Version 0.8 rolling in …

Happy holidays from the whole BeamNG Team!

Highlights

New vehicle: Bruckell LeGran

New campaign: A Rocky Start

New powertrain physics system

Completely renewed Garage mode

Added ‘Quickplay’ hotlapping mode

Physics

Vastly improved vehicle collisions

Physics core is 5-10% faster

Slight decrease of physics core memory usage

Improved accuracy of friction

More realistic water drag

Improved stability of drag (both air and water)

Working intake snorkels

Fixed vehicle collisions on rotating frame of references (such as the hamster wheel)

Fixed physics of couplers

Fixed coupler resetting

Toggling couplers resets them even when they are in semi-coupled state

Added “Center of Pressure” debug visualization

Optimized vehicle G-force sensors

Fixed particles being generated while passing through terrain holes

Torquenode does not default to Armnode anymore

Gameplay

Added QuickPlay mode: choose the map, layout, car, environment settings, and go! (Documentation available here)

Completely revamped Garage mode, with full controller support:

Default shifting mode is now configured through the Options menu, rather than using the Q key

Radial / pie menu improved: better behavior, more items, fixed deadzone bugs, much easier and nicer to use

Added three Steam achievements for completing the campaigns:

Vehicles

Added new vehicle: Bruckell LeGran

Added new vehicle: Travel Trailer

Added new upfit for T-75: Dump Bed Upfit

Added new prop: Wood Crate

Implemented BeamNavigator for all cars with new boot screen

Barstow: colorable stripes, tweaked torque curves, deformation tweaks, steering and front frame stiffened

Bolide: added colorable stripe skins

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

Covet: added ‘Vandalized’ skin, made ‘Rally’ and ‘Selecta’ skins colorable

D-Series: added 2-tone paintjobs, added new “Beast” variant, added snorkel, front frame and suspension mounts stiffened

ETK800/ETKC: More durable suspension, add “Post Crash Braking”

ETK I-Series: made ‘Rally’ skin colorable

Grand Marshal: added 2-tone paint, reduced spiking in trunk and front wheel well corners

H-Series: added running boards, front frame and suspension mounts stiffened

Miramar: colorable roof and trim using 2nd and 3rd palette colors, colorable Okudai skin, added adjustable 5-speed race transmission, working dashboard clock

Moonhawk: deformation tweaks, colorable stripes, added colorable trim using 3rd palette color, tweaked torque curves

Pigeon: Added ‘Street Cleaning’ skin

Roamer: added 2-tone paint, added snorkel, fixed UV errors

SBR4: corrected power output, added navigation screen

Sunburst: corrected power output, added navigation screen, made ‘Custom’ and ‘Rally’ skins colorable

T-Series: Cleaned up beam section headers

Tanker Trailer: added ability to rip open

Fixed vehicle steering wheels, pedals, and other parts becoming severely misaligned and sticking out in crashes

Removed inter part coltris, leading to 5-10% improvement in vehicle optimization

Reduced friction of plastic parts, added correct ground models to plastic vs. metal collision triangles

Reduced weight of mirrors, rally lights, and some spoilers

Fixed strange spawning angles and camera positions on props

Fixed some inaccurate gauge needles on cars

Many other small vehicle fixes and tweaks

Powertrain

Modular and expandable system to create almost any drivetrain layout

New interactive powertrain UI app, allows to toggle device modes with your mouse, and visualize the torque and speed of each component

Simulation of torque converters

Improved Automatic, Manual, DCT, CVT transmissions

More advanced shifting logic with shift timing, clutch and throttle help

Selectable locking differentials, locking wheel hubs, high/low range

Improved limited slip differentials (Torque sensing, speed sensing)

Engines can stall, be dragged into reverse rotation, restarted with starter motor or by bump starting

Flow of power remains correct when driveshafts or axle shafts break

Implemented energy storage framework (fuel tanks, batteries, etc)

Initial support for electric motors

Initial support for multiple engines

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

Added support for dynamic deferred decals, used for navigation arrows on the road (temporarily disabled on lowest graphic setttings)

Improved speed of UI textures upload to GPU

Improved nodegrabber render performance

Improved vehicle color palette (skins can now be coloured)

Fixed possible render artifacts on the first frame after a vehicle spawns

Fixed issue with spotlights shadows

Fixed bug causing dynamic HTML textures (license plates and navigator) to initialize incorrectly

Fixed crash when vehicles are destroyed with the lights turned ON

Campaigns

Added new campaign: ‘A Rocky Start’

Steam achievements are now awarded during campaigns (if online mode is enabled in options menu)

Added the new ‘Exploration Map’ that can be used by campaigns

Added Mission markers with UI hooks for displaying relevant information

Added navigation lines to show the direction to campaign missions’ starting location

Enforcing competetive scenario rules during campaigns

Added ability to specify requirements for scenarios used in campaigns

Improved Campaign json format and increased version from 1 to 2

Improved campaign folder structure convention

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