We are happy to announce version 0.4.3 that fixes two long standing crashes, improves physics and adds lots of new content Our Blog is not yet back working after the server move, we are working on that though, it will be back with no data loss. Highlights: New vehicle: Gavril Barstow Tons of new wheels, mod parts, and variants for many cars Fixed "not enough memory" crash when spawning extra vehicles in large maps on Win7 systems in 64 bit Support vehicle paint designs/vehicle skins on vehicle configurator Made cars skinnable: Added unmirrored skinnable UVs on 2nd UV channel for several cars (200BX, Covet, Roamer, Vanster, Bolide, Grand Marshal), more coming soon! Physics: Vehicle collisions: Improved vehicle to vehicle collisions Ground simulation: Improved simulation of ground layer, tire rolling resistance is now 3 times smaller Vehicles: Vehicle parts are loaded recursively from vehicle folder, this allow to have vehicle parts folders with own/separate materials.cs Tons of new wheels, mod parts, and variants for many cars: Brand new high resolution lettering for Covet, D15, Roamer, and Grand Marshal New modern lightbar and new police variants for the Sunburst and 200BX Covet: Redone higher quality light textures, added optional factory graphics, added lots of new custom parts and wheels, fixed off-center steering wheel Roamer: New sheriff skin Grand Marshal: New police skin, fixed missing push bar, added several new wheels, reduced weight to be more realistic, corrected engine weight D15: Reduced weight to be more realistic, added optional body colored bumpers and grille, improved off-road swaybar design 200BX: Added several new wheels, reduced weight to be more realistic, fixed pedals clipping through the floor H-Series: New delivery skin, fixed van being too rear-heavy, improved off-road swaybar design, fixed exploding hydros Bolide: Added optional factory graphics, lots of suspension tuning and improvements, some new wheels T-Series: Fixed rear wheel hub stretching, reduced stiffness of front suspension, added ram plow for plowing through cars Moonhawk: Corrected engine weights, improved roof/pillar deformation, fixed off-center steering wheels, added optional 4-barrel carburetors for slightly more power, new color for drag SBR4: Fixed TT S2 shock absorbers breaking, improved ESC and general handling Sunburst: Several new wheels Pessima: Fixed missing 1.8L and 2.0L engine meshes, fixed engine mounts sometimes breaking, added custom variant, stronger clutch for V6 Pigeon: Added a viscous limited-slip differential to the Pigeon 600, added rear dampers, front suspension tweaks, added variant with stabilizers New prop: Concrete Retaining Wall New prop" Cinder Block Wall Improved visuals for tire smoke particles Tilt Board: Updated model, textures and jbeam New vehicle thumbnails Some improvements to cars' roof and A-pillar deformation Heavily reworked support beams on most cars' bumpers to improve clipping and deformation Added more collision triangles to bumpers and fenders to guard against hooking Reworked exhaust deformation on all cars Added subtle cubemap to all cars' interiors New racing slick tire textures Standardized reflection map values for Sunburst, 200BX and Pessima Increased all cars' aerodynamic drag now that rolling resistance is lower Improved tire stability Improved tire cornering stiffness at high speeds Visual improvement to tire deflation Suspension damping tweaks (Typically lower compression damping, higher rebound) Tuned some engines' burnEfficiency for more realistic fuel consumption Properly aligned all mirrors and assigned reflective material Slight interior camera position tweaks Added "value" attribute to all car parts (preparation for gameplay features) Added optional license plates (US size) to all cars (WIP!) Node and beam scaling "baked in" - no more fudging with different values in different jbeams and not using real numbers Tuned steering on cars to better suit high frequency FFB Improved ESC/TCS warning lights: Now permanently illuminated after ESC/TCS shutdown, Blink rate is constant now, Added working lights to the sunburst, TCS now has its own warning light Added electronic LSD simulating functionality to the TCS: Works best in Sport mode of ESC/TCS General reliability/performance work on ESC/TCS ESC/TCS tweaks Fixed tire sidewalls being too delicate at high speed Torque reaction improvements to reduce suspension squat and dive Levels: Jungle Rock Island: Improved static reflections and miscellaneous minor improvements East Coast USA: Very minor improvements, improved AI pathfinding GridMap: Added a new swamp area and hills, improved lighting and materials, fixed LOD on lowest graphics settings, fixed depthmap, updated some textures (ground and grass), added a new ramp type Hirochi Raceway: Fixed minor errors Small Island: Removed broken depth map and fixed a minor error with trees Fixed light brightness being too high and causing bloomed out specular highlights Scenarios New: Destroy the Moonhawk New: Island Tour - Pessima New: Small Island Chase Fixed: Forgotten Raceway Bugfixes: Fixed zip mount order, allowing zips to overwrite files (useful for simple mods that exchange files) Fixed issue related to external apps reading game screen backbuffer (Steam Link working now) Fixed crash on using the new Steam Controller Fixed crash in sound system when reloading some scenarios fixed luaSocket: now allowed to listen for connections Input Force Feedback: Fixed G27 steering wheel producing random forces and randomly changing steering lock limit at times Steering: Fixed FFB joysticks/gamepads not allowing to steer the vehicle Wheel leds: Disabled wheel leds until a last minute problem is resolved Inputmap: Improved inputmap format: no longer will it be necessary to reset the inputmaps to get new functionality Inputmap note: existing inputmaps will be automatically converted from the old ".json" format to the new ".diff" format the first time BeamNG is run Inputmap: Added inputmap for Thrustmaster F430 Cockpit Wirelesss (work in progress) Bindings: Deprecated 'scale' setting from bindings Bindings: Removed 'ranged' setting from bindings. This is now selected automatically by BeamNG so you don't need to guess what to use Bindings: Fixed mouse bindings still working sometimes after being removed Camera: Fixed bug that would leave camera constantly zooming in (or out) Vehicle switching: Fixed shift+tab going to next vehicle instead of previous one XBox One: Fixed XBox One gamepad being detected as two separate controllers sometimes User interface: We ported the complete app subsystem to the new UI, having everything in the new system now. Much easier to maintain and work with. Lots of improvements to the UI and its usability - too many changes to put them all here. Added Performance module: shows a lot of useful data about what takes how much time every frame. more data, faster, scaling with screen size now Fixed lagging: Added Streaming javascript that prevents blocking for no reason Fixed issue that prevented switching between FPS and Metrics panels unless you hid the existing one first Moved advanced metrics from the now-simple FPS panel, to the Metrics panel Vehicle configurations are sorted by default by value now Improved vehicle selection filtering and sorting Fixed physics unpausing when exiting photo mode UI Metrics: Fixed bug that prevented hiding the Metrics panel with the same key that displayed it Known problems: G27 leds temp. broken, was breaking FFB altogether Vehicle Recovery System (Insert button) broken Let us hear your feedback and report eventual bugs here: http://www.beamng.com/threads/0-4-3-x-current-bugs-and-help-thread-0-4-3-0.16927/ Took us 34 days, and 1482 changes
I can't wait for this! Great job devs. If I read correctly, license plates? Coool. Will we be able to customize them?
This looks really good, especially seeing the new Covet trims, the Barstow and improvements on the old cars. The image of the updated thumbnails shows a 3rd unknown thumbnail though...I filled the other 2.
I'm very, very sorry to ask, when will we be expecting this update? When's the latest, at least, that it could come out?
Woooohoooo, hopefully no more 32bit for me.......Fingers crossed. They have never worked for me anyway. This should be a good update
Oh my god! Everyone! It's out! The update has been announced on steam!\ :EDIT: Oh ok. That was sooner then expected! XD