Beam NG: Drive has received a substantial update that brings the title to version 0.6 as well as introducing a new vehicle to the sim. As can be seen from the below update log, version 0.6 features a whole raft of updates and enhancements with some interesting new functionality introduced to the simulation. Version 0.6 brings a new vehicle, the ETK I Series and several feature updates including physics changes, a new garage mode and brake temperatures across all cars (take note Kunos...). Currently available through Steam Early Access, Beam NG: Drive is a vehicle simulation game featuring high quality detailed vehicle dynamics and physical deformation as part of an advanced physics engine. Receiving regular updates and enhancements, Beam NG: Drive is fast becoming an immersive driving experience for players looking to experience a new and engaging driving experience. Update version 0.6 change log: Physics Improved overall stability of the physics core Added couplers, which can attach two nodes together into one Brakes now use both of wheel axle nodes for brake reaction torque if no brake “nodeArm” has been defined. This improves the behavior of brake reaction torque (on the brake pads) Physics core stops executing LUA when an error happens. Previously the physics core continued to execute LUA, spamming the log with error messages Triangles with zero drag and lift do not affect aerodynamics anymore Fixed a dynamic collision bug that appears when few nodes exist in the terrain Environment’s sea level temperature can be changed now in the physics core, previously it was hardcoded to the average Earth temperature (15 degrees Celsius) Fixed movement of spawning vehicles when simulation is freezed Vehicles Added new vehicle ETK I Series Added new dry van trailer, towable with the T-Series Added new bollard prop H-Series: Added new ambulance variant, weakened driveshaft, added new 5.5L V8, fix rear leaf spring shackle colliding with body D-Series: Added optional trim and running boards, weakened driveshaft, added new 5.5L V8, made tailgate openable Roamer: Added optional running boards, weakened driveshaft, added police spotlights, added new 5.5L V8 Grand Marshal: Added taxi variant, added police spotlights and antenna, added new 5.5L V8, added adjustable race suspension ’88 Pessima: Added vented hood, added widebody kit, added some aftermarket spoilers, added skin for “Custom”, more damping on rally suspension Moonhawk: Made lettering removable, weakened driveshaft, added “Race” variant with adjustable suspension Sunburst: Fixed skidplate making stock bumper deform, added some aftermarket spoilers, added front splitter, added widebody kit and “Hill Climb” variant, increased suspension damping for race and rally, lowered rear suspension roll center, strengthened some suspension parts SBR4: Fixed ABS not working, fixed speedometer limit, added widebody kit Added brake thermals properties to all cars Added brake pad choices to all cars’ brakes Replaced fake superchargers with real ones, using a new supercharger simulation Bolide: Increased suspension damping, more realistic engine inertia to help control wheelspin Barstow: Added roll cage, added skinnable second channel UVs, modified stage 1 supercharger to fit under scooped hood 200BX: Improved rear suspension geometry to greatly reduce compliance steer with wide tires; “Demon” config has more stable handling now Covet: More damping for race/rally suspension ETK K-Series: Fixed some engine meshes being in the wrong place, re-added missing radiator tubes, added imperial gauges ETK 800 Series: Re-added missing radiator tubes, now defaults to imperial gauges to be more consistent with the other cars T-Series: Fixed front license plate being inside the heavy duty bumper, lowered fifth wheel, added coltris to cargo box for less object clipping, reduced brittleness of cargobox panels, fixed instability of cargo box floor when rear doors opened, fix wheel hub/brake drum flexbody problem Pigeon: Fixed stabilizer wheels missing/broken Improved ABS settings for better braking distance with anti-lock brakes Reduced radiator strength for most cars (they had become nearly invulnerable) Improved trunk flexbody spiking on cars with trunks Tightened gearing on rally configurations Separated small trailer and giant flail to their own separate vehicles, now attachable with couplers Fix wrong offsets on ETK F13 and Dreid RallyPro wheels Made classic-style lightbar properly breakable Removed clutchtorque values from all cars’ engines because the drivetrain simulation now auto-calculates a suitable value Removed nodeCoupling nodes/beams from all cars suspensions no longer needed with more advanced 3 point brake torque reactions Tweaked all carbon fibre materials to darker and smaller pattern Small Trailer: Suspension reworked, added support to use common wheels Barstow: Fixed seat support beams 200BX: More damping on base and sport versions, less anti-dive geometry in the front suspension. Semi: Tires have more direct handling but a bit less maximum grip Cannon: Improved the firing method, it now works fine in slow motion. Made the overall veahicle heavier and more stable. Fire button remapped to “RB” on xbox gamepad H15: body panel rigidifiers weaker but not breakable now, to reduce chance of mesh stretching Many debug bindings are now more consistently using “CTRL” combination key, to prevent accidental use. Added left-shift binding to increase camera speed (Relative and Flying cameras) Improved recovery system (‘insert’ key): it now remembers the path even after reloading or resetting the vehicle Tweaked keyboard steering, you can now choose between Grip and Drift filters (in steering bindings), which should be suitable for more driving styles Fixed inability to invert mouse camera axes Fixed steering not working while radial menu is active Fixed buggy radial menu render while using flying camera Simplified FPS and Advanced Metric panels into a single binding (ctrl+f and ctrl+shift+f) that cycles through both panels Fixed dragAI helper not working corretly for some car orientations Internal cameras now use the zoom buttons to change FOV User Interface Main menu: you can go back to it now and better visuals Fixed AI Control app not always populating list of map addresses Added support for per-scenario UI layouts (add a “uilayout” key in the scenario json file) Fixed damage UI app mixing data from several vehicles Fixed flickering of UI apps in multiseat mode Added lots of hints to loading screen Fixed force feedback app not showing the full range of steering input Fixed G-Force UI app trail line being too long Fixed confusing gear binding names when shown out of context (e.g. filtered search) Fixed some binding conflicts not showing up Added vehicles as targets to AI Control Added smarter target selection for flee/chase AI modes Updated vehicle debug app with two new options (“Ignite node minimal” and “Explode vehicle”) Added extensive performance stats to all cars Improved UI reaction times in Modmanager (not the disabeling and enabeling of mods themselves) Implemented Hints for loading screen Added filters and data fields in vehicleselector, that change with unit change (e.g 0-100km/h vs 0-60mph) Improved the vehicle damage app Added new engine damage app Cosmetic changes to debug menu + disabeling some options if they aren’t available Added reset button for ui theme Added reset button for app layouts Fixed warning about firewall blocking the game and making it impossible to connect to the android controller New consistent image, for content, that doesn’t have an image Added some Icons for xbox controller bindings User can choose, if his custom configurations should be shown in the vehicleselector now Slight cosmetic changes to help Fixed ingame benchmark (in help) Added ranges to filters in vehicleselector (e.g. value) Help now shows a lavasoft warning Display aero/hydro-dynamic forces in the collision triangle debug visualization AI Optimized ai speed planning calculation Upgraded manual mode to follow a set of user specified nodes and the ability to set user specified speeds (user path planning). Implemented a race mode as part of the manual mode to loop over a closed circuit path for specified no of laps Optimized graphpath shortest path finding code Fixed bug related to isolated manual nodes (set as BeamNGWaypoints) in nav map Further improvements and bug fixes to the chase mode Terrains Polish work on Utah (improved road placement, rocks, etc) Fixed tree stump on East Coast USA having a larger colmesh than it needed Increased the lod of trash bins on East Coast USA and Utah Utah: fixed strange lod issue with tunnel, added missing materials for the reduction mill East Coast USA: Improved some AI roads Made the red water of Small Island more water like Added per level temperature curve based on time of day Misc Added confirmation screen when clearing cache, launching safe mode Added Lavasoft flag and incompatible OS flags for launcher Added force 64bit launch button to launcher when in 32bit otherwise Improved mod support for license plates setDefault vehicle – allows custom default vehicle Fixed bug with duplicated license plates using SteamID Fix nomove goal problem with old format scenario’s goals Fix Enable Competitive scenario conditions Smoothed tire skidding and rolling sounds, should be less twitchy now Added tire scrubbing sound effect Refactored map tracking to only use object ids Reworked and improved vehicle tracking, much cleaner and less error prone now Added support for meshes render using translucent zwrite Added reverse time for scenarios Small speedup of vehicle loading Tiremarks now stay visible much longer before disappearing Relative Camera mode: you can store and restore positions now (see pie menu) Fixed buggy quotes in chat app automatically loading vehicle modules from the lua/vehicle/extensions/auto added global variable detector: It warns if you add a variable in the global Lua scope. optimized vehicle loading: loading all files into memory first to cluster disk access without delays inbetween drawing a skeleton if no flexmeshes are present renamed Lua extension callbacks to make more sense: init, oninit, onLoad > onExtensionLoaded, unUnload > onExtensionUnloaded Game ships with proper cached collada files now which should result in faster loading times General Bugfixes Fixed LUA serialization of float3 and Vector3F, added serialization of Quaternions Fixed a crash while using “Save level as…” in editor Fixed tire skidding sound delay: it should now be much easier to feel the tire grip limits Fixed conflicting output in OutSim when multiseat is used Fixed bullet-time progressive effect: first time an observer cam was triggered, the fade effect started from zero speed, rather than current speed Fixed inability to start scenarios when coming from the same level in Freeroam mode Fixed map data potentially surviving a level change Fixed launcher on Windows Vista without SP2 Fixed crash on Material system when vehicles have invalid json files Fixed crash on Forest when render more than 10k items on a render batch Fixed raycast normals on terrain Fixed crash on vehicle spawn related to sounds Fixed crash when game windows is minimized for some time Fixed camera reset on change game options Fixed render artifact at the botton of flat surfaces Minor fixes on graphic options Jbeam / Lua Implemented realistic supercharger simulation Implemented basic thermal turbo damage Refactored Torque Curve App, fixed outstanding issues, overhauled visuals, added support for hybrid turbo + supercharger setups Fixed turbo RPM shooting up while shifting, due to faulty wastegate actuator Implemented much smarter ESC/TCS decision logic which helps keep control over the car in case multiple assistance systems are active at once Required clutch torque is now automatically calculated if no value is present in jbeam Fixed drivetrain bug with certain props where it expected ABS data to be existing Fixed deform/break group visualization if a beam was part of more than one group Added ability to poll scenario data from running scenario, for potentially dynamic displays in vehicles Tweaked cruise control to accelerate with a fixed maximum acceleration Added automatic indicator turn off Added advanced damping to node grabbing to make it more controllable More accurate measurement of non inertial G-forces on Z-axis, this improves engine’s oil starvation behavior Improved brake angular velocity sensors Added queueObjectLuaCommand (sends LUA commands to another vehicle), getNodeCount and getBeamCount functions to physics core Improved arcade gearbox engine RPM buildup Fixed drivetrain bugs that affected reverse gears Fixed bug with oilTemperature when no engine exists Tweaked spoiler jbeams for cars with spoilers Known Problems Missing vehicle props (steering wheel, etc) in garage mode Vehicles don’t spawn in the correct position in garage mode Render artifacts with vehicle spotlights Replay: Switching vehicles or levels may crash the game Replay: Recording broken after vehicles lose parts Replay: Audio and some visual effects not working Couplers – Hook vehicles together: Do you play Beam NG: Drive? What do you think of the title and what could be improved? Let us know in the comments section below!