Version 0.4.1.0 released

Version 0.4.1.0 released, welcoming DX11 🙂

This update took us longer, since we were working on bigger changes that needed time to mature enough to be released with quality in mind.

DirectX 11

We have switched from DirectX9 to DirectX11. The benefits are improved performance, future proofness and a good step towards modernizing the game engine core. The downside is that DirectX 11 will not run on Windows XP any more.

Features:

Moved some calculations to the GPU, speeding up the flexmeshes considerably

Implemented realistic Electronic Stability Control with multiple switchable configurations: Use CTRL+Q to switch. The Hirochi Sunburst is currently the only vehicle modern enough to have ESC support.

Small startup time improvement

Added force-feedback defaults to Fanatec and T500RS wheels

New main menu background images replacing the blurry video – Higher quality and more appealing

Added new vehicle Lua API: getYawAngularVelocity, getPitchAngularVelocity, getRollAngularVelocity

Added brakePressureDelay to simulate delay of air brakes on heavy trucks

Changelogs in the start menu and the info tab

Improved debug visualization for sounds.

Windows 10: Tested and found to be working well, fixed version reporting

Input:

Mouse wheel, axes, and some buttons can be bound now, enabling you to have mouse steering 🙂

Improved bindings: now faster and more direct: calling VLua, ELua, JS or TS directly

G27 steering wheel RPM LEDs working

Fixed setting bindings of high-end controllers that can fire rapid events (such as Fanatec CS or Saitek X-55)

Fixed inability to add and save bindings after the last one has been removed

Right mouse button “look” is now a binding like the rest (and can be replaced by mouse steering, accelerate & brake, and many others)

Add filtering options to mouse controls (deadzone, linearity, inversion)

Show controller name next to axis/button identifier when editing a binding (to help those with many controllers connected at the same time)

Show device type icon (keyboard, gamepad, etc. icons) next to most binding assignments

Minor GUI improvements in Controls menu to improve usability

“Advanced Functions” mode now also disables certain hotkeys used for debugging and alike.

Bugfixes:

Vehicle loading optimized making it 3x faster

Using average wheel speed for speedometer instead of the speed of one of the wheels

Fixed physics core loosing beams under rare circumstances

Differential improvements

Fixed crash when loading dead island mod with “Direct Sound” enabled

Removed all sound providers except one for now.

Fixed an issue where users could not define an audio device properly

Fixed negative values in colorpicker

Fix for suspension replacement disabling steering

Prevent CEF console from being enabled at the same time as full screen mode

Fixed sorting of rendered objects to reduce pixel fillrate, GPU state changes and to improve instancing

Fixed crash when more than 16 sounds are playing at the same time

Fixed default water density being far too low

User Interface:

Added Electronic new Stability Control and ABS UI debugging apps

New and improved colorpicker in the vehicle selection

Several minor fixes to the UI: dashboard selection/highlighting, vehicle selector sizing too far

Improved auto-hiding of the dashboard: after 30 seconds and only when no tab is open

Vehicle Selector performance problems fixed: showing up much quicker now

Fixed Problem in the UI with duplicate audio devices making the UI stop working

Fixed Tacho2 up when engine values were missing: “NaN” is not shown but instead hiding the value now

Terrains/Gameplay:

Jungle Rock Island: Airfield progress, AI improvements, new materials/textures, added a fort, fixed dirt road suddenly ending, also now released and stable

GridMap: Added an ice patch, extended existing terrain samples

East Coast USA: Improved materials and LODs for buildings for improved performance

4 new Scenarios: Moose Test, Jungle Rock Island Shortcut, East Coast USA Jumps, Heavy Machine Delivery

Updated colmesh for striped concrete barrier

Fixed “Supercar Rally” scenario

Fixed “Island Tour” scenario

Vehicles:

T75: Added new Cement Mixer upfit. Continued optimizations. Redesigned front jbeam to better simulate leaf springs. Fixed missing hood and fender cams, rear spotlights. Fixed slow onset instability problems.

Sunburst: Added new rally parts and non-ABS brakes to the Hirochi Sunburst Rally

200BX: Added new spoilers (XType and Small Lip). Tierod stiffness increased, fixed LSD diff being locked

D15: Added new off-road parts and “D15 V8 4WD Flatbed Custom” config. Fixed ABS settings for steelwheels, increased front suspension damping

D15/Roamer Small Trailer: Improved trailer wheels, collision and suspension

Roamer: Added new roofrack objects, spare tire, carry bag

Sunburst: Stiffened door hinges, headlights, tierods

Improved ABS system, also tuning (to suit new system):200BX, D15, Grand Marshal, Sunburst

Bolide: Fixed normalmap artifact, fixed doors colliding with fenders, stiffened chassis

Covet: Added new rally parts to the Ibishu Covet Rally. Increased HP of base model

Grand Marshal: Stiffened chasssis and rear door hinge, fixed dashboard mesh stretching

Pigeon: Increases suspension damping

Van: Fixed rear view mirror mesh stretching, increased front suspension damping

Concrete Barrier: Remade nodes/beams, replaced with an updated model

Added a “Kick Plate” prop (scenario to use it will come)

Flexbody binding improvements/fixes: 200BX, Bolide, Covet, D15/Roamer, Grand Marshal, Sunburst, T75

Improvements to glass strength: 200BX, Bolide, Covet, D15/Roamer, Grand Marshal, Moonhawk, Sunburst, T75

Wiki updates:

pressureWheels Wiki page added: PressureWheels

FlexBodies Wiki page improved, multiDAE incorporated: Flexbodies

Beams Wiki page improved: Beams

If you modified your input bindings, you might miss the default mappings for the new actions. You can either reset to default or, map it manually. We are working on fixing this issue to come up again in the future.

If the game fails to start, please try to delete your “My Documents/BeamNG.drive” folder.

For feedback, comments or anything alike, please use this thread.