BeamNG.drive’s first major urban environment!
The time has come to release our most ambitious map so far, together with plenty of improvements such as clutch thermals, horn and siren sounds, afterfire effects, and much more.
Additionally, you will now be able to browse and download new mods from BeamNG.drive itself, and easily keep them all updated with one click.
Highlights
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West Coast USA:
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Added simulation of engine flywheel and drivetrain torque reactions
Physics
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Improved overall physics performance by around 10%
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Improved heightmap interpolation. This smooths road surfaces and improves overall driving experience
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Improved reaction force calculations of collisions between vehicles. This improves tilt-board and carrying heavy loads
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Improved tiremark placement
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Added dampCutoffHz option to normal and bounded beams. This option simulates band limited damping, increasing the amount of damping that can be stably used
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Wind now affects particles
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Improved the pressure calculation of initial inflation of wheels
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Fixed pressure physics: previously pressure stopped decreasing above 88 meters
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Fixed objects not moving while paused
Powertrain
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Implemented clutch thermals with overheating clutches when being abused
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Stability improvements for torque converter lockup clutch
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Stability improvements for automatic transmission one-way clutch and park mode
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Added realistic Nitrous Oxide Injection support including varying bottle sizes, purge visuals, exploding engine blocks on too much torque
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Fixed various small issues with the engine thermals in reverse rotation
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Fixed fuel tanks being able to be overfilled from jbeam
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Improved DCT shifting and fixed various bugs
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Implemented physics based afterfire sounds and visuals
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Added simulation of engine, flywheel and drivetrain torque reactions
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Added sequential gearbox
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Improved calculation of virtual inertia for powertrain shafts without any child
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Implemented “Line-Lock” feature for drag races
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Improved exhaust tree algorithm to support multiple start nodes, multiple trees per car and merging of trees
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DCTs and Automatics now shift down in M mode if the RPM drops far enough
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Improved shift times of Automatics and DCTs
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Implemented different styles of rev limiters (RPM based, time based, smooth)
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Fixed vehicle controller aggression detection being unaware of players using keyboard-drift filter
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Fixed minor aggression calculation issue while revmatching
Vehicles
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Brake Line Lock parts added to the vehicles
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Engine torque and inertial reactions added to the vehicles
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Sequential gearbox added to SBR4 Hillclimb, Sunburst Rally and Hillclimb, Pessima Hillclimb
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Timer-based rev limiter added to 200BX, Covet, ETKI, 90s Pessima, Sunburst
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Door and tailgate glass are now removable parts
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Tire load sensitivity and softness properties added to all tires now
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Suspension damping increased on many vehicles particularly with race suspensions
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Suspension geometry tweaks on the cars to improve handling
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Vehicle engine mounts improved for better reaction to torque/inertia
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Vehicle exhausts improved for better particle emissions/afterfire and more believable motion
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burnEfficiency tables added to all engines for more dynamic fuel consumption
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Hill-holding behavior stronger on automatic transmissions
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Automatic transmissions now lose some torque during shifting
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Added “gearboxNode” tag to gearboxes (used for gear grind sound)
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Clutch thermal masses added to all vehicles (affects clutch heat tolerance)
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Added UI Names to vehicle powertrain devices (for better looking messages related to powertrain)
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Fixed mesh stretching when engine removed from certain vehicles
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Changed vehicle info to include gearbox types
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Off-idle torque curve tweaks for various cars
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Fixed a jbeam issue where driveshafts breaking would stop brakes from working
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Fixed tire pressure variable not affecting some tires
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Default node treadCoef to 0.25 (vehicle body will have more sliding friction against dirt/mud)
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Adjusted European Lightbar textures
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Barstow: Added drift steering, rear suspension tweaked to reduce roll steer, “Drag” version suspension tuning, fixed steering limiters causing car to drop at full lock, fixed oil temp gauge
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Burnside: Rear body and frame rigidity increased, “Drag” version suspension tuning
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D-Series and H-Series: Suspension tweaks to reduce roll steer, added crawler transfercase parts, D-Series “Pig” config uses i6 and crawler transfer case
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Grand Marshal: Front subframe strength increased, front end deformation improved
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Moonhawk: Added drift steering, rear suspension tweaked to reduce roll steer, “Drag” version suspension tuning
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Hopper: Frame rigidity/deformation improved
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80s Pessima: Front axle shafts less likely to break
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T-Series: Added ABS, changed tires to 24 rays for smoother rolling, fix tie rod mesh stretching, various rigidity and damping improvements, various optimizations for CPU performance
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Semi Trailers: Added ABS, fixed trailer jacks exploding, changed tires to 24 rays for smoother rolling
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Large Tilter jbeam redesigned to reduce clipping
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Added Mod Slot to Boxutility, Boxutility_Large, Caravan and Piano
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Added blue-green tint to car glass
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Reduced vehicle memory bookkeeping
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Fixed particles spawning 1 frame behind their emitting node
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Wheels with numRays = 0 are ignored now
Terrains
- Added old asphalt and prepped asphalt ground models for terrain creators, tweaked “slippery” ground model
- Hirochi Raceway: Bridges lowered and transitions smoothed
- Jungle Rock Island: Spaced back some bushes encroaching on the road
User Interface
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In Game Repository
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Added N2O button to Simple Powertrain Control app and adjusted positioning
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Better naming/grammar for car, level, and scenario descriptions
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Sliders in the camera options menu no longer change values each frame but rather once you release the slider
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Added BBCode parsing to scenario menus
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Fixed Engine Damage app
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Fixed bug where Tachometer app would sometimes not initialise correctly
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Fixed issue where certain languages would result in text overflowing on menu buttons
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Torque Curve app can now show data for certain configurations such as N2O, Turbo etc
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Fixed physics instability message not showing up until pause was toggled off
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Added ability to use mouse scroll wheel even if BeamNG.drive window isn’t focused
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The FPS limiter can now be toggled on/off without losing the value of choice
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Added UI translations for binding filters
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Fixed inability to click buttons when mouse axes were incorrectly assigned to nodegrabber
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Added warning log when the user’s Steam language is not recognized
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Improved stream sending logic, minor speedup
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Added ABS mode setting, allowing you to have an “Arcade ABS” on any car
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Improved the readings of the engine dyno app
AI
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New Speed Planner. Plan resolution increases closer to the vehicle (will accomodate overtaking in the future)
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Adjusted (exposed) Agression limits (max is now 2)
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Adjusted lateral/longitudinal acceleration learning curves
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Manual mode refactoring (separated user input validation from manual mode path creation)
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Ability to define road directions and one way roads in Navigraph
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Made path finding road direction sensitive
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Simplified random path finder
Lua
- Fixed memory: In 64Bit systems, Lua’s memory is not limited to 2GB anymore
- Fixed all functions receiving the dtSim estimated for the next graphics frame, rather than for the current frame
- Fixed getNodeVelocity game engine LUA function returning bogus values
- Fixed ini settings ignoring some lines containing certain characters (such as underscore)
- Mod settings will now be saved in Steam cloud, rather than local storage only
- Big ESC/TC performance overhaul, ~30% speedup
- Improved vehicle reset times by not having to fully initialize wheels and powertrain on reset
- Improved ESC throttle cut by having a virtual rev limiter during ESC action
- Added temporalSigmoidSmoothing to utils.lua, it simulates a point moving with inertia
- Added volume to obj:setEngineSound function
- Added obj:getAirflowSpeed, obj:getFrontAirflowSpeed and obj:getAltitude core functions
- Added tableIsEmpty to utils.lua
- Sounds from obj:playSFXOnce function. follow the node on which they were spawned
- Fixed zero pitch values to work again
- Fixed bug regarding equality check with floats in quadtree.lua
World Editor
- General improvements in editor performance
- Optimized scene view selection/unselection/removal, can be 60x faster for maps with huge amounts of elements
- Fixed editor scene view selecting random extra elements in maps with huge amounts of elements
- Fixed editor not properly selecting/unselecting scene view elements when clicking them in 3d view
- Fixed alt + scrollwheel changing both camera speed and brush size in editor
- Fixed broken ‘v’ binding in the editor (Bounds Selection)
- Fixed cloning of objects: everything can be cloned now, stays in the same folder
- New level file formats: work in progress. Use with caution.
Graphics Engine
- Optimized render of decal roads
- Reduced memory usage of levels
- Added “Smart” vertical sync option: it turns vsync ON when your framerate exceeds the monitor refresh rate, and OFF when it falls down again
- Added VSync graph to the render stats menu
- Fixed 30FPS limit not working when BeamNG.drive window loses focus
- Fixed incorrect bounding box of vehicles, causing vehicles dissapear in some cases
- Fixed hotloading of meshes for forest items
- Fixed wrong normals on imposters when using BC5 textures
Input
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Added support for speed-sensitive steering limits, available at Options > Controls > Filters
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Fixed incorrect forces on Thrustmaster devices. Users that have used the 100 Hz workaround should now revert back to Automatic update rate
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Optimized input system when no XBox controllers are plugged (very minor speedup)
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Added force feedback ‘Update Type’ option. Only users of direct drive wheels should need to tweak it
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Fixed broken replay seeking and flexmesh bindings, each keypress was incorrectly logged up to 5-10 times
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Deprecated ‘slua’ context from input actions. Please use ’tlua’ instead
Cameras
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Added multiseat mode to orbit camera
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Improved orbit camera manual rotation after a vertical fall
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Fixed orbit camera not zooming in/out smoothly
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Improved ’external’ camera spawn locations in tunnels, upcoming uphills and landings
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Fixed incorrect FOV angle after onboard camera is reset
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Reduced inertia effect of ’external’ camera when vehicle travels at speed
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Improved how ’external’ camera chooses which vehicle part to focus on while stationary
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Fixed ’external’ camera vibrating in slow motion
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Fixed ’external’ fan camera behaviour depending on the framerate and on slow motion speed
Replay
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Added ability to cancel recording (you can press alt+shift+r, or use the new button in the replay UI app)
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Added the map location to filenames
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Optimized replay-related bookkeeping during normal gameplay (very minor framerate improvement)
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Optimized tiremarks and broken beams recording and playback
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Fixed dangling sounds (e.g. skidding effects), broken beams, prop data and material changes after stopping a replay
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Fixed particle and sound positions being off by one frame during playback
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Fixed frame timestamps losing accuracy when recording 20+ FPS while using 1/100x slowmotion
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Fixed tiremarks sometimes being duplicated in replays (one duplicate per vehicle)
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Fixed replays spawning and then removing an unnecessary vehicle when opened from the main menu
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Fixed tiny memory leak when stopping a replay
Audio
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Added horn sounds, and siren sounds for emergency vehicles
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Several minor filter, volume, reverb and distance attenuation adjustments
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Improved skid sounds by adding a second layer with higher frequencies
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Added new vehicle wind event
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Added new surface layer “tire pops” for very slow speeds on asphalt
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Added different environmental reverb settings depending on map
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Added afterfire events
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Added blow-off valve events
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Added UI sound events; UI sounds not anymore effected by interior filter
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Added new snapshots and sidechain compression for specific sounds to better cut through
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Added new vehicle fire sounds (burn and ignition)
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Added new tire burst events
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Added new UI sound for “take picture”
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Added environmental sounds and reverb zones for West Coast, USA
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Added traffic environmental sound for garage in day time
Misc
- File System rewrite
- Support tool will now automatically copy the generated report ID number to the clipboard
- ProceduralMesh: ability to create 3D geometry via lua 🙂
Known Issues
- Main menu sounds might be buggy after exiting a level