Alpha version 0.11 – The Coast is Clear

BeamNG.drive’s first major urban environment!

The time has come to release our most ambitious map so far, together with plenty of improvements such as clutch thermals, horn and siren sounds, afterfire effects, and much more.

Additionally, you will now be able to browse and download new mods from BeamNG.drive itself, and easily keep them all updated with one click.

Highlights

West Coast USA:

In-game Mod Repository (Including automatic mod updates)

Added simulation of engine flywheel and drivetrain torque reactions



Physics

Improved overall physics performance by around 10%

Improved heightmap interpolation. This smooths road surfaces and improves overall driving experience

Improved reaction force calculations of collisions between vehicles. This improves tilt-board and carrying heavy loads

Improved tiremark placement

Added dampCutoffHz option to normal and bounded beams. This option simulates band limited damping, increasing the amount of damping that can be stably used

Wind now affects particles

Improved the pressure calculation of initial inflation of wheels

Fixed pressure physics: previously pressure stopped decreasing above 88 meters

Fixed objects not moving while paused

Powertrain

Implemented clutch thermals with overheating clutches when being abused

Stability improvements for torque converter lockup clutch

Stability improvements for automatic transmission one-way clutch and park mode

Added realistic Nitrous Oxide Injection support including varying bottle sizes, purge visuals, exploding engine blocks on too much torque

Fixed various small issues with the engine thermals in reverse rotation

Fixed fuel tanks being able to be overfilled from jbeam

Improved DCT shifting and fixed various bugs

Implemented physics based afterfire sounds and visuals

Added simulation of engine, flywheel and drivetrain torque reactions

Added sequential gearbox

Improved calculation of virtual inertia for powertrain shafts without any child

Implemented “Line-Lock” feature for drag races

Improved exhaust tree algorithm to support multiple start nodes, multiple trees per car and merging of trees

DCTs and Automatics now shift down in M mode if the RPM drops far enough

Improved shift times of Automatics and DCTs

Implemented different styles of rev limiters (RPM based, time based, smooth)

Fixed vehicle controller aggression detection being unaware of players using keyboard-drift filter

Fixed minor aggression calculation issue while revmatching

Vehicles

Nitrous Oxide parts added to the vehicles

Brake Line Lock parts added to the vehicles

Engine torque and inertial reactions added to the vehicles

Sequential gearbox added to SBR4 Hillclimb, Sunburst Rally and Hillclimb, Pessima Hillclimb

Timer-based rev limiter added to 200BX, Covet, ETKI, 90s Pessima, Sunburst

Door and tailgate glass are now removable parts

Tire load sensitivity and softness properties added to all tires now

Suspension damping increased on many vehicles particularly with race suspensions

Suspension geometry tweaks on the cars to improve handling

Vehicle engine mounts improved for better reaction to torque/inertia

Vehicle exhausts improved for better particle emissions/afterfire and more believable motion

burnEfficiency tables added to all engines for more dynamic fuel consumption

Hill-holding behavior stronger on automatic transmissions

Automatic transmissions now lose some torque during shifting

Added “gearboxNode” tag to gearboxes (used for gear grind sound)

Clutch thermal masses added to all vehicles (affects clutch heat tolerance)

Added UI Names to vehicle powertrain devices (for better looking messages related to powertrain)

Fixed mesh stretching when engine removed from certain vehicles

Changed vehicle info to include gearbox types

Off-idle torque curve tweaks for various cars

Fixed a jbeam issue where driveshafts breaking would stop brakes from working

Fixed tire pressure variable not affecting some tires

Default node treadCoef to 0.25 (vehicle body will have more sliding friction against dirt/mud)

Adjusted European Lightbar textures

Barstow: Added drift steering, rear suspension tweaked to reduce roll steer, “Drag” version suspension tuning, fixed steering limiters causing car to drop at full lock, fixed oil temp gauge

Burnside: Rear body and frame rigidity increased, “Drag” version suspension tuning

D-Series and H-Series: Suspension tweaks to reduce roll steer, added crawler transfercase parts, D-Series “Pig” config uses i6 and crawler transfer case

Grand Marshal: Front subframe strength increased, front end deformation improved

Moonhawk: Added drift steering, rear suspension tweaked to reduce roll steer, “Drag” version suspension tuning

Hopper: Frame rigidity/deformation improved

80s Pessima: Front axle shafts less likely to break

T-Series: Added ABS, changed tires to 24 rays for smoother rolling, fix tie rod mesh stretching, various rigidity and damping improvements, various optimizations for CPU performance

Semi Trailers: Added ABS, fixed trailer jacks exploding, changed tires to 24 rays for smoother rolling

Large Tilter jbeam redesigned to reduce clipping

Added Mod Slot to Boxutility, Boxutility_Large, Caravan and Piano

Added blue-green tint to car glass

Reduced vehicle memory bookkeeping

Fixed particles spawning 1 frame behind their emitting node

Wheels with numRays = 0 are ignored now

Terrains

Added old asphalt and prepped asphalt ground models for terrain creators, tweaked “slippery” ground model

Hirochi Raceway: Bridges lowered and transitions smoothed

Jungle Rock Island: Spaced back some bushes encroaching on the road

User Interface

In Game Repository

Reworked Vehicle Damage app

Added N2O button to Simple Powertrain Control app and adjusted positioning

Better naming/grammar for car, level, and scenario descriptions

Sliders in the camera options menu no longer change values each frame but rather once you release the slider

Added BBCode parsing to scenario menus

Fixed Engine Damage app

Fixed bug where Tachometer app would sometimes not initialise correctly

Fixed issue where certain languages would result in text overflowing on menu buttons

Torque Curve app can now show data for certain configurations such as N2O, Turbo etc

Fixed physics instability message not showing up until pause was toggled off

Added ability to use mouse scroll wheel even if BeamNG.drive window isn’t focused

The FPS limiter can now be toggled on/off without losing the value of choice

Added UI translations for binding filters

Fixed inability to click buttons when mouse axes were incorrectly assigned to nodegrabber

Added warning log when the user’s Steam language is not recognized

Improved stream sending logic, minor speedup

Added ABS mode setting, allowing you to have an “Arcade ABS” on any car

Improved the readings of the engine dyno app

AI

New Speed Planner. Plan resolution increases closer to the vehicle (will accomodate overtaking in the future)

Adjusted (exposed) Agression limits (max is now 2)

Adjusted lateral/longitudinal acceleration learning curves

Manual mode refactoring (separated user input validation from manual mode path creation)

Ability to define road directions and one way roads in Navigraph

Made path finding road direction sensitive

Simplified random path finder

Lua

Fixed memory: In 64Bit systems, Lua’s memory is not limited to 2GB anymore

Fixed all functions receiving the dtSim estimated for the next graphics frame, rather than for the current frame

Fixed getNodeVelocity game engine LUA function returning bogus values

Fixed ini settings ignoring some lines containing certain characters (such as underscore)

Mod settings will now be saved in Steam cloud, rather than local storage only

Big ESC/TC performance overhaul, ~30% speedup

Improved vehicle reset times by not having to fully initialize wheels and powertrain on reset

Improved ESC throttle cut by having a virtual rev limiter during ESC action

Added temporalSigmoidSmoothing to utils.lua, it simulates a point moving with inertia

Added volume to obj:setEngineSound function

Added obj:getAirflowSpeed, obj:getFrontAirflowSpeed and obj:getAltitude core functions

Added tableIsEmpty to utils.lua

Sounds from obj:playSFXOnce function. follow the node on which they were spawned

Fixed zero pitch values to work again

Fixed bug regarding equality check with floats in quadtree.lua

World Editor

General improvements in editor performance

Optimized scene view selection/unselection/removal, can be 60x faster for maps with huge amounts of elements

Fixed editor scene view selecting random extra elements in maps with huge amounts of elements

Fixed editor not properly selecting/unselecting scene view elements when clicking them in 3d view

Fixed alt + scrollwheel changing both camera speed and brush size in editor

Fixed broken ‘v’ binding in the editor (Bounds Selection)

Fixed cloning of objects: everything can be cloned now, stays in the same folder

New level file formats: work in progress. Use with caution.

Graphics Engine

Optimized render of decal roads

Reduced memory usage of levels

Added “Smart” vertical sync option: it turns vsync ON when your framerate exceeds the monitor refresh rate, and OFF when it falls down again

Added VSync graph to the render stats menu

Fixed 30FPS limit not working when BeamNG.drive window loses focus

Fixed incorrect bounding box of vehicles, causing vehicles dissapear in some cases

Fixed hotloading of meshes for forest items

Fixed wrong normals on imposters when using BC5 textures

Input

Added support for speed-sensitive steering limits, available at Options > Controls > Filters

Fixed incorrect forces on Thrustmaster devices. Users that have used the 100 Hz workaround should now revert back to Automatic update rate

Optimized input system when no XBox controllers are plugged (very minor speedup)

Added force feedback ‘Update Type’ option. Only users of direct drive wheels should need to tweak it

Fixed broken replay seeking and flexmesh bindings, each keypress was incorrectly logged up to 5-10 times

Deprecated ‘slua’ context from input actions. Please use ‘tlua’ instead

Cameras

Added multiseat mode to orbit camera

Improved orbit camera manual rotation after a vertical fall

Fixed orbit camera not zooming in/out smoothly

Improved ‘external’ camera spawn locations in tunnels, upcoming uphills and landings

Fixed incorrect FOV angle after onboard camera is reset

Reduced inertia effect of ‘external’ camera when vehicle travels at speed

Improved how ‘external’ camera chooses which vehicle part to focus on while stationary

Fixed ‘external’ camera vibrating in slow motion

Fixed ‘external’ fan camera behaviour depending on the framerate and on slow motion speed

Replay

Added ability to cancel recording (you can press alt+shift+r, or use the new button in the replay UI app)

Added the map location to filenames

Optimized replay-related bookkeeping during normal gameplay (very minor framerate improvement)

Optimized tiremarks and broken beams recording and playback

Fixed dangling sounds (e.g. skidding effects), broken beams, prop data and material changes after stopping a replay

Fixed particle and sound positions being off by one frame during playback

Fixed frame timestamps losing accuracy when recording 20+ FPS while using 1/100x slowmotion

Fixed tiremarks sometimes being duplicated in replays (one duplicate per vehicle)

Fixed replays spawning and then removing an unnecessary vehicle when opened from the main menu

Fixed tiny memory leak when stopping a replay

Audio

Added horn sounds, and siren sounds for emergency vehicles

Several minor filter, volume, reverb and distance attenuation adjustments

Improved skid sounds by adding a second layer with higher frequencies

Added new vehicle wind event

Added new surface layer “tire pops” for very slow speeds on asphalt

Added different environmental reverb settings depending on map

Added afterfire events

Added blow-off valve events

Added UI sound events; UI sounds not anymore effected by interior filter

Added new snapshots and sidechain compression for specific sounds to better cut through

Added new vehicle fire sounds (burn and ignition)

Added new tire burst events

Added new UI sound for “take picture”

Added environmental sounds and reverb zones for West Coast, USA

Added traffic environmental sound for garage in day time

Misc

File System rewrite

Support tool will now automatically copy the generated report ID number to the clipboard

ProceduralMesh: ability to create 3D geometry via lua 🙂

Known Issues

Main menu sounds might be buggy after exiting a level

Also, two cool desktop backgrounds for you here

Instructions on how to update the game here.

Bug reporting/Help Thread here.