files were used
- Improved loading speed and slightly reduced memory consumption when using a large number of texture link files
- Optimized parts of the level-loading process, improving its speed
- Fixed an error when uploading multiple screenshots at once
- Fixed memory corruption that occurred when opening big map from Free camera mode
- Updated third-party libraries (CEF, LuaJIT, Steam SDK, EOS SDK, and others) as part of our usual maintenance
- Added readouts for available RAM and VRAM to the Ctrl-F metrics panel
- Implemented a low-memory detector, which will deny manually spawning vehicles or traffic if that will risk running out of memory
- Cloud saves are now enabled by default across all compatible platforms (such as Steam and Epic)
- This is the last part of a gradual rollout that began in previous updates with a SteamDeck-only approach
- General cleanup of outdated code: this is part of our routine engine revamp process, even if the performance benefit may be negligible
- Improved file size limiting for logs
- Log files are size-limited to guard storage against excessive logging (such as from buggy code)
- Previously, some entries could be lost when a log file reached its limit
- Now, the middle of the log is trimmed instead, preserving the earliest and latest records to help users and Support diagnose issues
- Improved how corrupted game installs are handled
- The game now exits to desktop immediately if certain critical files in your install folder are detected as corrupted
- Typically, this points to a defective storage drive or an unexpected system shutdown, and could lead to a variety of unpredictable issues
- These issues are now detected and logged, making it easier for users and our Support team to see what went wrong
- Various security improvements
- This is part of the routine work we include in most updates, aimed at protecting you from malicious attackers as best we can
- Our usual advice still applies:
- Keep your antivirus enabled and updated
- Follow safe practices and be cautious when downloading files, whether from official or third-party sources
- Don’t trust anyone advising you to disable your antivirus, or any website claiming to be 100% safe
- Deprecated the legacy laptop battery warning (we advise users to switch to the more reliable OS notifications)
- Fixed regretion in DebugDraw AdvancedText 3d would overlap itself
JBeam
- Added vehicle debug visualization to “Vehicle Config → Debug UI” - it shows vehicle id, position, and rotation of the vehicles in the world
- Beam breakgroups debug mode now prints broken breakGroups in console
- Added node text mode:
clusters - Added
translationUseMetersproperty to JBeam “props” section for defining the prop translation in meters ("translationUseMeters":true) - Added
conicityFactorto pressureWheels, to support conical/cambered tire constructions
Nodegrabber
- The Messages UI app now shows nodegrabber strength when it’s tweaked
- Implemented support for nodegrabber operations when playing with a gamepad - these new controls come pre-assigned for XBox 360/One and Playstation 4/5 gamepads
Mod Manager
- Optimized how long it takes to enable/disable certain mods in order to update UI app metadata
- Fixed several typos and improved English wording in mod manager when it’s unable to delete a mod
Linux
- Fixed a fatal Lua error during a performance assessment of a vehicle with custom configuration
- Fixed a possibly long mouse grab at startup
- Fixed the Save/Cancel buttons in the message dialog
- Updated SDL to version 3.4.12
- Implemented taskbar loading (if supported by the distribution)
- Added support for adaptive triggers on the DualSense controller
- Fixed an issue with incorrect glyphs appearing for DualSense and DUALSHOCK controllers
- Improved controller reconnection by assigning IDs sequentially
- Switched to native Wayland by default (if available)
- No longer need to apply the
SDL_VIDEODRIVER=waylandenvironment variable to force Wayland - On the contrary, if you prefer the X11/XWayland implementation, you have to launch BeamNG with the
SDL_VIDEODRIVER=x11environment variable instead
- No longer need to apply the
- Fixed an issue with Alt+Enter for fullscreen/windowed mode switching
- Improved display switching on Wayland
- Improved native Wayland DPI scaling
- Now uses
SDL_HINT_VIDEO_WAYLAND_SCALE_TO_DISPLAY=1 - This behavior can be disabled by running with the environment variable
SDL_VIDEO_WAYLAND_SCALE_TO_DISPLAY=0
- Now uses
- Disabled ImGui multi-viewports feature
- Removed the ability for ImGui windows to “pop out” of the main viewport, as it was causing frequent instabilities and crashes
- Fixed “BeamNG is not responding” and similar errors on the loading screen
- Fixed colorized standard output being emitted by BeamNG and the console executables when not attached to a tty
- The color log behavior can be overridden with the
-colorStdOutand-noColorStdOutcommand-line arguments (only for theBeamNG.drive.x64executable)
- The color log behavior can be overridden with the
- Added fallback client-side decorations for Wayland, they are minimal and only used when
xdg-decorationis not supported - Directory watchers now work for read-only case-sensitive mounts
- Fixed an issue with the Settings menu not applying a new resolution correctly
- Filenames now preserve case while unpacking mods
- Fixed issues with loading audio files from audio.zip
Modding
- Refactored the translation system
- The translation system now uses a folder-based structure with one folder per language (like
locales\translations\en-US\), replacing the single JSON file per language (likelocales\en-US.json) - Each language folder can contain any number of JSON files, which the game merges into the complete translation table, letting mods include their own translations as well
- To add translations to your mod:
- Add a JSON file with your mod’s entries to the English folder (
locales\translations\en-US\translationsForYourMod.json) - Then add a corresponding file for each language you want to support (for example
locales\translations\de_DE\translationsForYourMod.json)
- Add a JSON file with your mod’s entries to the English folder (
- Translation support has also been extended to the following vehicle fields:
- In JBeam files:
- Part names
- Slot descriptions
- Tuning variable titles
- In
info.jsonfiles:- Configuration
- Description
- Name
- Slogan
- In JBeam files:
- All these fields are backwards compatible, so you can keep using literal strings, or switch to translation keys and the game will replace them with the matching string in the UI
- The translation system now uses a folder-based structure with one folder per language (like
- Breaking change in the mission system
- To be discovered, missions must be placed in a subfolder that corresponds to the level they belong to (i.e.
gameplay/missions/<level>where<level>is the ID of the level where the mission is located) - Official missions already followed this convention, but prior to this release it wasn’t strictly required for missions to appear in the game
- To be discovered, missions must be placed in a subfolder that corresponds to the level they belong to (i.e.
- The context menu is now working in the CEF DevTools
Ctrl+U - Added a command-line argument to control compression level of CDAE content
- The CDAE compression level does not affect decompression time, only the compression time, which is done once upon the first load of a
.daefile - You can use:
-cdaeCompressLevel 0: no compression is used (takes least time to compress, results in largest files)-cdaeCompressLevel min: minimal compression level is used (this is the default, takes little time, results in large files)-cdaeCompressLevel max: maximal compression level is used (takes most time to compress, results in smallest files, useful for distribution)
- The CDAE compression level does not affect decompression time, only the compression time, which is done once upon the first load of a
- Added new light cookie assets
- Breaking change in
TextureDrawPrimitive(SDF)- Because the API may still change, it is highly recommended to avoid using this system until it’s fully stable and properly documented
- Breaking change:
TextureDrawPrimitiveRegistry:getOrCreatearguments changed from(name, Point2i size, bool clear)to(name, size_x, size_y)
- Fixes and other improvements:
- Fixed degenerate triangles not being dropped and causing artifacts
- Added getter/setter for clearing mode -
setClearFlag (string ),getClearFlag(), with the following flags:Never,Always,WhenDirty - Added getter/setter for clearing color:
setClearColor(u32),getClearColor(usecolor(r,b,g,a)function in common/util) - Added
clearOnceBeforeRender(u32 color)to clear only once, without changing the mode - Added Bezier uneven and ellipse primitive
- Breaking changes with the license plates system
- We’ve completely revamped how license plates work in BeamNG - the system now uses the Skia library
- Most existing license plate mods are incompatible with the new template system and will need to be converted
- You can find more information on how to convert your mods in this article
- Changed naming of the custom config files
- When saving a custom config, its name is now saved in the vehicle’s
info.jsonfile, and won’t exactly match the resulting.pcfilename
- When saving a custom config, its name is now saved in the vehicle’s
- Added a friendly warning message for when a Lua extension takes too long to load
- This check runs whenever an extension is loaded or reloaded (e.g. at startup / Lua reload)
- The goal is to gently raise awareness of the need for optimization, for Lua modders who may not have noticed this particular type of performance issue in their mods
Lua API
- Created new function within gameplay_traffic:
setupTrafficHelper- This function can be used as a straightforward way to spawn traffic and parking vehicles at the same time, and comes with a new hook:
onTrafficOrParkingReady
- This function can be used as a straightforward way to spawn traffic and parking vehicles at the same time, and comes with a new hook:
- Optimized the Lua JSON module
- The SJSON encoder and decoder were rewritten from scratch as a LuaJIT module in C, speeding up decoding by ~45% and doubling the encoding speed for JSON files
- The code is available on GitHub
- Added a new string buffer API
- The new API
string.buffer:peekdecodedoes the same operation asstring.buffer:decode, but does not consume the string buffer data - This API can be useful in performance-critical code to avoid overhead caused by LuaJIT string allocations
- The new API
- Optimized GUI hooks with traffic vehicles.
- The
guihooks.triggerfunction used to communicate with all HTML textures which caused performance issues when a lot of HTML vehicle dashboards were used. Now it communicates only with the main UI HTML.
- The
- Environment manager
- Added support for night lighting control on levels
- Map makers can now set specific lights and emissive objects to activate only at night, allowing for more dynamic scenes and proper nighttime illumination
- Removed support for the deprecated fog density offset
- Removed support for environment color ramps
- Added smooth transitions for environment values
- Added night detection based on solar time
- Added support for date-based time of day
- Added support for local and global time
- Added support for night lighting control on levels
- Added
obj:breakTorsionbar(torsionBarId, energy)to vehicle lua, this function breaks a torsionbar with a specified energy reported to depending APIs - Added
obj:getNodeCoupler(nodeId)andobj:getNodeLatch(nodeId)to vehicle lua: when coupled/latched with another node, they return theobjectIdandnodeIdof that node - Added
onSlidenodeDetachedcallback to vehicle Lua: it gets called when a slidenode derails - Added
getAbsNodePositionXYZ - Added
obj:getAbsNodePositionXYZ(nodeId)to vehicle Lua: it returns the X, Y, Z values of the world space position of the node - Added
obj:getBeamVectorFromNodeXYZ(beamId, nodeId)to vehicle Lua: it returns the X, Y, Z values of the beam’s vector starting fromnodeId - Added
obj:getNodeSpeed(nodeId)to vehicle Lua: it returns the world space speed of the node - Added
obj:getNodeVelocityVectorXYZ(nodeId)to vehicle Lua: it returns the X, Y, Z values of the node’s velocity vector - Added
obj:getObjectFrontPositionXYZ(objectId)to vehicle Lua: it returns the X, Y, Z values of the world space front position of the object - Added
obj:getObjectDirectionVectorXYZ(objectId)to vehicle Lua: it returns the X, Y, Z values of the direction vector of the object - Added
obj:getFrontPositionXYZ()to vehicle Lua: it returns the X, Y, Z values of the world space front position of the current object - Added
getNodeTag(nodeId)andobj:setNodeTag(nodeId, stringTag)to vehicle Lua API: these calls get/set the textual tag of a node (used for coupling) - Added
obj:setCouplerStrength(nodeId, strength)to vehicle Lua API: it sets or changes, at runtime, the strength of the coupler that joins this node to another one - Added
closestLinePointsPointVec(l1p, l1Vec, l2p, l2Vec): returns the closest line points between two lines, each defined by a point and a direction vector - Added
LuaVec3:xnormOnLinePointVec(p, v): projects a point on a (point and direction vector defined) line - Fixed an issue with
HighPerfTimer:stopAndResetlosing track of minuscule amounts of time over long periods - Improved
luaProfilder.luawith a newthresholdparameter, which allows to more easily interpret profiling numbers, and help modders optimize mods more easily - Improved luaProfilder.lua with more detailed timing reports, to help with working on optimizations operating in the order of microseconds
- Improved luaProfilder.lua with a new time graph, to more easily identify slow outliers when working on optimizations
- Improved vehicle teleporting detector function
objectTeleported()- Improved detection to reduce false positives/negatives in extreme cases (such as quickly accelerating rocketships, really fast vehicles, etc.)
- Fixed and issue with incomplete filenames when using
debug.tracesimple() - Added optimized API functions that reduce GC workload, for faster execution and reduced framerate rubberbanding
OrientedBox3F::getPointXYZ()BeamNGVehicle::getSpawnWorldOOBBRearPointXYZ()BeamNGVehicle::getSpawnWorldOOBBFrontPointXYZ()BeamNGVehicle::getSpawnWorldOOBBCenterXYZ()
- Added new vehicle API
setWindAero()- To split ground-level wind from vehicle-proximity air movement
- Can only be called by a single authority, which is the new aerodynamic physics (in a non-modded install)
- The function
os.clock()is now an alias ofos.clockhp()to consistently measure wall clock time across platforms - Added
server.setLevelOffsetAPI for coordinate debugging purposes - Hardened the LuaJIT
jit.utilmodule functions - The hunt begins with a “why”. An argument with “this dealer” may follow. Oddly enough, it will accept an arbitrary number for bpm. Good luck!
Walking Mode
- When you are in walking mode and tab to another vehicle, the walking character will now be removed
- Fixed an issue with the walking direction getting stuck when walking into a gameplay marker
- Changed the gamepad binding for the jump button to Y
World Editor
- Minor improvements for the Race/Path Editor
- Automatic distance info, pathnode custom fields
- Screenshot Creator
- Updated Screenshot Creator vehicle positioning behavior
- Fixed Screenshot Creator rotation handling
- Added support for super sampling
- Added and updated environment tools
- Updated Material Editor
- Updated Material Editor validation and error checking
- Updated Material Editor object picker highlight behavior
- Fixed Material Editor link handling
- Updated Terrain Material Editor
- Added ability to import materials to the level
- Added material validation and error reporting
- Added Copy to Selected Object tool
- Added experimental IES importer support
- Added TSStatic Forest Mover tool
- Added Ground cover editor
- Updated Sites/Parking Spots editor workflow
- Updated Shape Editor zooming
- Fixed Decal Editor undo/redo behavior
- Updated Asset Deduplicator
- Updated asset deduplication support for levels using folders other than
/art - Optimized caching and checksum generation
- Updated asset deduplication support for levels using folders other than
- Added support for converting light intensity units in object inspector
- Updated Asset Browser
- Added support for material preview thumbnails
- Fixed some issues with Resource Checker tool
- Added Vehicle UI texture tool
- Allows a modder to open UI console for specific UI vehicle texture, save the texture to a file and inspect some parameters
- Added check in level validator to check for 0-scale objects
- Updated Terrain Importer
- Fixed bugs and crashes when terrain was deleted
- Texture Maps now display all available terrain materials, rather than only previously painted ones
- Fixed several bugs with materials when importing a heightmap
- Presets now saves and loads materials linked to a textureMap
- Added ability to import meshes together with an heightmap
- Updated Terrain Painter
- Added ability to swap painted material with another from the library
- Added Traffic Gated Roads Editor
- Provides a way to use simple shapes to mask the navgraph and prevent traffic from entering masked areas.
- Updated Drive Path Editor
- Added “Off” and “Legal” route speed modes
Flowgraph Editor
- Created new nodes: Blacklist Parking Spots
- Reworked nodes: Traffic Driving Stats, Generate Vehicle Group
Terminal/Console
- Added new command-line arguments to the Windows and Linux console tool to streamline running multiple instances in parallel:
-userpath/-nouserpath
Miscellaneous
- Updated skidmarks to use PBR