Highlights from this release:
- Added new vehicle: Hirochi SBR4
- Improved tires and suspension for more realistic handling
- Added several new parts to the vehicles, such as a supercharger for the Moonhawk, sleeper cab for the T75, new wheels for the Bolide 390 and more
- Added several new scenarios such as a high speed race along East Coast USA in the new SBR4
- Improved dynamic collisions; allows vehicles to be carried around realistically (see “Car delivery” scenario)
- Vastly increased fidelity of force feedback and reduced input lag, especially in low framerate situations
Vehicles:
- Added Hirochi SBR4
- Tuned suspension and tires for almost all vehicles for more realistic behaviour
- 200BX: improved trunk, suspension, steering, deformation, exhaust detach, added deep dish steering wheel
- Barrel prop: added preview
- Bolide: new 390 GTR wheels, weight reduction, improved tire values, tire tweaks, tuned force feedback
- Cannon: increased damping and reduced shaking
- Covet: improved engine mesh, drivetrain damage behaviour, deformation, added deep dish steering wheel, new tires and tuning them, fix halfshaft breaking too easily, dash and interior mirror flexbody improvement
- Pickup/D15: improved suspension behaviour and mesh, wheels, interior cameras, new tires, reduced drag, reduced jelly wobble, fixed offroad wheels inverting
- Grand Marshal: improved wheels, engine, added halfshaft beams to allow loss of power to wheels, fixed rear door disappearing, added deep dish steering wheel
- Moonhawk: improved stability, deformation, increased engine power, added welded diff option, improved transmission, added supercharger mesh, drag transmission, ‘73-‘75 fascia, rear filler panel, deep dish steering wheel, new alternate sport config, added rallye wheels, added drag wheels and tires, added Drag version
- Pessima: fixed misaligned interior textures and added detail, improved structure, stronger exhaust, renamed some parts, added sport variant w/spoiler, stiffer suspension, and new wheels, improved deformation, added hinges to hood/trunk, increased engine power, fixed missing paint on the edge of rear bumper
- Pigeon: improvements to body, added a 600cc fuel injected engine, fixed rear suspension, fixed speedo, fixed seams
- Roamer: new tires
- T-Series: fixed internal camera ordering, added T75 Sleeper, Heavy Duty bumper, hood deflector
- Sunburst: improved suspension, wheels, rally variant, racing transmission, engine mounts and deformation. Increased engine power, added deep dish steering wheel, fixed base model tachometer glitch, made sunroof optional, updated ESC, added Police variant
- Van: improved cab jbeam
- Rocks prop added, containing 7 different sizes
- Large Metal Ramp prop added
- Rollover sled prop added
- Tire wall prop added
- Cubemap added to custom steering wheels
- Updated preview images for vehicles
Features:
- Force Feedback: vastly increased fidelity and reduced input lag, specially in low framerate situations, by implementing a high performance steering subsystem (allows the physics core to communicate at the highest rate supported by the steering wheel hardware, up to 2000 Hz)
- Input: new Logitech G920 (to be released in October) and Logitech G29 steering wheels are now supported out of the box (work in progress)
- Driving assistance: Improved ESC functionality, implemented new TCS functionality which works close to how real life systems operate, added TCS debug app, ESC/TCS now remembers its state (regular, sport, off, etc) across vehicle resets
- Improved game performance in certain hardware configurations, by making sure the correct power saving mode and the dedicated graphics card are used
- Audio system: we started researching on where to go in terms of sounds. We included a simple, loop based mixing system that you can hear on the Covet:
- Internationalization: we started to make the game translateable to some extent. This is currently still under heavy work and therefore not enabled or usable by now. We will write a separate blogpost about game translations later on
- Input: slight performance optimizations in bindings subsystem
- User Interface: improved responsiveness when several input devices are connected
- User Interface: added ability so sort scenario by newest/difficulty/author
- Improved tire model (all vehicles except T75) Tires are now achieving peak grip at realistic slip angles/ratios.
- Improved Electronic Stability Control (ESC) behavior
- Added brakeSpring property to all cars for better ABS function and more predictable lockup of brakes.
- Improved torqueArm/nodeArm physics to improve fidelity of reaction torque from throttle and brake
- Vehicles now track a rough damage estimation (used by scenarios)
- Added FFBcoef option, that allows per vehicle control of the FFB forces, defined in the new “input” Jbeam section
- Added liftCoef parameter for collision triangles, allowing more accurate simulation of wings
- LUA scripting: added ability to get the starting arguments of the game: Engine.getStartingArgs()
- Terrains can now use an overlay texture of up to 4096 pixels
Bugfixes:
- Renderer: fixed crash when taking a screenshot after changing graphic quality settings
- Renderer: fixed possible problems with DirectX10 GPUs
- Renderer: fixed Flexbodies with more than 65k vertices not being displayed correctly
- Filesystem: fixed terrain export path for the editor
- Filesystem: fixed virtual filesystem problems related to non-ASCII filenames
- User Interface: CEF version updated, fixed framerate limiter not working correctly
- Controls menu: fixed certain devices not updating their status in the Hardware tab, fixed inability to disable Force Feedback
- Fixed the UI throttler, reducing the CPU usage
- Fixed lots of warnings/errors on game start, making the console more useful to find and fix them
- Fixed dynamic collision instabilities with new tires. This also improved the friction characteristics of dynamic collisions
- Increased the precision of the braking subsystem. This was affecting the brakes of cars that were being carried by other vehicles
- AI fixes
- Fixed problems with ice and snow surfaces/particles
- Fixed wind UI App not working (still broken to some extend)
- Fixed incompatibilities in the outgauge protocol implementation
Misc:
- Updated Main Menu and Loading screens
- ALT+U to hide the UI (The game will still use SHIFT+U if you have an older version of the inputmap in ‘Documents/BeamNG.Drive/settings’
- Improved error messages on DirectX9-only hardware
- Better error logging on DirectX11 to improve crash reports analysis
- Improved part configuration menu
- Meshes with visual collision enabled emit a warning now in order to fix this performance problem
- Improved bananabench
- Improved torqueArm warning message on vehicle loading
- Renamed torque3d.log to beamng.log
- Added CPU name, memory size and battery status to beamng.log
- Crash reports are now stored in My Documents/BeamNG.drive/cache/crashreports
- We had to remove Windows XP support completely by now. If you cannot play the game due to this anymore, please contact our support
- Graphics hardware that supports at least DirectX 10.0 is required from now on. If you cannot play the game due to this anymore, please contact our support
Levels:
- Gridmap: updated palm tree textures
- East Coast USA: added sawmill, improved water visuals, some terrain adjustments, fixed bridge FPS
- Small Island: removed a terrible car destroying bump
- Hirochi Raceway: removed duplicate mission file
- Jungle Rock Island: minor terrain/road work, fixed shading on fuel tank
- Maps updated to use human readable forest format
- Improved particles for dirt/dust
Scenarios:
- Improved level loading with scenarios
- Improved scenario finish screen
- Cleaned up scenario code
- Added ‘Police Patrol’ scenario
- Added ‘Broken Truck’ scenario
- Added ‘High Speed Highway’ scenario
- Added ‘Rally to the Port’ scenario
- Added ‘Car Delivery’ scenario