Happy holidays from the whole BeamNG Team!
Highlights
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New vehicle: Bruckell LeGran
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New campaign: A Rocky Start
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New powertrain physics system
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Completely renewed Garage mode
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Added ‘Quickplay’ hotlapping mode
Physics
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Vastly improved vehicle collisions
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Physics core is 5-10% faster
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Slight decrease of physics core memory usage
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Improved accuracy of friction
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More realistic water drag
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Improved stability of drag (both air and water)
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Working intake snorkels
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Fixed vehicle collisions on rotating frame of references (such as the hamster wheel)
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Fixed physics of couplers
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Fixed coupler resetting
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Toggling couplers resets them even when they are in semi-coupled state
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Added “Center of Pressure” debug visualization
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Optimized vehicle G-force sensors
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Fixed particles being generated while passing through terrain holes
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Torquenode does not default to Armnode anymore
Gameplay
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Added QuickPlay mode: choose the map, layout, car, environment settings, and go! ( Documentation available here)
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Completely revamped Garage mode, with full controller support:
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Default shifting mode is now configured through the Options menu, rather than using the Q key
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Radial / pie menu improved: better behavior, more items, fixed deadzone bugs, much easier and nicer to use
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Added three Steam achievements for completing the campaigns:
Vehicles
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Barstow: colorable stripes, tweaked torque curves, deformation tweaks, steering and front frame stiffened
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Burnside: added race suspension parts, optional 423 CUI V8 from Barstow with superchargers, cut hood, drag and custom variants steering and front frame stiffened, frame is now totally separable from body
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Covet: added ‘Vandalized’ skin, made ‘Rally’ and ‘Selecta’ skins colorable
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D-Series: added 2-tone paintjobs, added new “Beast” variant, added snorkel, front frame and suspension mounts stiffened
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ETK800/ETKC: More durable suspension, add “Post Crash Braking”
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Grand Marshal: added 2-tone paint, reduced spiking in trunk and front wheel well corners
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H-Series: added running boards, front frame and suspension mounts stiffened
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Miramar: colorable roof and trim using 2nd and 3rd palette colors, colorable Okudai skin, added adjustable 5-speed race transmission, working dashboard clock
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Moonhawk: deformation tweaks, colorable stripes, added colorable trim using 3rd palette color, tweaked torque curves
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SBR4: corrected power output, added navigation screen
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Sunburst: corrected power output, added navigation screen, made ‘Custom’ and ‘Rally’ skins colorable
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T-Series: Cleaned up beam section headers
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Tanker Trailer: added ability to rip open
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Fixed vehicle steering wheels, pedals, and other parts becoming severely misaligned and sticking out in crashes
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Removed inter part coltris, leading to 5-10% improvement in vehicle optimization
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Reduced friction of plastic parts, added correct ground models to plastic vs. metal collision triangles
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Reduced weight of mirrors, rally lights, and some spoilers
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Fixed strange spawning angles and camera positions on props
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Fixed some inaccurate gauge needles on cars
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Many other small vehicle fixes and tweaks
Powertrain
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Modular and expandable system to create almost any drivetrain layout
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New interactive powertrain UI app, allows to toggle device modes with your mouse, and visualize the torque and speed of each component
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Simulation of torque converters
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Improved Automatic, Manual, DCT, CVT transmissions
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More advanced shifting logic with shift timing, clutch and throttle help
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Selectable locking differentials, locking wheel hubs, high/low range
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Improved limited slip differentials (Torque sensing, speed sensing)
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Engines can stall, be dragged into reverse rotation, restarted with starter motor or by bump starting
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Flow of power remains correct when driveshafts or axle shafts break
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Implemented energy storage framework (fuel tanks, batteries, etc)
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Initial support for electric motors
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Initial support for multiple engines
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Support for replacement or add-on drivetrain controllers for custom vehicle types
Vehicle Powertrain Upgrades
- D-Series/H-Series/Roamer: Added locking axle differentials, high/low range switching, 4wd/2wd switching, unlockable front hubs
- ETKI: Added 2 AWD transfer case types (viscous AWD, adjustable race LSD AWD)
- Pessima: Added 2 AWD transfer case types (viscous AWD, adjustable race LSD AWD)
- Sunburst: Added 2 AWD transfer case types (viscous AWD, adjustable race LSD AWD)
- SBR4: Added 2 AWD transfer case types (viscous AWD, adjustable race LSD AWD)
- Semi: Added locking interaxle differential, locking axle differentials
Input
- Added support for 4th and 5th mouse buttons (not assigned by default, can be used for gas/brake, shifting… anything)
- Improved the force feedback feeling on FWD and AWD cars
- Added new inputmaps for: “Racing Wheel Thunder V5” (using a “PS(R) Gamepad Adaptor”), “Saitek Heavy Equipment Wheel & Pedal”, “Saitek Side Panel Control Deck” and “SpeedLink DriftOZ”
- Revamped inputmaps for: “CSL Gamepad for PC”, “Dualshock 4 Playstation Controller (Wireless Controller)” (wired mode), “SRWheel”, “Dual Trigger 3-in-1” and “Fanatec ClubSport” (force feeedback now enabled by default)
- Created new wiki page with all information related to controllers: Controller Support
- Minor speedup of controller detection and FFB system initialization
- Fixed invalid steering values coming from iOS version of BeamNG Remote Controller app
- Fixed remote smartphone controllers generating many error logs for the first few seconds of gameplay
- Fixed H-shifters forgetting the current gear when alt+tabbing to a different window
- Fixed sticky right-mouse-button when a menu shows up while rotating the camera with mouse
- Fixed random moving elements in several special vehicles when using XBox controllers (deadzones were missing)
- Deprecated discrete camera zoom bindings in favour of smooth zoom bindings
Replay
- Improved replay format: now supporting sounds, props (pedals, etc), full car transparency and current UI app data streams
- Bumped replay version: files recorded with previous versions will no longer be readable (this will continue happening until the replay system is stable enough)
- Minor improvement of file sizes related to vehicle shape (though new features still made them bigger)
- Fixed incorrect camera orientation during replays
- Fixed playback freezing during fast-motion in replays if computer couldn’t keep up with the required calculations
- Fixed replay length being inaccurate by up to one second and leading to lockups
- Fixed several vehicle shape corruption bugs during playback
- Now all vehicles move when seeking through replays featuring more than one vehicle
Artificial Intelligence
- Initial support for lane driving. Currently accurate only for single lane in each direction
- Added a Risk parameter on the AI app. It tunes the overall aggressiveness of the AI controlled vehicle
- New pathfinder for the AI (no map target) flee mode
- New pathfinder for the AI random mode (does not require a prespecified) target), and reduces unnecessary three way turns
- Refactored AI Flee Mode
- Dynamic aggression for the AI manual Mode
User Interface
- Improved loading screen: less likely to hang, better status messages, fading on finish
- Enhanced main menu: new sounds, better navigation and improved looks
- Fixed units of turbocharger app
- Support for one level of subcategories for tuning variables
- Updated UI Apps thumbnails
- Added support for blurring arbitrary rectangles below the UI
- Optimized UI updating (based on current FPS)
- Improved defaultGearboxBehavior to have two values: ‘arcade’ and ‘realistic’
- Added imageslider control supporting multiple previews, blending when in focus in various selectors
- Units system: length now reporting smaller units as well (yard, etc)
- Level selector improvements: better detail view
- Fuel consumption fixes: not displaying values that do not make any sense
- Improved hotlap app visuals
Audio
- Improved how sounds are affected by simulation time
- Better sound resource cleanup
- Limited excessive crash sound emitting
- Fixed bugs on audio system causing missing sounds and latency on start
Renderer
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Added support for dynamic deferred decals, used for navigation arrows on the road (temporarily disabled on lowest graphic setttings)
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Improved speed of UI textures upload to GPU
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Improved nodegrabber render performance
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Improved vehicle color palette (skins can now be coloured)
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Fixed possible render artifacts on the first frame after a vehicle spawns
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Fixed issue with spotlights shadows
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Fixed bug causing dynamic HTML textures (license plates and navigator) to initialize incorrectly
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Fixed crash when vehicles are destroyed with the lights turned ON
Campaigns
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Added new campaign: ‘A Rocky Start’
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Steam achievements are now awarded during campaigns (if online mode is enabled in options menu)
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Added the new ‘Exploration Map’ that can be used by campaigns
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Added Mission markers with UI hooks for displaying relevant information
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Added navigation lines to show the direction to campaign missions’ starting location
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Enforcing competetive scenario rules during campaigns
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Added ability to specify requirements for scenarios used in campaigns
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Improved Campaign json format and increased version from 1 to 2
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Improved campaign folder structure convention
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Added Odometer app for use in campaign scenario
Scenarios
- Added support for playing comics in campaigns or scenarios
- Deprecated onRaceWaypoint, replaced it with onRaceWaypointReached
- Added onVehicleSpawned extension hook
- Added onVehicleTakenDamage extension hook
- Improved how scenarios find prefabs
- Improved timing for displaying end screen
- Improved vehicle tracking with per vehicle data
- All vehicles can now trigger waypoints via onRaceWaypointReached extension hook
- Added waypoint branching - multiple routes to a destination can now be specified
- Ability to calculate distance travelled along a road path
- Improved statistics filtering for scenarios
- Scenarios can now specify required stats
- Extended cinematic camera to follow an additional valid target
- Added option to hide the countdown in scenarios
- Added directional waypoints with a flat collision plane, useful for start/finish lines
Misc
- Modified free camera behaviour, to allow smoother inspection of the vehicles and less jerkiness during rotation
- Improved “center” camera type
- Small orbit cam adjustments
- Added vehicles colors to vehicle configuration files(PC files)
- Improved level loading times
- Cleaned and optimized vehicled recovery subsystem, should work a bit faster/smoother now
- Outgauge split into two modules to use them separately
- Added simple job system: the mods will keep loading in the background when you start the game
- Added Generic executeLuaSandboxed method to catch lua execution output
- Removed system lua instance: was not used anymore - added replacement for broadcast function: queueAllObjectLua
- added new -batch command line option to prevent levels blocking the loading with messageboxes
- Creator mode basics: this opens an external browser window to control your vehicles. Very much work in progress.
General Bugfixes
- Fixed Recovery system only working for cars controlled by users (now also works for AI and others)
- Fixed Recovery showing the same message when tapping the key as when holding it
- Fixed Recovery system moving your car after being manually placed with editor or F7
- Fixed log messages were getting lost randomly
- Fixed inability to replace the vehicle when using the free camera
- Fixed game unpausing when resetting a vehicle
- Fixed inability to modify any of the vehicle color slots when using the free camera
- Fixed json serializer producing invalid syntax on null items in objects or lists
- Fixed creation of forest objects
- Fixed Lua Simobject field performance problems
- Added safety check to extension system: Case sensitive errors added preventing loading the same module twice
- Fixed problems when using certain C++ APIs from within Lua coroutines
Jbeam / Lua
- Powertrain controllers are a superset of the previously known extension system
- Powertrain controllers are tied to jbeam, so loading jbeam specfic code is very easy
- The entire vehicle powertrain control logic can be replaced by custom code if a mod desires so
- Added non-linear temporal smoother Lua function
- Removed synced GFX step of vehicles
- Cleanup of Prop control API
- Added possible default value as second argument to settings.getValue() to make it easier to use