Vehicle Rotation: Preserves Rotation on reload / (camera in recovery is still buggy, to be fixed in the next updates)
Ground models for 3D meshes and improved Static collision / Groundmodel Debug visualization: now with ground model names being displayed. Depth visualization much better as well
Physics
Thermals: Simulation of multiple temperatures such as coolant, oil, cylinder walls, engine block and exhaust manifold
Thermals: Advanced damage modelling for radiator/coolant leaks, head gasket failures, piston rings, connecting rod bearings
Thermals: Rich visuals/audibles for damaged parts (steam from head/radiator/exhaust, blue smoke from exhaust, knocking sounds from engine, cold environment exhaust steam with cold engines)
Thermals: Dynamic exhaust routing for accurate particle emission
Thermals: In depth jbeam configuration for radiators (coolant/oil), oil/coolant volumes, damage thresholds, different radiator fan types, different engine block materials
Thermals: Added Thermal Debug app to visualize the state, showing warnings/errors
Implemented dynamic fuel weight - fuel weight now changes when fuel is being consumed
Small dynamic (vehicle) collision CPU optimizations
Small static (terrain) collision CPU optimizations
Reduced static collision’s memory usage by 20%
Added virtual airspeed based on local acceleration data to sensors/electrics, which gives a rough estimate of the vehicle’s true airspeed
Added direct shifting to real auto mode too
Added directionVectorUp to map tracking for better positional awareness of vehicles in T3D/scenario lua
Implemented engine load calculation in drivetrain
Added support for regular exhaust smoke (load dependant)
Fixed Gravity settings having earth gravity on vehicle spawning for one frame resulting in downwards movements in zero-g
Added vehicle LUA getEnvTemperature() and getEnvPressure() functions that return environment’s temperature and pressure
Vehicles
ETK 800: tweaked traction control, added lightbar and new wheels for 856td
200BX: new livery for Police, increased steering lock, tweaked configuration, added new “Demon” variant
Moonhawk: new “Elite Custom” variant
Barstow: fixed misaligned fan mesh on I6, new “Nightsnake” variant
Sunburst: increased steering lock, new “Drift Missile” variant, added skins for Rally and Custom
SBR4: increased steering lock
Bolide: added Civetta factory graphics to 390 GTR, added oil cooler for race models
Roamer: added optional body colored trim and Sport variant
H45: relocated heavy duty spare tire, stiffened heavy duty rear suspension
Added functional oil coolers as optional parts for Sunburst, 200BX, Covet, ‘88 Pessima, and Bolide
Added new custom wheel Okudai PR01, in 3 colors, ranging in size from 15x7 to 17x9
Added Legno Classico custom steering wheel
Separated all vehicles’ bodies/frames to a sub-part: This will allow replacing the frame or body of a car without replacing the entire car or overwriting default files - useful for creating different body types of the same car
Added a generic “Additional Modification” slot to all cars to help with modding
Fixed vehicles having 100 liters of fuel when the fuel tank is removed
Big Traction Control rework, should control the slip ratio much more precisely now
Improved ESC reaction to countersteering while drifting
General Bugfixes
Fixed non working scenario win/fail countdowns
Fixed inability to use certain features (such as nodegrabber) when choosing ‘freeroam’ after finishing a scenario
Fixed many warnings on level load, due to invalid values in particle definitions
Fixed bug that broke the game when immediate action from the Traction Control was required after switching Traction Control modes
Fixed log spam when hovering over vehicle parts menu items
Fixed fatal error messages being shown behind the game, freezing the game. Now minimizing the game making the messagebox visible.
Particles: Debug messages about not found particles are an error now
Launcher: Removed crashreporter initialization error messagebox, making it completely optional to have.
Artificial Intelligence
Improved dynamic planner to break long road segments into many smaller ones
Reduced planner tendency to use the brakes too often
Improved flee aggression behavior (based on how close the player is)
Many bug fixes that resulted in strange behaviors
Terrains / Scenarios
Fixed inverted normals on tunnels in Jungle Rock Island
Fixed double material causing errors on Hirochi Raceway
Fixed “Highspeed Highway” scenario sometimes breaking in the 9th waypoint
East Coast USA: Overhauled the town with new textures, areas and a nicer road surface, fixed an AI pathing problem in the town, miscellaneous improvements
Added “Airfield Showdown” scenario on JRI
Added “Bank Robbery” scenario on ECA
Added ‘Intersection’ scenario
Added ‘Intersection 2’ scenario
Added ‘ECA Chase 2’ scenario
Added ‘JRI Chase’ scenario
Adjusted training scenario times to match recent car changes
Nodegrabber
Added weight scale graph when grabbing an object
Allow grabbing objects from a few kg up to around 50 metric tons (use mouse wheel to tweak grabbing strength)
Allow tweaking the grabbing strength also before clicking a node (and not only after clicking)
Fixed nodegrabber not working when mouse passed over UI apps or using some vehicle cameras
Input
Tentative fix for steering wheels whose drivers don’t supply force feedback step information
Fixed some gamepads left stick axes overlapping the right stick axes (drivers were reporting duplicate axis names)
Shifter mode changes automatically when using shifting paddles too (previously only when using H-shifter)
Fixed keyboard driving controls sometimes not working after clicking on UI apps
Fixed dashboard menu stealing keyboard focus when being closed immediately after being opened
User Interface
Added Navigation app
Apps now have a size displayed when they are resized, allowing better placement/resizing
Display informational messages when important car parts get damaged
Made controls reassignment menu more readable
Renamed shifting modes to make more sense: “Arcade”, “Automatic”, “Manual” and “Manual (clutch assist)”
Added frame time to performance graph
Improved gamepad navigation on Vehicle Parts menu
Improved usability of Bindings menu (better colors, more tooltips, corrected cursor icons)
Added vignette effect to loading screen and main menu
Added hint in Controls menu, advising users to disable combined pedals option for steering wheels
Added help message on screen when Recovery system is used incorrectly
Added hint on how to switch vehicle after spawning several of them
Fixed performance graphs being occluded by apps
Fixed gamepad menu navigation not working until BeamNG window was first clicked with mouse
Fixed Revert Button in Controls menu
Fixed streams being read-write instead of read-only
Improved ESCDesiredYawGraph app values with interpolation
Moved Javascript debug out of way
Added ModManager error alerts
Added core slots: Ability to not have an ’empty’ option in there
Added error message if render process is missing or died. Without this, you ended up hanging in the “Waiting for UI” screen.
Fixed fatal errors not closing the game correctly, leaving a zombie process behind.
Fixed typo in Performance Timer app
Misc
Ingame console (~) now saves the history between runs of the game (use arrow up/down)
Sounds are now muted while the game is paused or minimized
Added support for loading scripts in mods: any scripts/*/modScript.lua or scripts/*/modScript.cs is now loaded
Improved performance of tiremarks, by adding a flag for static objects (to force prebuilding the collision octree used for decals)
Added beamng.log rotation (2 previous log files are kept too)
Cleaned up some false error message in log files
Fixed several crashes on the editor and sound system
Fixed some instabilities of the Mod Manager
Cleanup: removed obsolete log messages about the Game engine internal communication
JBeam / Lua
Slot options are now self-isolating. They previously leaked into parts after them. This is why you had to always cancel out the nodeoffset in all possible parts
Lua: Fixed “Error in error handling” in some cases. It should now print the callstack properly when lua gets an exception.
Renamed folder from lua/t3d (Torque3D) to lua/ge (GameEngine)
JSon serializer uses better number output now
Refactored/Improved Game engine Lua interface, some call signatures changed to make more sense now.
Work on automated Lua - C++ API self documentation (unfinished, see dumpDoc)
Added new extension callback: ‘onModLoaded’: called when the module is loaded, this happens way before onInit. The game engine might not be reasdy at this point in time.
Added new extension callback: ‘clientPreStartMission’: ability to execute lua code before any level resources are loaded. Ability to load things that are needed when the actual resources are loaded. I.e. ground models
Improvements to the module subsystem: allowing custom serialization and deserialization functions: input subsystem now saving values between reloads. I.e. CTRL+R saves the parking brake state
Ground models now live in a json file and are case insensitive. Please do not change / work with this yet. This format will change again drastically in the next updates. We are working towards per level/vehicle/scenario collision/ground model changes
GameEngine Lua: converted environment lua file to an extension
Improved reliability of Jbeam variables loading when specifying the wrong type
Modders can now output the jbeam that is compiled via saveCompiledJBeam(). Uncomment the function call in lua/vehicle/jbeam/jbeam_main.lua line 2002
Added ability to rename files from LUA side, using FS:renameFile(oldFileName, newFileName)
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