Version 0.5 released

We are proud to announce version 0.5 just in time for the holidays! 🙂

We have come a long way to 0.5 and there is so much more to do. We will soon publish a blogpost with what we achieved so far, what we are working on right now and what the plans for the future are. 🙂

Highlights:

New vehicle: Ibishu Pessima

Multiseat mode: Smash cars together with your friend playing on the same computer

1-click installation of mods, available here. To activate, log into your forum account in the browser and use the ‘Add content’ link ingame. Then the new green “install” button will appear:

Turbochargers

Vehicle tuning/setups basics

Android steering app – Use your smartphone as steering wheel

Vehicle-specific input bindings

And of course, a huge amount of improvements everywhere! (physics, vehicles, terrains, bugfixes…)

Features:

Added experimental multiseat mode (requires one controller per player, can be temporarily enabled for Freeroam mode in Options > Gameplay)

Added turbocharger simulation (realistic turbine up, downspool and turbo lag. Characterics are configurable, from small and responsive to big and violent. Comes with two debugging apps)

Added ‘1-click mod installation’, available here (To enable this feature on your account, click the ‘Add Content’ button in the freeroam/scenario screen)

Added ‘NodeOffset’ feature: you can offset parts of a vehicle, such as wheels or trailers, to make them compatible with different vehicles

Added support for loading .jbeams from vehicles\common

BeamNG.Drive Remote Control app for Android (Drive using your smartphone!). Get the app here.

Vehicle tuning system (adjust camber, toe, tire pressure, ride height, track width, and other properties in the vehicle configuration menu)

Added tire popping sound effects

Added initial support for vehicle-specific bindings (such as cannon targeting controls, opening doors, etc), and updated some official vehicles to use them

Added ‘Keys’ app for vehicle-specific bindings

Added custom skin slots for vehicles (e.g. license plates, interior, engines, etc)

Added material opacity map (syntax: opacityMap[0])

Added material color paletter (e.g. change vehicle colors dynamically)

ESC now reacts more realistically to quick steering changes

Changed the way unpacked mods work: you can either use the Mod Manager to unpack zip files, or put the mod contents to “userPath/mods/unpacked/modName.zip/” folder

Vehicles:

New vehicle: ’88-’91 Ibishu Pessima

Wheels and tires separated out into a new global system. If the lug nuts line up, you can put any wheel on any car, and any tire that fits on that wheel. Lots of new possibilities!

Separated wheel and tire flexbody groups. No more wheel mesh deforming from the tire deforming

Improved tire deflation

Added several new wheels

Completely retuned suspension (200BX, Barstow, Bolide, Covet, D-Series, Grand Marshal, H-Series, Moonhawk, Pessima, Roamer, SBR4, Sunburst)

Soft bump stops have been added to our modern cars to replicate those common on newer designs. Use of these bump stops allows more control of body movement without overly stiff spring rates.

Sway bars replaced with a better design that doesn’t bind or give weirdly changing anti-roll stiffness

Alignment and bump steer tuned more accurately using new alignment debug tools

Race and rally coilovers have new more digressive damping curves and are now height-adjustable

Reworked most cars’ torque curves to have more low end torque and replaced fake turbos with real ones

Added breakable inter-part collision triangles to reduce the likelyhood of vehicles sticking together in collisions (200BX, Covet, D-Series, Grand Marshal, H-Series, Pessima, Roamer, SBR4, Sunburst)

Added colorable interiors to many cars (choose from several presets in the parts configurator)

Moved Roamer into its own vehicle, thanks to the ability to use common jbeams, so there’s no redundant data

H15 can now tow the small flatbed trailer

Roamer: New non-offroad sheriff variant added with pushbar, added alternate interior colors

200BX: New gear ratios, new “Turbo Rabbit” fender flares, front bumper lip, new 6 speed race transmission, improved anti-stretch beams, police variant changed to use automatic, new lights textures to fit better with Pessima and Covet, new “blade” style wheels for the Type-LS

Covet: Properly modeled turbo and intercooler, new 4 speed manual transmission for DX, new gear ratios, fixed skidplate using wrong engine, new hubcaps for LXi to replace alloys, new “blade” style wheels for the ZXi

H-Series: Improved heavy duty rear suspension, improved muffler jbeams, retuned gear ratios, cargo area filled with collision triangles for reliable hauling, H15 cargo doors open and close

D-Series: New D15 extended cab and D35 heavy duty variants, retuned gear ratios, fixed DS Custom suspension deforming beams, bed filled with collision triangles for reliable hauling, added alternate interior colors

SBR4: Improved anti-stretch beams

T-Series: Fixed missing driveshaft on long frame T65, fixed messed up coltris and breakgroups on exhaust stacks

Moonhawk: Improved col tris in the front for less sticking, separated shock and spring parts, fixed binding driveshaft, added alternate interior colors

Bolide: Glass strength tweaks

Barstow: Fixed missing material on supercharger parts, fixed right door glass breaking too easily, added “Drag” coilover option, fixed binding driveshaft, separated shock and spring parts

Grand Marshal: Fixed c-pillar area deforming too easily, fixed binding driveshaft, retuned gear ratios, separated shock and spring parts, added alternate interior colors

Pessima: Front end deformation improvements, fixed c-pillar area deforming too easily, remade stanced version without stanced parts using the new tuning system

Sunburst: Front end deformation improvements, moved front license plate forward 1mm

Added RPM guard to DCT transmissions to keep RPM below redline (prevents downshifting to too low of a gear at high speed)

Fixed messed up glass damage textures on Covet, Grand Marshal, and D15

New glow colors for gauges

Optimized and improved chrome lettering materials and textures

Fixed some more wobbly steering wheels

Fixed incorrect speedometer limits on some cars

Fixed cement mixer discharge chute not opening

Added alternate 36 inch tall orange cone

Physics:

Small optimizations (~2%) of physics core

Vehicle collision optimizations

Improved performance of tire marks

Tire angle of contact affects tiremark size

Arcade automatic now lifts throttle between shifts

Optimized breakgroup breaking code, reduced impact lag in heavy collisions

Added ‘one way’ triangle breakgroups

Added support for “disableTriangleBreaking” beam property which prevents triangles from breaking when the beam breaks

Terrains:

Fixed Level of Detail (LoD) issues on Hirochi Raceway

Fixed colour depth maps saved in 2D instead of 1D

Fixed gridmap loading some resources from other maps

Fixed some scenarios which had broken waypoints

Scenarios:

Added “Nimble Pessima” scenario, highlighting the Pessima ZX AWS’s four-wheel steering abilities

Added “Hypermiling” scenario, where only the most environmentally conscious drivers will reach the finish line

Added 5 multiseat demolition derby scenarios: “Concrete”, “Regular”, “Varied Ground”, “Mud Pit” and “The Pit”

User interface:

Added available vibration/force feedback motors in controls menu (under ‘force feedback’ tab)

Improved vehicle configurator design

Scrolling in the vehicle configurator does not scroll tabs too anymore

Background of race countdown app is now completly transparent

Re-added PostFX manager button graphics menu

Added numerical values to the sliders in photomode

Race timers now using lua timer instead of their own

Race time comparison now shows comparison between the first checkpoint and the current one compared to previous round, so one knows if their lap will be better or worse

Added turbo activity debug app

Added JS logging checkbox

Bugfixes: