Our first update that focuses on audio! 🙂
Highlights
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Audio:
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Procedural track:
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Couple any two nodes
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Support for direct drive steering wheels
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Replay Menu
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New Radial Menu
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Dynamic Field of View option for greater sensation of speed
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Transbrake for drag cars
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Shift logic improvements
Audio
- Added new vehicle engine mixing to avoid sound phase problems and improve quality
- Integrated custom BeamNG plug-in to control new vehicle engine sounds
- Improved integration of FMOD sound library
- Exposed parameters for vehicle engine modding (equalizer, volume control)
- Added interior filter for all vehicles
- Added filter changes depending on camera angle to vehicle
- Added new asphalt roll and skid sounds
- Added starter motor and mis-shift gear grind sounds
- Set up new 2D and 3D ambient sounds
- Created ambience zones (SFX Spaces) and ambient 3D emitters in all maps
- Added dynamic reverb for tunnels in all maps
- Added dynamic environmental reverb for distant driving
- Greatly reduced time lag and increased smoothness of skid sounds
New Vehicles and Parts
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Dryvan: Added ‘Loading Ramp’ part. Added ‘Beam Industries’ skin
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Old Gen Pessima: Ported exhausts from Hatch. Added ‘Racing Livery’ skin
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Torque Converters and Flywheels are now separate parts with different options to choose from
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Added 265/35R18 Race tire for 18x11 wheels
Physics
- Added ability to couple any two nodes
- Improved initial coupling stability
- Pressure simulation for tires, balls, blobs, etc; is simulated in a fully volumetric way now
- Added “getRelativeAirDensity” vehicle Lua function that returns air density in relation to sea level air density
- Improved aerodynamics debug visualization. It now shows independent normal, drag, lift lines as well angle of attack. Normal’s line length is related to surface area at the point
- Groundmodel hydrodynamic friction is not limited any more
- Wheel angular velocity calculations are exact now using full numerical accuracy
- Exposed “torqueArm2” parameter used by wheel torque reaction
- L-beams are anisotropic now, allowing different compression/expansion parameters
- Added beam “beamPrecompressionTime” parameter that allows gradual compression of a beam over a time duration
- Added beam deformation limits (using “deformLimit” and “deformLimitExpansion” parameters) to reduce vehicle stretching
- Added perpendicular and perpendicularN functions to mathlib.lua. These return a vector that is perpendicular to a given vector
- Improved vehicle memory reclaiming
- Small speed optimizations
- Improvements and fixes in physics core’s sound APIs
Input
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Updated SpeedLink Drift OZ steering wheel bindings
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Added inputmap for Heusinkveld Engineering Sim Shifter Sequential
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Added inputmap for SimXperience AccuForce steering wheel
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Added force feedback support for SimXperience and OpenSimWheel-based steering wheels
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Improved default force feedback settings for Logitech G27 and G29
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Added new binding to switch to previous camera, not just for next one (not assigned to any key or button by default)
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Added new binding to edit UI Apps (shift+alt+U)
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Added support to directly switch to any camera using bindings (number row keys by default), whether it is enabled or not
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Normalized force feedback strength between vehicles
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Improvements for input handling for cars with no engines
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Tweaked kbd/button clutch rates for more forgiving shifting
Artificial Intelligence
- AI racing line calculation improvements. Vehicle position and direction is now taken into account.
- AI racing line optimizations (converges faster)
- Improvements in AI path waypoint progression
- Corrected BeamNGWaypoint (manual waypoint) radius calculations
- Made AI settings persistent across vehicle recovery (“i”, “r”)
- AI steering improvements: Calculates target position using circular interpolation on AI path nodes, producing more accurate vehicle trajectories.
- Added ability to specify the drivability of roads the AI will consider in flee pathfinding.
- Added ability to set the desired drivability for AI in scenario JSON files
- AI road Drivability Fixes in Jungle Rock Island
- AI road dead end Fixes in Jungle Rock Island
- AI road fixes and additions in East Coast Usa
- Added new onAiModeChange callback
- Implemented selectable vehicle tracking in vehicle jbeam (“general”: {“enableTracking”: true})
- Made the ball prop available as a target for the AI
Replay
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More consistent behaviour of replay seeking shortcuts (arrow keys)
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Added informative text when a replay fails to open correctly
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More efficient replay seeking
Vehicle Lua
- Added a transbrake controller, equipped with drag transmissions (activate in Pie Menu or add your own binding)
- Improved brake pressure delay handling, now better simulates real braking
- More accurate cooling rates for brake drums
- Improved DCT mis-shift protection and stalling behavior
- Post crash brake now has a better brake control without accidentally entering reverse gear
- Added support for cars without a rev limiter
- Torque now falls off after redline to help re-use the same base engine with different redlines
- Implemented overrev damage, vehicles can take damage from exceeding their maximum rpm
- Air density is now taken into account for engine torque calculation
- Added support for a “noisy” idle RPM
- Added engine load smoothing for simulating throttle response
- Implemented engine starter throttle blip
- Increased default starter motor torque for faster engine starts
- Added “clutch fade-out” support for superchargers for easier configurability in hybrid turbo/supercharger setups
- Added support for a “kerosene” fuel preset
- Switched from using purely “throttle” for dynamically adjusting the shiftpoints to a new “aggression” factor that is much more adaptive to driving style
- Shift times are now dynamic, driving aggression and gear ratio differences are taken into account
- Implemented delay to punish shifts without using enough clutch, while still applying damage to the affected gear
- Improved automatic S mode to be more accurate compared to similar modes in real life
- Improved overall logic that prevents shifts in unwanted circumstances
- Implemented “Shift Denial” to prevent engine damage due to overrev when downshifting
- Improved automatic shiftpoint calculation to prevent gear hunting
- Improved wheel slip based shift prevention in corner cases like losing ground contact with one wheel
- Improved neutral gear selecttion in arcade modes and various other small improvements for the shift behavior
- Improved ESC/TC via killing the throttle input when the ESC is active
- Added active diff prototype to the sunburst drift mode
- Improved stability of limited slip differentials
- Shafts connected to wheels now provide wheel friction and electrics value for animated shafts
- Implemented ability to have the transmission influence the engine inertia (flywheel etc)
- Implemented proper error handling for non existing or faulty controllers
- Added support for loading custom powertrain devices from the vehicle lua directory
- Split vehicleController common logic and shifting logic into multiple files, allows for custom shift logic without replacing the common logic
- Added live tire pressure readout to tuning menu
- Made clutches stronger for manual transmissions for more direct feel
Vehicle Jbeam
- Barstow: Increased rigidity of mirrors, bumpers, pillars, new tire and suspension tuning
- Bolide: Reduced spiking in cowl
- Burnside: Increased rigidity of front frame and body parts, new tire and suspension tuning
- Covet: Improved design of Covet suspension using geometry information from real sources, improved tire tuning
- D-Series & Roamer: Improved rigidity of pillars, body parts, better hinge design on Roamer tailgate
- ETK800: Increased rigidity of body parts, reduced spiking of rear subframe, reduced weight of tailgate and improved hinge design so it can pop open, handling tweaks
- ETK-K: Increased rigidity of body parts, reduced spiking of door frame, handling tweaks
- ETK-I: Raised ride height of rally version
- Hopper: Increased rigidity of front suspension and frame, added windshield lightbar
- H-Series: Reduced wheel hop when locking the rear brakes on the cargo van
- Miramar: New suspension and tire tuning, race version has wider suspension track, added adjustable panhard bar length to center rear axle when raised/lowered
- Moonhawk: Increased front frame rigidity, new tire and suspension tuning
- Pessima: New suspension and tire tuning
- SBR4: Increased rigidity of hatch and spoiler, improved rear suspension behavior with race tires
- Sunburst: Raised ride height of rally version, changed RS all wheel drive system to use a viscous limited slip center differential, ABS and ESC added to “Street Tuned” config, stronger LSD for “Hillclimb” config
- T-Series: Reduced engine inertia and dynamic friction, made rear suspension more flexible but increased rigidity of rear axles, fix floppy door hinges
- Large Flatbed Trailer: Increased Rigidity
- Cleaned up some vehicles’ materials, fixed some duplicates.
- Changed some naming of configs for more clarity (“Rally” -> “Rally - Gravel” and so on)
- Police/Fire/Ambulance/Taxi and similar vehicles are now “Service” vehicle configuration type. You can filter them in the vehicle selector.
- Added new beam expansionLimit feature to the vehicles to reduce stretching of the body in crashes
- Increased tuning range of suspension and steering alignment variables, using “beamPrecompressionTime” to prevent damage
- Added caster tuning variable to suspensions where applicable
- Removed rev limiters from pre-computer age vehicles
- Increased rigidity of all solid axles
- Changed most transmissions to use auto calculated shift points
- Modern automatics use advanced shifting aggression while older ones use a basic method
- Improved windshield durability when landing jumps
- Added pressure and ballast tuning variables to the Inflated Mat, Ball, and Pressure Ball
- Tongue jack added to small trailers
User Interface
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Improved Navigation app: Redesigned, now supports level images, better performance
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Added ThumbnailGenerator app
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Added ability to tweak some External camera parameters in Options menu
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Added button to overwrite the default vehicle from Vehicle Selector menu
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Optimized Controls menu, improved its appearance, search now always searches in the full list of bindings
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Reorganized all Options subcategories. Controls menu is now included too
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Added ability to configure camera switching order (when using C key) as well as to remove specific cameras from the cycle
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Added new UI app “Clock Debug”, used internally to debug smoothness of framerate and physics. You can probably ignore this one
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Renamed Quick Race to Time Trials to better reflect the gameplay
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Added ability to tweak and remember Time Trials UI apps
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Improved default set of apps for Time Trials, now showing all inputs and brake temperatures
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Improved speed of all Options menus
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Hotlapping app performance improved and bugs fixed
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Added SimpleTime app
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Added Flexmesh debug
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Refactored and improved vehicle debug modes, split up aero and triangle debug
Nodegrabber
- Added ability to couple and decouple nodes
- Minor revamp of nodegrabber appearance and binding names/descriptions
- Improved nodegrabber mechanics: allow dragging nodes closer over the map ground
Misc
- Added procedural track generator, includes 9 tracks, seeded generation (same seed = same track) To use, go to Play > Time Trials > Select Map > Procedural Tracks
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Speed optimizations in the loading of levels
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Adjusted all level thumbnails (format/size)
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Added minimaps for: Cliff, Derby, East Coast USA, Gridmap, Hirochi Raceway, Industrial, Jungle, Port, Small Island
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GameEngine LUA callbacks for update and pre-render now have extra timing available, the last of which should only be used for debugging purposes: dtReal, dtSim, dtRaw
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Moved vehicle spawn code from TS to LUA
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Removed deprecated “Reload system LUA” binding
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Tweaked default Free camera speed
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Added helper message on how to tweak free camera speed when activated
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Improved logging of binding configuration and camera jbeam errors
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Added automatic switch to vehicle camera if user attempts to cycle it while in free camera
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Added dynamic field of view to Orbit camera (can be tweaked in Options > Camera; disabled during replay for the time being)
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Tweaked External camera zoom levels
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Fixed possible slowdown due to log spamming by ‘Steering’ UI app when used in conjunction with certain mods
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Improved colors shown for ground model debugging (in Debug menu)
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Improved Out Of Memory message, fixed issue with it giving potentially wrong advice
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Deprecated race.lua, moved api to scenarios.lua
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Added removeAllWithProperty to vehicle.lua as a way to remove vehicles with a specific property from the scene
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Cleaned up prefab spawning code. Moved from scenarios.lua to ge_utils
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Prefab spawning Api changed to addPrefab, spawnPrefab and removePrefab
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Added global vmType variable for identifying which VM code is running under
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Moved tracking of waypoints from Vehicle LUA to Game Engine LUA
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Deprecated Vehicle LUA scenario.lua
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Unified extensions lua function names for load, unload and reload
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Added the option to exclude sub directories when loading lua extensions using loadModulesFromDirectory
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Set up simple obstruction/occlusion effect for vehicles inside buildings
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Increased robustness of S/JSON parser
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Improved editor visualization for SFXEmitters and SFXSpaces
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Load coreModules after ModManager for allow mod extensions run in main menu
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The rotation of the free camera is used now when spawning the first vehicle or when pressing F7
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Small improvement of orbit cam movement after a vehicle falls from a height
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Added startup time debug messages to investigate possible start up slowdowns
Bugfixes
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East Coast USA: fixed specular on vertcol material, fixed tree movements in wind being erratic
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Jungle Rock Island: fixed some terrain spiking issues and some minor vegetation issues
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Industrial: fixed a broken material
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Added rain objects
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Fixed .DDS textures to match the new specs
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Fixed several typos in scenarios’ description
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Fixed a broken road on JRI
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Fixed new vehicle spawning according to current vehicle’s local space instead of world space
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Fixed bug involving removing BeamNG manual waypoints from maps
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Fixed many Game Editor bindings not working, they will now take precedence over regular bindings again
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Fixed onboard camera not resetting the field of view on reset
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Fixed physics instabilities not pausing the simulation like it used to
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Fixed minor inconsistency in clock source (dt) of Pre-Render hooks (used for maps extension)
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Fixed wrong camera rotation center when switching between certain vehicles
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Fixed some crashes in Relative camera when refnodes were missing
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Fixed minor stutter of external camera during simulation (may still stutter during replays)
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Fixed inability to edit ‘cockpit apps’ while in Cockpit camera. They will now be shown with a slight transparency
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Fixed radial menu obstructing view while using menus
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Fixed keyboard focus issues while renaming a replay
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Fixed derby scenarios with missing extensions field
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Fixed message display for damage progress
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Fixed damage goal; damage message was not getting displayed
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Fixed bug where restarting a scenario toggled the police beacon light instead of setting it.
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Fixed JRI chase AI going off road
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Fixed input filter settings persisting from other modes
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Fixed bug when pressing Shift + C with no vehicles in the scene, not checking if the vehicle exists.
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Fixed bug with scenario triggers persisting when a new scenario starts.
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Fixed chapter 1 crawl scenario, vehicle has to be in low range so it has a chance at climbing the hill
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Fixed chapter 1 drag - callback from vehicle lua now fires correctly
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Fixed level listing code to be backwards compatible with mis files
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Fixes for extension namespace changes, allowing extensions to have underscores in their names and still comply with the new naming format
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Fixed transitioning to Freeroam from a scenario
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Fixed SimpleAGears app so that it shows correct gears on modern automatics
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Fixed DCT issue where the car would briefly drive forward when shifting into reverse at high rpm
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Fixed wrong ETK fuel consumption display when standing still
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Fixed brake temperature color inverting when the brakes melt
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Fixed minor issue with BOV handling for diesels
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Fixed velocities and rotations of sounds sources
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Fixed some serialization issues for reducing diffs of levels and CDAE
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Fixed a crash during generation of binary mesh files with large number of triangles
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Fixed crash on startup when mod_info is an invalid file zip
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Fixed SFXSpace not stopping/playing ambient sounds correctly
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Fixed bugs that could crash the game
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Fixed a number of serious coupler bugs
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Fixed deformed beam debug statistics
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Fixed beam stress debug visualization
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Fixed crash on load level when tree size is set to 0
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Fixed crash on load level using special SFX parameters
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Fixed crash on game start
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Fixed Legran parking brake pedal clipping through floor
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Fixed some GTT wings instability
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Fix some door beams mixed left to right on Grand Marshal and 90’s Pessima
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Fix right side exhaust of moonhawk jiggling too much
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Fix ETKI rear bumper instability