Get Busy – version 0.12 released

Here’s the twelfth major version update of BeamNG.drive! This new version brings you another new vehicle and some cool new features (presented in the Highlights section below), together with our traditional list of improvements, optimizations, tweaks and bugfixes.

Highlights

New vehicle: Wentward DT40L bus:

Accompanying bus gameplay modes:

Added “Hustle and Bustle” bus campaign mini-chapter

Added dynamic track creation tool: Track Builder

More vehicle sounds:



Gameplay

New “Bus Routes” gameplay mode

Added “Hustle and Bustle” bus campaign mini-chapter

Added Track Builder

Fixed some issues with ‘Tanker Delivery’ scenario

Improved some language in scenario descriptions

Improved “Airfield Showdown” scenario

Improved navigation line

Vehicles

Added the new bus vehicle Wentward DT40L, featuring various skins, airbag suspension, pneumatic doors and “JATOs”

Added ETK800/ ETK K stage 1 turbo delivering around 440HP

Added ETK K “Trackday” config with better tires, suspension and brakes, spoiler and a stage 1 turbo

New race tires for 19×9 and 19×10 wheels (ETK wheels)

Added new engine tuning options – Engine Management/ECU, Engine Internals

200BX: Street tuned config uses sport brakes

Barstow: Fixed rear suspension unstable with 15×8 Magnum wheel

Bolide: Fixed issues with exhausts

ETK800: Reduced vehicle polar inertia, fixed shaking during burnouts, engine breaks more easily in crashes

ETKC: Reduced vehicle polar inertia, fixed shaking during burnouts, engine breaks more easily in crashes

ETKI: Improved suspension geometry, fixed rear suspension unstable at times, reduced crash strength in the rear, Knallhart uses race tires and RP02 wheels

Grand Marshal: Base tire grip tweaked, Police configs gets sport steering

Hopper: Steering instability fixed, reduced stiffness of sway bars

Miramar: Fixed spoiler shaking laterally

Pickup/Roamer/Van: Added extra node to front axle for better collision, fixed heavy duty tire unstable and causing truck to bounce

Semi: Improved collision of flatbed, strengthened 5th wheel attachment, added 10 speed automatic transmission, added airbag suspension controller, reduced torsional stiffness of frames, reduced rear suspension roll stiffness. Changed rear tire model to real duallies!

Small trailers: Brake fix, instability fix

Sunburst: Reduce body polar inertia, fix skidplate collision issue, fix Sunburst Sport RS using race DCT

Brake stiffness increases to all cars to suit higher stability of new brake code

Improve rigidity of mirrors on some cars

Drag tire grip balancing

Rally configs not using ultra light flywheels anymore

Reduced some overly high locking rates on limited slip differentials

Add/improve jbeam for intercoolers

Unified engine part slot order for all cars

Added support for dampCutoffHz in pressureWheels

Added wheelAngle property for pressureWheels, allows wheel to spawn at chosen orientation

Fixed an issue with the Roamer ‘roofrack’ materials

Fixed an export issue with ‘grille_d.dds’ texture

Physics

Braking torque is applied in a more stable and effective way now. Threshold braking is much easier now.

Improved antisticking of collisions

Increased max limit of vehicles/objects to 100

Performance optimizations

Added “beamLongExtent” property to Anisotropic and Support beams. It works in the same way as beamLongBound but with meter units

Added “precompressionRange” beam property. It works in the same way as beamPrecompression but with meter units

Added “longBoundRange”, “shortBoundRange” to Bounded beams. They work in the same way as beamLongBound and beamShortBound but with meter units

Added “boundZone” property to Bounded beams. It controls the boundary zone range (in meter units) of a bounded beam. Default value is 1m

Bounded beam internal forces are capped now to increase their stability

Fixed brake pre-tensioning that was causing vehicles to rock back and front while stopped

Fixed breaking of triangles defined inside the quad jbeam section

JBeam

Intakes and Exhausts modify engine torque

Engine internals can change torque rating, RPM limit, and modify base torque curve

Implemented an expression based system for jbeam variables, allows for much better and easier customization with user-set tuning variables

Expression system has support for various math related function such as min, max, floor, ceil, case, random, etc

Can be used to tie multiple jbeam values to one tuning setting with varying logic

Terrains

Additional construction equipment models for West Coast roadblocks

Optimized parts of the city on West Coast (LoD tweaks)

Opened bridge on West Coast and added tunnel loop

Various building, sidewalk and road mesh bugfixes on West Coast

User Interface

Added multi-part highlighting

Tuning variables improved: Set brake bias directly, change ride height in real units, and more!

Added Bus Line app

Added wheel power/torque figures to engine dyno app, cleaned up other uses of “wheel” data in the apps and made sure they actually use the correct values

Added JATO fuel indicator to Simple Powertrain Control app

Improved labels in ‘Display Shadow’ option

Reduced jumpyness of vehicle selector scroll

Reduced perf impact for some minor apps

Reduced likelyhood of endless loading screen

Fixed apps sometimes spawning over the loading screen

Fixed bug where the positions of the items in the vehicle selector would change positions on scrolling

Fixed Debug visualisation not reseting when choosing None

Audio

Added experimental FMOD modding support. More info coming soon.

Implemented a new set of vehicle sounds: indicators, lights, back-up beeper, air brakes, pneumatic doors, air suspension, additional horn and siren sounds and realistic flat tire sounds with correct relation to wheel speed

Engine starter sounds are now based on loops with a dedicated start and stop sample rather than a series of single sounds

Added option to follow Windows default audio device on game startup (enabled by default)

Fixed empty selected option after disconnecting audio device and restarting game

Manually chosen audio device will be remembered across game restarts, even if it’s temporarily unplugged

Refined the skid sound parameters for earlier onset of sound but softer increase in volume

Various tweaks improving volume, reverberation and filters

Cleaned up ambient zones, sfx emitters and reverb zones

Added “Horn” part to all cars

Fixed slow-motion applying to UI sounds

Improved support for engine sounds using FMOD Studio

World Editor

Fixed heightmap importer for 8-Bit images

Fixed heightmap exporter

Fixed camera autofit binding (F key)

Fixed lag when material editor try to find a missing textures

General cleanup of old/broken editor cameras

Powertrain

Added “dynamic” brake lights feature that makes the brake lights flash when braking with ABS and enables the hazard lights after coming to a harsh stop

Completely reworked the ABS logic for much better brake response and feeling

Reworked engine torque curve handling, there are now 4 different curves available (existing “base” torque, a multiplier table for that base torque, an intake modification table and an exhaust modification table), different curves can be set from different parts for much increased modding potential, allows for detailed torque curve changes without redefining the full curve in every part

Torque converter lockup is now disabled during shifts (unless sport mode is selected) and smoother in operation

Added “RPM” and “spin” values for turbocharger for use with animated props

Time based rev limiter gained an RPM fallback, this increases usability when drifting with grippy tires

Throttle input rate is now considered when calculating shift aggression

Combustion engine rev limiters can now be adjusted in a broader range without affecting the torque curve

Rebalanced engine thermals

Increased compatibility of the electric motor device with the latest ESC improvements

Retuned all ESC/TC setups for ongoing vehicle changes

Fixed AWD Pessima not working correctly after reset

Fixed S transmission mode disabling post crash braking logic

Fixed an issue where the turbocharger assumed and efficiency of 100% outside its defined range

Fixed an issue where the automatic transmission would start in a too low gear after going through N while driving

Fixed dynamically altered brake torques not being reset properly

Fixed some issues with drum brake thermals, rebalanced thermals due to changes in brake code

Reduced effectiveness of some radiators

More off-idle torque for various engines

Remove deprecated “absThreshold” value from vehicles

Mod repository

Added a fallback to offline data if connection drops (works only if mod is mounted)

Game will now automatically create the ‘mods’ folder on the first run

AI

Various fixes for random pathfinding

Various fixes for map span pathfinding

Create aliases for manual waypoint names that have been merged

User input validation in manual mode checks against node name aliases

Misc

Added Steam Big Picture support: skip launcher and enforce fullscreen

Very minor speedup when switching to another vehicle

Optimized decal loading from disk

Fixed rare crash on level load

Performance warnings are now acknowledged only for the current computer (rather than all computers sharing your Steam account)

Lua

Implemented pneumatics controller to control anything with pneumatic cylinders (rather than hydraulic simulation with hydros), can be used for airbag suspensions, low riders, bus doors, etc

Work on Lua debugger adaptor

Added new controller.getControllerSafe API that can be called in a fire and forget way without checking if a controller actually exists

Added “obj:getFrontPosition()” to vehicle Lua, it returns the position of the front of the vehicle

Added “obj:getObjectFrontPosition(objId)” to vehicle Lua, it returns the front position of another vehicle

Added “obj:getObjectInitialWidth(objId)”, “obj:getObjectInitialLength(objId)” to vehicle Lua, it returns the initial width and length of another vehicle

Added “clamp”, “smoothmin” functions in Lua mathlib

Added “getRotationTo”, “rotated” methods to mathlib:vec3

Added experimental “castRayStatic(rayStart, rayDir, distance)” fast function to both vehicle and game engine Lua. It returns the distance to closest ray hit with static geometry or ground

Added “obj:getDirectionVector”, “obj:getDirectionVectorUp” to game engine Lua

Added sceneGetCameraFrustum

Added Frustum.isBoxOutside , Frustum.isBoxContained and Frustum.isPointContained member functions

mainLevel.lua has proper alias in global table now

New base: fixed texture hotloading

Fixed BNG Trigger Box contain

Fixed debug of trigger box contain, fix debug build of player.cpp

Graphics Engine

Improved caustics postfx: now fades out after a certain depth

Improve smoothness of road splines in Utah

Added support for explicit UVs channels in Material’s textures

Render code refactoring

Particles are now correctly affected by custom gravity values

Disabled turbulence effect (wavying screen) when underwater

Improved imposter UVs usage

Improved fire particles texture

Improved default dynamic reflecion settings

Fixed detail texture in Materials

Fixed dynamic deferred decals on Lowest settings

Fixed frozen particle effects when choosing extreme slow motion speeds

Fixed Relative camera flashlight staying on even after switching to another camera

Fixed material switching. It was affecting dashboard indicators of certain vehicles

Fixed two invalid color correction ramps files (for Postfx usage)

Input

Added Neutral Gear binding (e.g. for keyboard users)

Added 8th Gear binding

Fixed various force feedback bugs affecting multiseat mode

Fixed rare dangling forces after modifying force feedback configuration

Replay

Note: the internal replay format has changed and old files won’t be readable any more Drastically reduced replay sizes. Compression could increase up to 1x-5x depending on the situation

Added option to ignore vehicle transparency feed during playback in Options > Other > Replay

Improved interpolation technique, providing generally much smoother playback (can be turned off in Options > Other > Replay)

Minor optimizations of playback

Fixed playback randomly freezing in replays

Fixed random inability to seek to the end of the time bar

Fixed various bugs with files bigger than 2 gigabytes

Fixed rare desynchronization of broken beams and materials

Fixed small memory leak when opening many replays

Known Issues