Sounds like version 0.10 is out!

Our first update that focuses on audio! 🙂

Highlights

Audio:

Procedural track:

Couple any two nodes

Support for direct drive steering wheels

Replay Menu

New Radial Menu

Dynamic Field of View option for greater sensation of speed

Transbrake for drag cars

Shift logic improvements

Audio

Added new vehicle engine mixing to avoid sound phase problems and improve quality

Integrated custom BeamNG plug-in to control new vehicle engine sounds

Improved integration of FMOD sound library

Exposed parameters for vehicle engine modding (equalizer, volume control)

Added interior filter for all vehicles

Added filter changes depending on camera angle to vehicle

Added new asphalt roll and skid sounds

Added starter motor and mis-shift gear grind sounds

Set up new 2D and 3D ambient sounds

Created ambience zones (SFX Spaces) and ambient 3D emitters in all maps

Added dynamic reverb for tunnels in all maps

Added dynamic environmental reverb for distant driving

Greatly reduced time lag and increased smoothness of skid sounds

New Vehicles and Parts

Added ‘Box Utility’ trailer (Normal and Large)

Dryvan: Added ‘Loading Ramp’ part. Added ‘Beam Industries’ skin

Old Gen Pessima: Ported exhausts from Hatch. Added ‘Racing Livery’ skin

Hopper: Added ‘Windshield Bar’ and ‘Spare Wheel Cover’

Torque Converters and Flywheels are now separate parts with different options to choose from

Added 265/35R18 Race tire for 18×11 wheels

Physics

Added ability to couple any two nodes

Improved initial coupling stability

Pressure simulation for tires, balls, blobs, etc; is simulated in a fully volumetric way now

Added “getRelativeAirDensity” vehicle Lua function that returns air density in relation to sea level air density

Improved aerodynamics debug visualization. It now shows independent normal, drag, lift lines as well angle of attack. Normal’s line length is related to surface area at the point

Groundmodel hydrodynamic friction is not limited any more

Wheel angular velocity calculations are exact now using full numerical accuracy

Exposed “torqueArm2” parameter used by wheel torque reaction

L-beams are anisotropic now, allowing different compression/expansion parameters

Added beam “beamPrecompressionTime” parameter that allows gradual compression of a beam over a time duration

Added beam deformation limits (using “deformLimit” and “deformLimitExpansion” parameters) to reduce vehicle stretching

Added perpendicular and perpendicularN functions to mathlib.lua. These return a vector that is perpendicular to a given vector

Improved vehicle memory reclaiming

Small speed optimizations

Improvements and fixes in physics core’s sound APIs

Input

Added support for end-of-travel deadzones in bindings

Updated SpeedLink Drift OZ steering wheel bindings

Added inputmap for Heusinkveld Engineering Sim Shifter Sequential

Added inputmap for SimXperience AccuForce steering wheel

Added force feedback support for SimXperience and OpenSimWheel-based steering wheels

Improved default force feedback settings for Logitech G27 and G29

Added new binding to switch to previous camera, not just for next one (not assigned to any key or button by default)

Added new binding to edit UI Apps (shift+alt+U)

Added support to directly switch to any camera using bindings (number row keys by default), whether it is enabled or not

Normalized force feedback strength between vehicles

Improvements for input handling for cars with no engines

Tweaked kbd/button clutch rates for more forgiving shifting

Artificial Intelligence

AI racing line calculation improvements. Vehicle position and direction is now taken into account.

AI racing line optimizations (converges faster)

Improvements in AI path waypoint progression

Corrected BeamNGWaypoint (manual waypoint) radius calculations

Made AI settings persistent across vehicle recovery (“i”, “r”)

AI steering improvements: Calculates target position using circular interpolation on AI path nodes, producing more accurate vehicle trajectories.

Added ability to specify the drivability of roads the AI will consider in flee pathfinding.

Added ability to set the desired drivability for AI in scenario JSON files

AI road Drivability Fixes in Jungle Rock Island

AI road dead end Fixes in Jungle Rock Island

AI road fixes and additions in East Coast Usa

Added new onAiModeChange callback

Implemented selectable vehicle tracking in vehicle jbeam (“general”: {“enableTracking”: true})

Made the ball prop available as a target for the AI

Replay

Added replay menu to dashboard and main menu

More consistent behaviour of replay seeking shortcuts (arrow keys)

Added informative text when a replay fails to open correctly

More efficient replay seeking

Vehicle Lua

Added a transbrake controller, equipped with drag transmissions (activate in Pie Menu or add your own binding)

Improved brake pressure delay handling, now better simulates real braking

More accurate cooling rates for brake drums

Improved DCT mis-shift protection and stalling behavior

Post crash brake now has a better brake control without accidentally entering reverse gear

Added support for cars without a rev limiter

Torque now falls off after redline to help re-use the same base engine with different redlines

Implemented overrev damage, vehicles can take damage from exceeding their maximum rpm

Air density is now taken into account for engine torque calculation

Added support for a “noisy” idle RPM

Added engine load smoothing for simulating throttle response

Implemented engine starter throttle blip

Increased default starter motor torque for faster engine starts

Added “clutch fade-out” support for superchargers for easier configurability in hybrid turbo/supercharger setups

Added support for a “kerosene” fuel preset

Switched from using purely “throttle” for dynamically adjusting the shiftpoints to a new “aggression” factor that is much more adaptive to driving style

Shift times are now dynamic, driving aggression and gear ratio differences are taken into account

Implemented delay to punish shifts without using enough clutch, while still applying damage to the affected gear

Improved automatic S mode to be more accurate compared to similar modes in real life

Improved overall logic that prevents shifts in unwanted circumstances

Implemented “Shift Denial” to prevent engine damage due to overrev when downshifting

Improved automatic shiftpoint calculation to prevent gear hunting

Improved wheel slip based shift prevention in corner cases like losing ground contact with one wheel

Improved neutral gear selecttion in arcade modes and various other small improvements for the shift behavior

Improved ESC/TC via killing the throttle input when the ESC is active

Added active diff prototype to the sunburst drift mode

Improved stability of limited slip differentials

Shafts connected to wheels now provide wheel friction and electrics value for animated shafts

Implemented ability to have the transmission influence the engine inertia (flywheel etc)

Implemented proper error handling for non existing or faulty controllers

Added support for loading custom powertrain devices from the vehicle lua directory

Split vehicleController common logic and shifting logic into multiple files, allows for custom shift logic without replacing the common logic

Added live tire pressure readout to tuning menu

Made clutches stronger for manual transmissions for more direct feel

Vehicle Jbeam

Barstow: Increased rigidity of mirrors, bumpers, pillars, new tire and suspension tuning

Bolide: Reduced spiking in cowl

Burnside: Increased rigidity of front frame and body parts, new tire and suspension tuning

Covet: Improved design of Covet suspension using geometry information from real sources, improved tire tuning

D-Series & Roamer: Improved rigidity of pillars, body parts, better hinge design on Roamer tailgate

ETK800: Increased rigidity of body parts, reduced spiking of rear subframe, reduced weight of tailgate and improved hinge design so it can pop open, handling tweaks

ETK-K: Increased rigidity of body parts, reduced spiking of door frame, handling tweaks

ETK-I: Raised ride height of rally version

Hopper: Increased rigidity of front suspension and frame, added windshield lightbar

H-Series: Reduced wheel hop when locking the rear brakes on the cargo van

Miramar: New suspension and tire tuning, race version has wider suspension track, added adjustable panhard bar length to center rear axle when raised/lowered

Moonhawk: Increased front frame rigidity, new tire and suspension tuning

Pessima: New suspension and tire tuning

SBR4: Increased rigidity of hatch and spoiler, improved rear suspension behavior with race tires

Sunburst: Raised ride height of rally version, changed RS all wheel drive system to use a viscous limited slip center differential, ABS and ESC added to “Street Tuned” config, stronger LSD for “Hillclimb” config

T-Series: Reduced engine inertia and dynamic friction, made rear suspension more flexible but increased rigidity of rear axles, fix floppy door hinges

Large Flatbed Trailer: Increased Rigidity

Cleaned up some vehicles’ materials, fixed some duplicates.

Changed some naming of configs for more clarity (“Rally” -> “Rally – Gravel” and so on)

Police/Fire/Ambulance/Taxi and similar vehicles are now “Service” vehicle configuration type. You can filter them in the vehicle selector.

Added new beam expansionLimit feature to the vehicles to reduce stretching of the body in crashes

Increased tuning range of suspension and steering alignment variables, using “beamPrecompressionTime” to prevent damage

Added caster tuning variable to suspensions where applicable

Removed rev limiters from pre-computer age vehicles

Increased rigidity of all solid axles

Changed most transmissions to use auto calculated shift points

Modern automatics use advanced shifting aggression while older ones use a basic method

Improved windshield durability when landing jumps

Added pressure and ballast tuning variables to the Inflated Mat, Ball, and Pressure Ball

Tongue jack added to small trailers

User Interface

New Radial Menu

Transparent thumbnail for garage and Radial Menu

Added ShiftPointDebug app

Improved Navigation app: Redesigned, now supports level images, better performance

Added ThumbnailGenerator app

Tweaked vehicle selector grid appearance, new thumbnails

Added ability to tweak some External camera parameters in Options menu

Added button to overwrite the default vehicle from Vehicle Selector menu

Optimized Controls menu, improved its appearance, search now always searches in the full list of bindings

Reorganized all Options subcategories. Controls menu is now included too

Added ability to configure camera switching order (when using C key) as well as to remove specific cameras from the cycle

Added new UI app “Clock Debug”, used internally to debug smoothness of framerate and physics. You can probably ignore this one

Renamed Quick Race to Time Trials to better reflect the gameplay

Added ability to tweak and remember Time Trials UI apps

Improved default set of apps for Time Trials, now showing all inputs and brake temperatures

Improved speed of all Options menus

Hotlapping app performance improved and bugs fixed

Added SimpleTime app

Added Flexmesh debug

Refactored and improved vehicle debug modes, split up aero and triangle debug

Nodegrabber

Added ability to couple and decouple nodes

Minor revamp of nodegrabber appearance and binding names/descriptions

Improved nodegrabber mechanics: allow dragging nodes closer over the map ground

Misc

Added procedural track generator, includes 9 tracks, seeded generation (same seed = same track)

To use, go to Play > Time Trials > Select Map > Procedural Tracks

Speed optimizations in the loading of levels

Adjusted all level thumbnails (format/size)

Added minimaps for: Cliff, Derby, East Coast USA, Gridmap, Hirochi Raceway, Industrial, Jungle, Port, Small Island

GameEngine LUA callbacks for update and pre-render now have extra timing available, the last of which should only be used for debugging purposes: dtReal, dtSim, dtRaw

Moved vehicle spawn code from TS to LUA

Removed deprecated “Reload system LUA” binding

Tweaked default Free camera speed

Added helper message on how to tweak free camera speed when activated

Improved logging of binding configuration and camera jbeam errors

Added automatic switch to vehicle camera if user attempts to cycle it while in free camera

Added dynamic field of view to Orbit camera (can be tweaked in Options > Camera; disabled during replay for the time being)

Tweaked External camera zoom levels

Fixed possible slowdown due to log spamming by ‘Steering’ UI app when used in conjunction with certain mods

Improved colors shown for ground model debugging (in Debug menu)

Improved Out Of Memory message, fixed issue with it giving potentially wrong advice

Deprecated race.lua, moved api to scenarios.lua

Added removeAllWithProperty to vehicle.lua as a way to remove vehicles with a specific property from the scene

Cleaned up prefab spawning code. Moved from scenarios.lua to ge_utils

Prefab spawning Api changed to addPrefab, spawnPrefab and removePrefab

Added global vmType variable for identifying which VM code is running under

Moved tracking of waypoints from Vehicle LUA to Game Engine LUA

Deprecated Vehicle LUA scenario.lua

Unified extensions lua function names for load, unload and reload

Added the option to exclude sub directories when loading lua extensions using loadModulesFromDirectory

Set up simple obstruction/occlusion effect for vehicles inside buildings

Increased robustness of S/JSON parser

Improved editor visualization for SFXEmitters and SFXSpaces

Load coreModules after ModManager for allow mod extensions run in main menu

The rotation of the free camera is used now when spawning the first vehicle or when pressing F7

Small improvement of orbit cam movement after a vehicle falls from a height

Added startup time debug messages to investigate possible start up slowdowns

Bugfixes

East Coast USA: fixed specular on vertcol material, fixed tree movements in wind being erratic

Jungle Rock Island: fixed some terrain spiking issues and some minor vegetation issues

Industrial: fixed a broken material

Added rain objects

Fixed .DDS textures to match the new specs

Fixed several typos in scenarios’ description

Fixed a broken road on JRI

Fixed new vehicle spawning according to current vehicle’s local space instead of world space

Fixed bug involving removing BeamNG manual waypoints from maps

Fixed many Game Editor bindings not working, they will now take precedence over regular bindings again

Fixed onboard camera not resetting the field of view on reset

Fixed physics instabilities not pausing the simulation like it used to

Fixed minor inconsistency in clock source (dt) of Pre-Render hooks (used for maps extension)

Fixed wrong camera rotation center when switching between certain vehicles

Fixed some crashes in Relative camera when refnodes were missing

Fixed minor stutter of external camera during simulation (may still stutter during replays)

Fixed inability to edit ‘cockpit apps’ while in Cockpit camera. They will now be shown with a slight transparency

Fixed radial menu obstructing view while using menus

Fixed keyboard focus issues while renaming a replay

Fixed derby scenarios with missing extensions field

Fixed message display for damage progress

Fixed damage goal; damage message was not getting displayed

Fixed bug where restarting a scenario toggled the police beacon light instead of setting it.

Fixed JRI chase AI going off road

Fixed input filter settings persisting from other modes

Fixed bug when pressing Shift + C with no vehicles in the scene, not checking if the vehicle exists.

Fixed bug with scenario triggers persisting when a new scenario starts.

Fixed chapter 1 crawl scenario, vehicle has to be in low range so it has a chance at climbing the hill

Fixed chapter 1 drag – callback from vehicle lua now fires correctly

Fixed level listing code to be backwards compatible with mis files

Fixes for extension namespace changes, allowing extensions to have underscores in their names and still comply with the new naming format

Fixed transitioning to Freeroam from a scenario

Fixed SimpleAGears app so that it shows correct gears on modern automatics

Fixed DCT issue where the car would briefly drive forward when shifting into reverse at high rpm

Fixed wrong ETK fuel consumption display when standing still

Fixed brake temperature color inverting when the brakes melt

Fixed minor issue with BOV handling for diesels

Fixed velocities and rotations of sounds sources

Fixed some serialization issues for reducing diffs of levels and CDAE

Fixed a crash during generation of binary mesh files with large number of triangles

Fixed crash on startup when mod_info is an invalid file zip

Fixed SFXSpace not stopping/playing ambient sounds correctly

Fixed bugs that could crash the game

Fixed a number of serious coupler bugs

Fixed deformed beam debug statistics

Fixed beam stress debug visualization

Fixed crash on load level when tree size is set to 0

Fixed crash on load level using special SFX parameters

Fixed crash on game start

Fixed Legran parking brake pedal clipping through floor

Fixed some GTT wings instability

Fix some door beams mixed left to right on Grand Marshal and 90’s Pessima

Fix right side exhaust of moonhawk jiggling too much

Fix ETKI rear bumper instability

The ingame repository did not make it into this update, we are working hard on fixing its bugs right now. Litte preview:

Bug reporting/Help Thread here.