With the long nights of winter bearing down on us we’re escaping to the warm, sunny open spaces of Utah in this update. The map has been completely renovated, featuring improvements to foliage and road textures, new and improved buildings as well as abandoned mine tunnels for you to race through. On the vehicle side we’ve turned our attention to some of the older vehicles and given them some love. The venerable pickup, the first vehicle to be included in BeamNG.drive, has received a much-needed jbeam and visuals pass along with its colleagues the Van and the Roamer. The AI system has gotten several improvements and adjustments to improve the behaviour and handling of AI controlled vehicles. Our audio team has added new groundmodel effects for mud, metal and wood along with transmission whine for most vehicle models.
BeamNG.drive - v0.20.2. BeamNG.drive is a realistic, immersive driving game offering near-limitless possibilities. Our soft-body physics engine simulates every component of a vehicle in real time, resulting in realistic, dynamic behavior.
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Delving even deeper under the hood you will notice we have made extensive changes to our rendering system. The overall appearance of the game has changed for the better as a result of these lighting changes. This is still very much a Work In Progress effort and expect many parts of the game to look different to what you may be used to. Overall we are very happy with the way BeamNG.drive looks as a result of these improvements to our tech and we hope you will be too.
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There have also been a lot of improvements to loading times thanks to optimisations in various areas of the game. In addition, our physics engine has received several bug fixes, tweaks and improvements that have resulted in better performance. This is just a high-level summary of what is being released in build 0.18. As usual you can find the whole list of changes below. We hope you enjoy the new and improved features as much as we enjoyed making them.
Highlights
Utah map updates
New lighting see blogpost: Color space lighting and HDR rendering
Level loading optimizations
D-Series overhaul, phase one
Important Notices and Known Issues
Not all content has been adjusted to take advantage of the new lighting and rendering changes yet.
Thumbnails using new lighting changes are still being generated. Some vehicles do not yet have updated thumbnails.
The alt+down key binding has been deprecated as alt+up can be used to toggle slow-motion.
You may notice a rock-crawler variation of the Hopper in some videos and screenshots. This variation will be released at a later date.
Utah Renovation
Improved sky settings for better day/night cycle and lighting
Improved dirt cliff road to be more interesting
Improved all bridges and tunnels (correct texture pixel density and new materials)
Added mine shafts to numerous locations
Updated AI paths for the whole map
Improved cliff models to have back faces + randomly rotated many in the map to provide more variation
Modeled interior for tourist center + some exterior elements
Added more crawling opportunities along the cliff
Improved AI pathing in tunnels and on bridges
Added ranger station with parking facility
Added campground with caravan, tents, BBQ roofs and main office
Added auto repair building, convenience store and petrol station
Added car dealer building
Added new roadsigns
Added decal roads for dirt paths and damaged asphalt
Updated reduction mill building
Updated construction site
Created new textures for wood, plastic, normal edges, trim metal, trim plastic, concrete and cracks alphas
Created new decals for asphalt holes and cracks
Physics
Small optimizations of physics core
Optimized static collision initialization. Initialization time went down by ~75%
Fixed dynamic collision bug that caused certain triangle penetration events
Tweaked groundmodels to maintain more grip at small slip speeds
Increased ice friction
Reduced depthmap scaling unit from 1.5cm to 1cm. This will reduce the depth of mud/sand pits in certain maps
Game Engine
Level loading optimizations
Fixed a crash when a vehicle material used a deprecated feature
Allowed to use “and/or” in jbeam expressions
Add support for detaching locked and welded couplers via code
controller.lua now sends the controller’s jbeamData on all reset/init events
PostCrashBrake logic now also disables after reaching a certain speed
Small optimizations of castRayStatic
Fixed castRayStatic missing hits under certain cases
Render Engine
Improved lighting and HDR
Optimized decal road generation
Fixed lag during terrain LOD’s changes related to material generation
Fixed missing normals in meshes used as decals
Fixed bug causing random missing shadows in some materials
Fixed DecalRoads when used inside a Prefab
Fixed animated shapes using skin/bones
Fixed imposter render causing wrong normals and missing local transformations
Fixed ambient lighting in Zone/Portal objects
Fixed and enabled Bloom postfx (can be found in Options > Graphics)
Vehicles
Added 38in, 42in “Crawler” off road tires
Added Trial 150 and Trial 250 17×9 6 lug off road wheels
Added rally suspension to Bluebuck, Bolide, Burnside, ETK800, ETK-K, Grand Marshal, Legran, Midsize Pessima, Moonhawk, SBR4
Tweaked existing rally suspensions and configs
Added 225/60R16 Rally tire (fits 16×8 wheels)
Tweaked drift tires and related vehicle configs
Made transfer cases and differentials removable
Increase strength of ETK-I race engine internals
Fixed misnamed differentials in Pessima and 200BX
D-Series, H-Series, Roamer reworked. Total jbeam and visual overhaul.
Bodies/beds are now accurately separated and detachable from frames, revised front end structure for D-Series and Roamer.
Many more options for pickup frame lengths, allowing for long bed variants
WIP Short wheelbase D-Series frame with one-piece body
Modders rejoice! No more duplicate rear suspension jbeam files, each frame length now correctly offsets the rear suspension and its sub-parts
New front and rear 4-link suspensions
New configurations and customization parts
New Gavril AllSport 17×8 alloy wheels for mid range D-Series and Roamer
Generic disc brake meshes applied to all applicable vehicles
Added drift configurations for 88′ Pessima, Bluebuck, Barstow, Miramar, ETK 800, ETK K-Series and ETK I-Series
Bluebuck: fixes to exhaust path and rear wheel attach becoming unstable at certain offset settings with certain wheels
Grand Marshal: fixed instablity when door opens past a certain angle, weakened radiator support attach
Etk K: fixed position of headlight flares
Added 8 lug STX steel wheels
Fixed T-Series getting stuck in reverse gear after ripping off a wheel
Added ‘Camouflage’ skin to Ibishu Hopper
Powertrain
Improved clutch behavior in splitShaft device
Fixed DCT/automatic/sequential gearbox cutting throttle when “upshifting” from reverse or neutral
Tuned modern ETK auto gearbox shift behavior
Improved auto gearbox throttle handling during low aggression shifts
Made electric motor torque curve linear instead of constant power
Made low aggression DCT shifts less harsh
Tweaked TC logic to be less sensitive
Re-enabled TC wheel braking
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Environment Art
Added shatter particles for plastic beams breaking, glass deform groups and wooden prop deform groups
Improved sky settings for better day/night cycle and lighting in East Coast USA and Italy
Fixed some incorrect groundmodels on objects in Jungle Rock Island and Italy
Added groundmodels to all materials in Gridmap
Added new ocean cubemap to many levels so the water looks better without dynamic reflections
Tweaked default post-fx to better suit the new gamma and HDR changes
Added new Sun Flare and adjusted sun sizes on all levels
Added new flare type for generic lights
Uniformed shadows resolution across all levels
Uniformed ‘NearClip’ values across levels
Fixed and improved ‘Gradient Files’ features in ScatterSky, now used in some levels
Camera
Fixed orbit camera not resetting smoothly in low FPS conditions
Fixed multiseat camera being affected by traffic cars
Fixed Field of View errors when using onboard camera
Reworked path camera to smoothly follow accelerating cars in more extreme situations
Added lookback function to onboard cam
Added ability to hide specific onboard cameras from the camera cycle
Added ability to lock onboard camera rotation
AI
Fixed AI’s map subsystem breaking with more than 65536 map nodes
Plan segment discretization scheduled on graphics step, allows for a more optimized (smoother curve) planned trajectory.
Improved planed trajectory curvature calculations (expanded neighborhood of calculation).
Fix in random mode math calculations
Bug fix in aiPosOnPlan relating to how the ai vehicle position is projected allong the planed trajectory
Relaxed error diffusion between ai position and planned trajectory. Error is now corrected gradualy.
Improvement in brake calculation
Bug fix in the planner path merging
Adjusted minimum distance of steering target position to allow for more accurate turns at low speeds in tight spaces.
Bug fix in how the planned trajectory is allowed to go off the road limits in overtaking situations (trafficSide.cTimer)
Bug fix for vehicle awareness getting deactivated when a change of plan occured
Bug fix for vehicle awareness being activated by default in AI manual mode in certain cases
Added “inCurvature” function to AI. It fixes degenerate path curvature cases
Traffic
Improved “getRandomPathG” function, used by traffic AI, to reduce path “folding”
Traffic is now disabling internal collisions and aerodynamics until they are hit or broken. It improves traffic performance by 30%
Fixed Powertrain UI app being affected by traffic cars
Added traffic option to bus routes gameplay mode
Implemented population-based vehicle selections for traffic (e.g. uncommon vehicles such as the Pigeon will be very unlikely to spawn)
Improved traffic respawn system
Vehicles may honk horns if they are being blocked
Vehicles may stop and pull over for emergency vehicles
Made under-the-hood changes to police pursuit system
Tweaked the Traffic UI app
Added 2nd and 3rd color options to the multi-vehicle spawner tool (in Editor 2.0)
User Interface
Significantly increased responsiveness of vehicle customization menus
Implemented new level loading screen providing more detail as to what is currently happening
Fixed and improved the placement and look of the binding keys in various places
World Editor 2
Added WIP Racepath Editor to World Editor Tools: This editor allows you to quickly and easily create races.
Racepaths consists of Pathnodes and Segments. Pathnodes are similar to Waypoints in the current race system, Segments connect Pathnodes.
Racepaths can have branching paths and multiple start positions.
Racepaths can be used by the Flowgraph editor to create races similar to Time Trials.
Added legend for shortcuts
Added mesh road editor
Added particle editor
Added datablock editor
Added window layout manager
Added tool for level related logs and for detecting static floating objects
Overhaul of camera path tool
Various fixes and usage changes to road editor
We have changed and added many icons in the editor for the toolbars
Implemented new object icon rendering system in the world space (with new icons)
Added camera bookmarks edit tool
Improved scene tree with context menu for the items (clone, delete, add group)
Improved search in the scene tree (remember term) and inspector
Added more snapping functionality
Inspector is now supporting arrays and had some fixing done for derived classes
Optimized speed of inspector field gathering in C++
Tidy up the main menu items
Editor can now run on a level-less start (in main menu)
Many small fixes in the editor UI, adding/refactoring editor API functions based on requests
Flowgraph
Added Multiseat Autoball Demo
Added three Races made with the Racepath tool to the Flowgraph Gridmap Demo
Added around 50 new nodes: debug drawing, racepath, imGui nodes to prototype UI and more
Added Project Referencing nodes: Allows other projects to be referenced similar to the way macros work
Added WIP Flowgraph Support to Time Trials
Added hotloading for node lua files: When changing a lua file for a node, the game will now automatically reload this file.
All nodes now use the new pin schema. This allows various properties for pins like description, visibility, default values and more.
Fixed various cases where nodes would not show up correctly.
Changed Mouse Tool Test into a Flowgraph Window.
Audio
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Improved attenuation and distance filtering for vehicle sounds (WIP)
Added new supercharger sound (currently used for Gavril Barstow)
Fixed engine sound cut below 500 RPM
Updated FMOD Studio and low level api to version 2.00.05
Added mud groundmodel audio
Added mud scrape audio
Added engine/exhaust shutoff sounds
Added wood groundmodel audio (for bridges)
Added metal groundmodel audio (for metal ramps)
Reworked ambiences for Utah V2
Added reverb zones for Utah V2
Added new V8 flatplane engine set (currently used for Civetta Bolide)
Added transmission whine to all vehicles, except Wentward DT40L and Gavril T-Series
Changed position of aero wind sound from refnode to horn node
Disabled impact,deformation and scrape sounds for nodes that have cloth material assigned to them
Input
Always send wheel Force Feedback updates on graphics steps
Changed default Force Feedback resolution to 65536 (from 256)
Improved multiseat assignment system: input devices can now be individually assigned to any vehicle (or no vehicle at all)
Added new multiseat-only binding to switch vehicles (assigned by default to d-up in XBox gamepad; will be displayed below Options > Gameplay > Enable Multiseat checkbox)
Fixed mouse cursor autohide kicking in while UI dev console is being used
Fixed extremely rare crash during DirectInput initialization of devices
Fixed inability to change FOV of freecamera when no vehicle is focused
Deprecated the alt+down key binding (since alt+up can be used to toggle slow-motion)
Fixed ambiguous message in Options > Controls > Force feedback when no bindings have been found
ConsoleNG
Made the console a lot faster and use less memory
Added a message describing the error if the filter is invalid
Added View menu to hide some column
Fixed some bugs (exception when there is no vehicle on the map)
Misc
Fixed Arcade mode not supporting 0 rev match throttle
Implemented a few missing OutGauge data fields
Fixed MotionSim and OutGauge sending data for non player vehicle
new Json parser (rapidjson) for the whole game, increasing loading speed
Optimized “json.lua” parser. It is now ~30% faster
Added “+-Infinity” support to json.lua parser
Reduced vehicle Lua’ garbage collector load to 1/5th of what it was previously
Fixed LuaJIT’s serialization/deserialization breaking with nested tables having more than 65536 elements
Added “getGraphpath” and “getManualWaypoints” functions to map.lua
Fixed map subsystem’s graphPath positions
Optimized map’s “Navigraph” debug visualization to have a smaller hit on FPS
“Clear Cache” now doesnt create backups of the cache anymore
Fixed bug that prevented map change while replay was playing
Fixed crash on object serialization
Optimization for object bounding boxes
Added horn and lightbar states to map objects data
Fixed transparency of debug visualization of BeamNGTrigger objects
Fixed rare crash when attempting to manipulate camera and no level has been loaded yet
Fixed location of Coupler camera checkbox within the Options > Camera menu
Bug fix in map.lua node aliases calculations
Fixed ai path waypoints in utah crawl scenario
Launcher : added error code number so we don’t have to translate them when user have localized windows
In-game repo : fix search terms breaking comunication with server
Cleaned and organized Datablocks
Cleaned up unused main.level.json files
Improved the F9 Vehicle Debug menu: Won’t save the Defaults if no apps is open. Added context messages.
Application Interface [API]
Exposed brakeTorqueApplied to wheel data of vehicle Lua
Added “cardinalSpline”, “catmullRomChordal”, “catmullRomCentripetal”, “monotonicSteffen” curve interpolation functions to mathlib.lua
Added a quaternion distance method to mathlib.lua
Added “obj:setBoundedBeamDamp” and “obj:setTorsionbarSpringDamp physics core functions that allow to change the damping parameters on the fly
Added “obj:getCameraPosition” physics core function that returns camera’s world position
Thanks for reading the full change log. 😉
An up-to-date list of known issues can be found in the dedicated Feedback & Bug Reporting Thread here. Instructions on how to update the game here.
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Ladies and gentlemen of the speculation thread, you may start your engines:
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U guys rock! Please add maps or cars to groups/countries, for better immersion when traffic spawns – for example in Italy map only european cars etc.
Thank you very much for the update! Keep up the great work!
This is all a joy to my eyes seeing the game being updated yet again with more great content, the game keeps getting better and better. I have almost 500 hours on this addicting game and every single hour played there has been just a clear sky and dry roads, I’m pretty sure you guys would have been getting emails and messages about the idea of mixed weather or to be more specific rain, thunderstorms and or especially wet roads, I believe that dark wet rainy nights would make the game absolutely stunning and unique, other than that I really appreciate the time and effort put into this game as I said I have nearly 500 hours and that’s a statement in itself, good job developers and keep up the hard work. ??
-Lucas
Very nice. I like the new 38 and 40 inch crawler wheels.
Amazing work! So cool to see updates rolling in continuously and of such high quality! Keep it up ?!
Awesome job! You may make the multiseat camera be a separate camera when multiseat is active instead of overriding the orbit can for the time using multiseat, because that camera is sometimes not very helpful and it would be nice to still be able to use it.
Waow ! Such a huge update ! 😮 Very impressive, thanks a lot !
This update is fire
THANK YOU
It’s good to see multiseat get a little bit of love too. Is there any chance that we could see that get Steam Remote Play Together compatibility in the near future? It would be nice to have a demo derby or go down an off-road trail with a friend or two
You have no idea how much we love this. Thanks for your work you guys.
love what you guys are doing to the game. No complaints, amazing developers. Great game. Look forward to a new physics engine soon? :hmm:
Looks dope read everything. will try it out now thanks for the new update 🙂
this is a great update, keep up the good work
it would be amazing if you can add split screen to multi-seat mode
Legendary, can’t wait to see how this game evolves in the future with each update.
Could you guys maybe try and improve the modding community by making automation cars have better crash physics so we can add cars like ford shelby’s and stuff.