In this thread I'm going to talk about my view towards the current BeamNG as my Feedback to suggest ideas that makes the simulator even better! BeamNG.drive has a huge potential to be world's best vehicle simulation which englobes specific vehicle simulations into one sim (e.g. bus simulator). Suggestions: -Improve the AI to be able to park, stop at traffic lights, brake smoothly and avoid bad situations in general. -Make the Bus Routes blend into the traffic with AI buses driving and stopping in bus stations in Freeroam Mode. -AI ambulance appearing occasionally on traffic, sometimes in a hurry with siren on, sometimes not. -At night, having groups of Street Custom vehicles spawning, racing against eachother. -Having police AI to react to a normal AI traffic infligement. -Be able to download the old versions of an official map and keep the most recent. (feature for people that didn't like something about a reworked map) -Create a map with a huge scale englobing cities, towns, countryside, forests, mountains, rivers, lakes and ocean. -Be able to get out of the car in first person as a walk-around mode (doesn't need to have a body like in RoR, just to appreciate cars and scenery as in person scale). -Built-in Weather System (rain, thunder, fog etc). -Working Night Lights (lamp posts, buildings). -More car interactions like open the doors, hood, trunk, turn on wipers and being able to click in the cockpit to enable or disable something. -More vehicles and utilitary vehicles. -Race Mode that you race against AI in the existing maps. -Built-in Ambulance and Firefighter Missions? (as you can already be a bus driver and go through routes) -Be able to create and upload a car livery. -Tire termperature affecting the tire performance. -Improve Aerodynamic simulations (e.g. in real life if a car get pitched forward at 200km/h the car would do a flip airborne). -More scripted mechanical damage for the car (apart from gearbox and engine damaging). -More variety to each car costumization. -Different car paint material. -Tire trails on dirt, sand, grass and mud. -Paint Scratches. -Airbags for modern vehicles. -Make the oil and fuel visible on ground after damaging or crashing. And this is all I could think of, hope you can get something out of it. I belive BeamNG.drive is the ultimate vehicle simulator. There is a built in "bus simulator" in it, there could be a lot more than that, possibilities are endless. The realism of soft-body physics is the closest thing a car simulator could have to real life. Every single piece of metal has its own weight and creates more drag depending on how deformed it is, affecting the performance of the car. I love this game and I appreciate the effort the development team is giving to this outstanding simulator. At first the crashing was its only charm, now it's growing and becoming a car simulator anyone could only dream of. Keep up the great work, I can only express my gratitude for what you are doing.
That would be cool. Would probably too large and laggy. No. They won’t make a walk mode. To be honest, I like this ideas, but you have to do some digging in the forums before you go suggesting. Paint scratches and walking mode have been suggested many times, and the devs have said that that’s not happening.
these two seem completely possible and would be a great addition to the game. this exists in the world editor, it doesn't change the environment around you or the car's handling but at least its there
I was thinking more about a dynamic weather system rather than setting the desired weather everytime.
My suggestions: 2 European van and 1 minivan, from 90's to 2021 European Map (France, Germany, Spain, Netherlands or Wien) New Autobello Car New Cherrier Car New Bruckell Car AI more realistic and fixed perfectly More EU Police cars
This isnt a big thing but it would be cool to see a "pre facelift" of the piccolina with this kind of rear window. I know the piccolina is a italian car but other cars in this game are also a mix of different cars
I hope these facelifts: Grand Marshall Facelift: Grand Marshall Retrò: H-Series Facelift: H-Series Retrò: ETK 800 Series:
I know --- Post updated --- Some more suggestions that I couldn't add: -Better rear view mirrors. -Be able to choose left or right hand driving in the vehicle configurations. -Breakable street signs, lamp posts, and other objects that currently behave like concrete.
Some more suggestions tha It's all about optimization, as AI traffic could be greatly optimized as well.
also people should stop trying to run this game on a decade old dell optiplex if you want more feature in the game optimization either needs to ramp ups or the minimum specs for the game need to be raised. They are already very low end anyways
Please use the search bar, and also common sense. Lots of the suggestions has been discussed previously or out of scope. "Be able to create and upload a car livery" You're already able to do this, as in creating a skin.
consider how slow game is growing it will take 100 years to make because every update is only some remasters and sometimes new car and some very small features
Building a car from scratch takes a lot of time. The small features you're talking about, easily can be time and resource consuming as well. And those things are just a small part, of what is actually in each update. To educate yourself on what goes into updates, please read the DevBlog where they post full change logs. Here's the latest, I had to put it in a spoiler because there is so much. It's not "some" or "only." It's a lot of work. Spoiler: Big change log INPUT Reverted fix for Remote Control App due issues with the correct functionality of Force Feedback in certain cases. This will be fixed properly in a future hotfix VEHICLES Gavril D-Series Fixed D45 Rollback having wrong transmission tag Fixed misplaced RS lettering on stepside tailgate Fixed D15 4wd facelift having wrong seat Fixed spiky underride guard on flatbed/cargobox Fixed Xl mirror jbeam being misaligned Gavril H-Series Fixed Street Tuned having wrong shifter Fixed missing rear door hinges Fixed spiky underride guard on flatbed/cargobox Gavril Roamer Fixed black interior corrupted normal map Gavril T-Series Fixed T65 Base thumbnail Ibishu Covet Fixed misspelled ballast plate part name Fixed right turn signal turning on with left turn signal Fixed Carplus C55 hubcap position Fixed grip of 235/40R18 Tarmac Rally tire Minor fixes to ETK800 mesh Adjusted population values for 88′ Pessima and Hopper Fixed 200BX ABS not working correctly Fixed traction control part not being removable Fixed ESC/TC lights not turning on when systems are disabled AUDIO Fixed missing rod bearing damage audio to all vehicle engines Gavril T-Series Fixed missing doppler setting for horn and increased the volume. RENDER Fixed light scoring for translucent materials causing flickering UI Added warning if uploading a screenshot to BeamNG Media with online features disabled MISC Alternative recovery now always puts the vehicle right side up An up-to-date list of known issues can be found in the dedicated Feedback & Bug Reporting Thread here. Instructions on how to update the game are here. Minor Update v0.21.1 Released 18 December 2020 Today’s minor update is bringing a number of fixes to issues related to the release of v0.21. Replay system and game closing should behave normally now. We also fixed issues with several vehicles and levels; introduced improvements to the Smart Recovery system, World Editor, and game localization. Full list of changes can be found below. As always, we are grateful for your feedback and reports! VEHICLES Bruckell Legran Fixed misnamed taillights ETK 800 Removed torque vectoring differentials that were accidentally released Fixed wrong differential assignment for some models ETK K-Series Fixed some wrongly assigned transmissions, springs, and exhaust tips Gavril D-series Added Diesel fuel cell for desert trucks Tweaks to torque converters used in 3-speed Race transmission Fixed leaking “beamDampCutoffHz” beam property causing reduced performance Fixed duplicate D15 Fleet configuration Fixed part value of rear 4 link suspension Gavril H-Series Fixed leaking “beamDampCutoffHz” beam property causing reduced performance Gavril Roamer Fixed damage material on barn-door glass Ibishu Covet Fixed instability when using ultra heavy-duty engine mounts on 1.5 engine Ibishu Hopper Fixed duplicate V8 engine meshes that were breaking engine textures Added “Police” config type tags to Sheriff and Park Ranger configurations SBR4 Fixed torque vectoring differentials showing as open diffs in the powertrain app LEVELS East Coast USA Fixed spiky terrain along road Gridmap Fixed ramp issue Jungle Rock Island Fixed several trees with vines over road Removed containers under the ground Fixed missing collision on shed Industrial Adjusted containers to allow tall vehicles onto the port Italy Fixed wiggly road textures Fixed stretched sidewalk UV Fixed AI paths on bridges being under the bridge Utah Fixed background mesh UVs West Coast USA Fixed missing collisions and holes in the terrain GAME ENGINE Fixed an issue with the game not closing when you select Exit from main menu or press Alt + F4 Fixed Replay system corruption WORLD EDITOR Added option for showing triggers in the “Visualization” menu Fixed issue of duplicated items in the “Visualization” menu Fixed typos INPUT Restored Lua Virtual Input API to operational status. Remote App support restored AI Improved ability to go past oncoming vehicles in narrow two-way roads. AUDIO Tweak to asphalt skid to reduce top pitch curve and increase modulation UI Updated locales Swapped icon for ‘Follow Me’ AI mode in radial menu Updated localization files for all languages to include missing lines, fixed typos LUA Active LSDs now also lock when brake and throttle are used at the same time MISC Added alternative mode for recovery which doesn’t use the new “Smart Recovery”. You can use it either with Ctrl + Insert or by disabling the “Smart Recovery” option in the settings. An up-to-date list of known issues can be found in the dedicated Feedback & Bug Reporting Thread here. Instructions on how to update the game are here. The 2020 Winter Release – BeamNG v0.21 15 December 2020 Today we’re here to spill some much-needed hot news to your screens with the release of version 0.21! Featuring a complete Jungle Rock Island map renovation, bringing new locations to explore and a myriad of updated roads for that sunny winter getaway, as well as revamped vegetation and a brand-new waterfalls zone. If a tropical paradise isn’t up your alley, you’ll be happy to hear that West Coast USA received an improvement pass, including multiple new locations and the addition of two new roads – City and Highway Tunnels. The long-awaited Gavril D-Series Remaster Part 2 is finally here with updated interiors, lights, revised configurations, and several new D45 variants. This isn’t all for the D-Series, however, hold on to your pedals because the D-Series Prerunner & Crawler models are now available and ready to conquer anything you throw at them (or them into). We’ve also improved our tire model with new tire-ground contact physics. This has slashed long standing limitations in rolling resistance, high speed grip, and cambered tire behavior. With all tires retuned to take advantage of these changes, our vehicles are handling better than ever. Last but not least, we’ve polished official localization for the languages listed below; for more information on how to provide feedback and report issues, please keep an eye on the official Discord server. Spanish (Spain) French (France) Japanese (Japan) Korean (South Korea) Portuguese (Brazil) Portuguese (Portugal) Russian (Russia) Chinese – Simplified Chinese – Traditional As always, we would like to thank everyone for your continuous feedback, suggestions, and bug reports! We hope you enjoy the update and wish you Happy Holidays! HIGHLIGHTS Jungle Rock Island Remaster West Coast USA Improvements Gavril D-Series Remastered Part 2 Gavril D-Series Prerunner & Crawler VEHICLES Bruckell Legran Light Jbeam rework Restructured rear frame to be more physically accurate Front frame tuned for better deformation, new bumper support design Rear doors now have 2 full jbeam segments Fender structure improved, simplified Headlights and taillights are now separate and detachable Fixed roof mesh spiking issues Added disc brakes Added lifted springs and shocks Fixed rear drum brakes using disc thermals Bruckell Moonhawk Added front guard Cherrier FCV Increased amount of added floor strength when a battery is fitted Civetta Bolide Polizia config changed to use same wheels and tires as the 350GT. The previous tire setup did not suit the chassis and proved to be too oversteery Fixed headlights values ETK 800-Series Reduced gear whine volume Redesigned Driving Experience skin Replaced old ESC/TC system with advanced Driving & Safety Electronics Added various drivemodes Added ActiveLocking differential Added adaptive dampers Fixed missing windshield node ETK K-Series Reduced gear whine volume Redesigned Driving Experience skin Added Driving Academy skin Added ETK Signature skin Replaced old ESC/TC system with advanced Driving & Safety Electronics Added various drivemodes Added ActiveLocking differential Added TorqueVectoring differential Added adaptive dampers Added adaptive swaybars Gavril Barstow Fixed triangulation issue with front fenders Taillights are now detachable Added front subframe brace Gavril Bluebuck Bodystyle slot replaced with individual bodies Fixed rear wheels breaking off on some offsets Gavril D-Series Updated body material and meshes Updated all lights Updated glass materials Replaced “Rusty” skin with new “Old Paint (Colorable)” skin Updated Park Ranger skin Added 423 Sport skin Reworked Flatbed Added D45 Added 6.9 V8 Added race N/A intake Added front guard Added rear marker lights for dually trucks Added drum brakes Increased torsional rigidity of heavy-duty frames Modular Desert Truck Parts 3 new custom offroad frames Long travel offroad suspensions, with Independant (4WD/2WD) or solid axle from suspension options all with bypass shock abosrbers Bobtail rear end, dove-cut front and rear ends, or full wide body fenders 2 Pre-Runner configurations: Standard length frame and extended frame 2 Crawler configurations: a crew cab crawler and the Superpig 1 Hybrid 4WD IFS Desert Rock Racer configuration Gavril Grand Marshal Changed drift config to use 6.9L natural aspirated v8 Updated BCPD skin Updated Police skin Added Police Interceptor skin and configuration Added 6.9 V8 Added race N/A intake Gavril H-Series Updated all lights Updated glass materials Added “Street Tuned” config Added “Old Paint (Colorable)” skin Added derby config Added Rollback Added 6.9 V8 Added race N/A intake Added front guard Added drum brakes Fixed cab roof accessory slot Increased torsional rigidity of heavy-duty frames Gavril Roamer Added BCPD skin and configuration Updated Sheriff skin Updated taillights and signals Updated glass materials Added “Old Paint (Colorable)” skin Added derby config Added 6.9 V8 Added race N/A intake Added drum brakes Increased torsional rigidity of heavy-duty frames Hirochi SBR4 Replaced old ESC/TC system with advanced Driving & Safety Electronics Added various drivemodes Added ActiveLocking differential Added TorqueVectoring differential Added adaptive dampers Added adaptive swaybars Hirochi Sunburst Renamed old police configuration to Firwood Police Added Generic Police skin and configuration Added Police Interceptor skin and configuration Ibishu 200BX Fixed headlights values Added “Old Paint (Colorable)” skin Added drag configuration Added “Trackday Beater” skin Added automatic drag transmission Added adjustable wheelie bar Ibishu Covet Added “2.0 GTz” and “2.0 GTz Special Edition” configs Added various sport exterior parts Added 2.0 engine from the Ibishu Pessima Added drag configuration Replaced beater with derby and skidplate configurations Reworked rear end jbeam structure for better node density Front and rear fascias, headlights and taillights now separately detachable Removed “blown” engine and suspension parts Added 5 lug hubs Added heavy duty and ultra-heavy duty engine mounts Added hood exhaust for 2.0 turbo and 1.5 N/A Added headlight air intake Added headlight blanking plates Added drag rear bumper Added lightweight glass Added carbon tailgate and spoiler Added sport brakes Ibishu Hopper Fixed 6 lug locking hub unlockable Reduced braking force of standard brakes to prevent locking too easily Added Sheriff and Park Ranger skin and configuration Ibishu Miramar Increased the stiffness of the steering box structure for better steering feel Ibishu Pessima (1988) Added “Old Paint (Colorable)” skin Added derby configuration Trunk lights are now removable Fixed collision fighting when door glass is removed Small Flatbed, Box Utility and Large Box Utility trailers Added pre-loaded configurations Wheels Added “Gavril Momentum” wheels Added chrome “GP Wrestler” version Added “Gavril HD350” wheels Added “Alder Special 423” wheels Added “Wangan-2P” wheels Added 13×5 size for TIMS Egota wheels Misc Updated light materials for ambulance and cargobox upfits Added Truck It Up skin for cargobox upfit Improved colors for Navigation Unit map for better contrast between road and background Aerodynamics tuning of all vehicles: Drag, lift and downforce values to more realistic values now that top speeds are not hampered by high tire rolling resistance Minor suspension retuning on various cars to suit improved tires All cars with independent suspension halfshafts: fixed issue where breaking a halfshaft would break off the wheel Added 265/75R16 and 245/76R16 dually rear tires Reworked the texturing on the rock crawling tire (offroadtire_06a) LEVELS Adjusted time scale on all levels: It now takes 18 minutes for a full cycle Automation: Fixed several AI path issues Derby Arenas Updated map with new buildings and clutters Reworked the arena with new textures and some small modeling changes Fixed some decals issues East Coast Fixed floating bushes and tree Fixed some AI road issues Fixed floating trash objects Gridmap: Fixed a collision issue causing inaccurate collisions Hirochi Raceway: Fixed pole through tents Industrial Site Fixed floating decalroad in container land Fixed port crane width Italy Minor fixes: road markings, deleted stray AI paths Fixes to AI paths to improve the performance of traffic Added anisotropic filtering to container materials Jungle Rock Island Laid down Peninsula terrain layout Updated industrial site with new buildings and layout Updated Mine zone Built abandoned Fortress and bridge Rebuilt the Airfield (Tower, Hangar, Abandoned control building and airstrip) Rebuilt bridges and tunnels Added the Abandoned Resort Reshaped the area at the Volcano top Added abandoned bunkers and cannons Created waterfalls zone Rebuilt all beaches and coast cliffs Reworked vegetation and road textures Renovated old observatory Renovated port area Utah: Improved AI paths to solve some vehicles crashing into obstacles West Coast: Fixed some AI issues on highways SCENARIOS Industrial Shakedown Scenario: Updated the ramps models and textures Jungle Rock Island: Revamped existing Time Trials and Scenarios DRIVING DYNAMICS Implemented new differential types: Active Locking Differential Torque Vectoring Differential Fixed wrong rear wheel angle calculations Implemented motor torque control for yaw adjustments Exposed drivemode color to electrics ( electrics.values.dseColor ) Adjusted body slip angle calculations affecting throttle control too much in low speed + high steering angle scenarios POWERTRAIN Improvement to clutch angle calculation affecting behavior when partially clutched in Fixed “Fundamental Frequency” setting not working in Engine Audio Debug app Pefrormance optimization of various devices Fixed possible NaN source in electric motor load calculation Improved DCT shifting smoothness for low load applications Combustion engine now additionally exposes actual idleAV min/max values Combustion engine now gains ignition issues when damaged Combustion engine now starts to stutter when the fuel tank is almost empty RENDER Added new Screen Space Ambient Occlusion with better quality and better performance with high resolutions OLD NEW OLD NEW OLD NEW Added support Sun’s shadows in translucent materials OLD NEW Added automatic enhancement of shadows when using Driver camera: Shadows closer to the camera will appear more defined OLD NEW Reduced memory used to render grass by 75% SMAA is now the default Antialiasing mode when using Normal or Higher quality Added ability to adjust color correction strength AUDIO Brake squeal for all vehicles – silent for stock vehicles, progressing up to race spec vehicles Discrete volume balancing between all engine/exhaust sample sets in FMOD. New default ratio load/offload curves in jbeam. All engine/exhaust jbeam volumes adjusted to compensate. Direction-based filtering for ambience sounds Rumblestrip improvements Kickup/Skid/Roll tweaks (ongoing) plus higher pitch skid for extra smooth surfaces Support for different tyre size/volume/tread/stiffness altering pitch of asphalt skids (ongoing to include other surfaces, and volume) Reworked ambiences for Jungle Rock and West Coast USA Improved energy calculation of break sounds Implemented brake squeal logic Added brake squeal to glazed brakes to convey their state more easily to the driver TRAFFIC Implemented smarter initial spawn points of traffic vehicles Improved respawning of traffic Improved default generated selections of vehicles for traffic Added player infractions to the police mode in traffic; they are listed in the Messages UI after you get pulled over AI Bug fix for nan value in traffic avoidance force coefficient Fixed issue where AI could not resolve sharp angle of plan line and got stuck Added AI follow mode for following a target vehicle Bug fix to AI chase mode where the AI vehicle would not update its path under certain high velocity conditions Improved ability of AI when chasing a target vehicle at close proximity Pathfinding: Improved traffic AI pathfinding and following Added a pathinder that calculates a navgraph shortest path between a graph node and a (vec3) position (and vice versa) Added a pathfinder that calculates a navgraph shortest path between two (vec3) positions GAME ENGINE Faster file comparison for Texture cooker Fixed old console overwriting console history Fixed GPU performance counter displaying 0 Implemented hot loading of texture for TerrainMaterials Fixed switchable material getting in previous state when recovery was used Implemented error mesh showing if mesh failed to load or is missing (no_mesh.dae) Fixed glowmap that didn’t work in replay Steam Rich Presence: Fixed status not being cleared when disabling Fixed parts list not being refreshed after activating/deactivating a mod Added improved spawning system that prevents vehicles from spawning inside level objects or vehicles PHYSICS Optimizations on all parts of the physics core. Now it’s more than +10% faster Added calcCenterOfPressureRel, calcTotalAeroForces, calcTotalAeroTorque core functions that calculate aerodynamic properties of the vehicle Added isNodeColliding(nodeId) core function. It returns if a node is colliding right now with a solid object Added hasNodeCollidedDuring(nodeId, timeDuration) core function. It returns if a node has collided in the last timeDuration with a solid object Fixed a crash in static collision subsystem that happened when a node’s position was at infinity UI Fixed minor issues with Traffic UI app Added new differential torque vectoring icon Added new differential active lsd icon Fixed ordering of vehicle configs, so that it does not change randomly, in the vehicle chooser Added new icons for electric motors, active locking & torque vectoring differentials in the powertrain app Added new loading screen images Fixed freecam not working in the Navigation app Added a warning to the long-time deprecated Themes feature Photomode V2 Overall improvements to interface Added ability to control various parameters and effects temporarily (reset when closing photomode) Added control for Time of Day Added Filters (color corrections) with adjustable strength. Filters selection can be expanded by adding more textures in art\postfx Added option to toggle Dynamic Reflection Added controls for Ambient Occlusion Added controls for Depth of Field Added tooltips Added button to open the screenshots folder Repository Overall improvements, added icons Added button to clear search entry Double-click is now required to use the ‘Delete All Mods’ button Graphics Menu Added tooltips to most settings, improved existing ones Improved look of the Dynamic Reflections settings Improved look of Display settings Added button to reset PostFX settings to default Renamed a few options to be easier to understand Level, Campaign, Scenario and Quickrace Selector Moved search bar location, added button to clear search entry Thumbnails grid will now only show the main thumbnail of the level. The slideshow for the level’s thumbnail has been moved to the description panel Vehicle Selector Improved scaling of top-row buttons Parts Selector Parts’ dropdowns in Vehicle Customization menu now scale vertically along with the available screen space Vehicle Save/Load Menu Overall improvements to interface Added button to open the current vehicle’s configuration folder Added button to clear search entry Added icon showing the source of configuration (BeamNG, User, Mod) Added ability to delete User configurations by double-clicking the related button Added option to disable automatic thumbnail when saving a configuration Environment Menu Time is now displayed in 24 hours format Renamed Wind Speed option to Cloud Speed Added ability to insert custom values for Fog Intensity UI Apps Fixed font issues on ‘Simple Pitch’ and ‘Simple Roll’ apps Navigation app will now move the view according to your speed, improved zoom levels Converted Rangebox and 4WD Mode buttons in Radial Menu to toggles, removing one step to operate them Localization– Updated translations to include missing strings: Spanish (Spain) French (France) Japanese (Japan) Korean (South Korea) Portuguese (Brazil) Portuguese (Portugal) Russian (Russia) Chinese – Simplified Chinese – Traditional CAMERA Added collision detection for ‘Chase’ and ‘Orbit’ cameras INPUT & FORCE FEEDBACK Added new steering lock angle behavior 1:1 (can only reach full lock if your steering wheel turns as much as the current vehicle’s) Added dropdown to choose between the three-steering lock behaviors Improved various texts in force feedback menu Added extra logs in some corner cases where an input device fails to work WORLD EDITOR V2 Added new preferences system and Preferences window (will reset all user editor preferences on first run) Added an autosave level system, found in Preferences->Files Added fine rotation and scale scalars when pressing Ctrl and using axis gizmo Added shortcut Ctrl+Wheel to modify fade icons distance Added smooth camera move and rotate checks in Camera menu Added camera zoom (move forward/back) on mouse wheel Added additional visualization modes for the navgraph Various Inspector droplists are now sorted and work properly (materials, sfx items, etc.) Toolbar now dynamically changes height when there are buttons in the second row Scene Tree Improved scene tree node context menu with various new items (locking, hiding) Added sort menu items for groups in scene tree window node context menu Scene tree items will show (clickable to clear) hidden and locked icons next to them if they are in those states Mesh Road/River Editor Add new nodes with “Shift” and using axis gizmo Forest Editor Added multi selection with Ctrl Added brush keyboard shortcuts (keys 5 – 8) Asset Browser Added drag and drop to scene for prefab assets Added “Spawn prefab at camera” Material Editor Added Color Palette UV selector Improved Advanced submenu Added vehicle aero debug app to the vehicle editor “Raycast test tool” now includes a mode for static object raycasts Various other bug/UX fixes LUA Updated SBR4 spoiler logic to be adjustable by driving modes Fixed wrong default value handling for custom shiftLogic files TwoStepLaunch is now active by default on cars equipped with it Added Tools > “Log gelua profile” option to Performance Graph menu, provides an overview of time and GC costs Fixed performance profiler attributing input costs to physics section Fixed LUA’s global variable detector skipping checks on all extensions. If you’re an author of LUA extensions, you might start seeing new warnings Fixed speedometer getting stuck with a NaN value after a physics instability Added triangleBarycentricNorm, altitudeOBB_Plane, intersectsRay_Plane, intersectsRay_OBB, intersectsRay_triangle functions to mathlib.lua Optimized minheap that is used by AI’s graphpath. It is both faster and does less memory allocations now Added doubleExponentialSmoothing filter Added a function to evaluate whether a position is appropriate for spawning a vehicle as regards to the trajectories of surrounding vehicles. Added ‘type’ field in map edge data. It allows for the definition of different types of roads by use in the map data. BANANABENCH Reduced variance of the speed measurements by using the best time out of 100 tests Removed speed measurements with collision disabled. They are not as useful any more PERFORMANCE GRAPH Fixed Physics Other calculation (showed huge negative number) Added transparent background Moved buttons around to clear some space Stabilized graphs for better readability MISC Recovering a vehicle now places it on the ground if possible Fixed issue where certain props could spawn in the air Path Camera: Fixed error in some cases when two markers were on the same position Fixed issue where changing the camera mode could make the game stutter Updated warn textures Cleaned up old PostFX presets, renamed default preset file An up-to-date list of known issues can be found in the dedicated Feedback & Bug Reporting Thread here. Instructions on how to update the game here.