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BeamNG: Drive Updated to Version 0.7

Discussion in 'Other Racing Games' started by Paul Jeffrey, Oct 10, 2016.

  1. Paul Jeffrey

    Paul Jeffrey
    RaceDepartment Editor-in-Chief Staff Premium

    Beam NG Drive.jpg
    BeamNG: Drive - bet that's a game you've forgotten all about... Well good news, the title has received a considerable update, bringing it up to build version 0.7 and adding a couple of new campaigns and locations for good measure.

    As usual with an update for this title, the changelog is substantial and touches on many aspects of the game. Highlights of the 0.7 update include a new location in the form of the ETK Driver Experience Centre, a new "Senseless Destruction" campaign (video below) and wealth of updates, enhancements, fixes and tweaks to this technically advanced simulation.

    Senseless Destruction Campaign

    The full changelog (if you can spare 10 minutes) can be seen below:

    • Improved Force Feedback calculations, better avoidance of vibrations for a given amount of smoothing
    • Improved the stability of couplers
    • Added object collision event reporting to physics core (used by scenario subsystem)
    • Improved stability of object to object collisions (heavy objects on trucks are stable now)
    • Fixed cooling logic for air cooled engines
    • Added burnEfficiency as a table for more accurate idle fuel consumption support
    • Recovery using blending now
    • Ability to use different spawnpoints per level. The last used spawnpoint will be set as default
    • Added Home position functionality: press ‘ctrl+home’ to set a new home position (for current vehicle and session), and ‘home’ to go back to it. This is meant as a replacement for some of the side-effects of ‘ctrl+r’ and ‘i’ bindings.
    • Default shifting mode is now automatically set after user explicitly switches mode with ‘Q’
    • Camera paths
    • Multiseat will now be automatically disabled after closing the game (to help users who forget about the setting being enabled)
    • Added flatbed trailer
    • Added tanker trailer
    • Added skins and load for dry van trailer, which is now skinnable
    • Added more racing wings and splitters to various cars
    • Animated driveshafts on all cars which have a centre driveshaft

    • Trailers: improvements to deformation, especially underride guard
    • H-Series: added off-road fender flares, added lifted springs for a cheap, simple off-road option, adjusted front suspension meshes to match geometry better
    • D-Series: added Border Patrol variant, added spotlights, added push bumper, fixed rear shock meshes protruding through bed on hard landings
    • D-Series/Roamer: added super heavy duty rear springs and shocks, added lifted springs for a cheap, simple off-road option, moved solid front axle nodes to better match location of front differential, adjusted front suspension meshes to match geometry better, minor changes to fuel tank and flammable nodes
    • Bolide: added new 350 trim level (below 350 GT) with softer suspension and different wheels
    • Covet: added Selecta skin
    • Pigeon: added 2nd channel UVs for skinning, added Flames skin
    • Moonhawk: frame can separate cleanly from body, door hinges improved, fixed rear axle beams breaking on hard launches with drag version, fixed some causes of instability in front end, radiator hoses now break fully in crashes
    • ETK 800: added Driving Experience skin
    • Miramar: fixed typo in Okudai G/W Skin, radiator hoses now break fully in crashes
    • Barstow: radiator hoses break fully in crashes
    • 200BX: fixed door panel missing
    • Grand Marshal: fixed not using auto calculated clutch torques
    • ETKI, Covet, ’88 Pessima, ’98 Pessima, Miramar: Improved breaking behavior of inter-part coltris for more reliable collisions (others still wip)
    • Grand Marshal, Barstow, Miramar, ’88 Pessima, ETKI, Burnside, Bolide, ’98 Pessima: increased fuel tank strength, made fuel tank damage more accurate on all vehicles
    • Kickplate: redesigned with new jbeam and visuals, now automatically detects vehicle speed and tries to compensate
    • Increased tire pressures on Semi and Semi Trailer tires for lower rolling resistance with heavy loads
    • Fixed duplicate beams on tire wall prop
    • Rollcage: Colormask support (can change color using the first additional color wheel)
    • Large Cannon: fixed bad refnodes, increased size of piston jbeam so vehicles do not get stuck in the sides, added auto-retracting after firing, fixed misfiring in slow motion, can now be fired using axes, not just buttons
    • Cannon: fixed misfiring in slow motion, can now be fired using axes, not just buttons, fixed particles emitting too quickly at slow motion speeds, added warning when attempting to fire for a second time
    • Added “Stabilizer Nodes” support to pressureWheels, to allow easier conversions from Rigs of Rods. Stabilizer node can be added in the wheel definition with {"nodeS:":""}
    • Fixed many various minor vehicle bugs
    • Added new ETK Driver Experience Centre map
    Beam NG ETK 1.png Beam NG ETK 2.png
    • Utah: Minor adjustments to (fixed rocks, road positioning etc), fixed reduction mill
    • Industrial: removed checkpoint, improved sky settings
    • East Coast USA: minor improvements (roads, building lods etc)
    • Added multiple spawn points to East Coast USA, Utah, Small Island, Jungle Rock Island and Industrial (these will be displayed after single clicking the map)
    • Improved parking brake (spacebar): it will guess your intention in most cases (parking vs drifting), eliminating the need to use the two old “Temporary” and “Permanent” parking brakes (still available in Controls menu).
    Added initial support for modding of global and vehicle-specific bindings. More details here and here.
    • Improved bindings accessibility: all bindings can now be used, even when ‘Advanced Functions” is disabled
    • Fixed unintended vibrations in Logitech G25 steering wheel
    • Changed “previous vehicle” binding from shift+tab to ctrl+tab, since Steam already uses that combination
    • Regrouped and reordered all bindings list for easier location
    • Prevent creation of problematic bindings for right mouse button
    • Fixed lack of explanations when using using an H-shifter device while in Arcade shifting mode
    • Added mappable input actions for the cruise control (no default mappings)
    • Added direct set access for fog lights and lightbars
    • Arcade shifting into reverse should happen a bit later now, to avoid going into reverse while still braking
    • Added ctrl+L / shift+L to lock / unlock all couplers
    • Deprecated the “Free Look” binding (it was not used anywhere)
    • Fixed AI unable to drive when user had switched the vehicle to any manual/automatic shifting mode
    • Improved AI route and speed planning calculations
    • Optimized graphpath shortest path algorithms
    • Bug fixes in the AI cruise control part of the App (unit conversions)
    • Refactored AI speed control API to work better with the AI app side
    • Augmented AI Implicit target Object selection (applicable to flee and chase modes)
    User Interface
    • Translation basics (not finished yet), using our new web service: translate.beamng.com. (How to use them here)
    • Revamped Pedals and Axis UI app
    • Updated tacho2 to use UI unit system
    • Improved Scenario end screens
    • Fixed some cases where the UI would stop responding to mouse movement or clicks
    • Improved controller support for scenario start and end screen
    • Scenarios can now be started using Return and Throttle keys in keyboard, and A button in XBox gamepad (rather than Throttle axis)
    • Fixed transparent pie menu if only one item was present
    • Fixed non-focused vehicles showing their damage notifications on screen
    • Fixed pie menu not showing Configurations menu if a mod used different upper/lower case than the original vehicle directory name
    • Messages UI app can now show binding icons with the correct keys/buttons, rather than hardcoded plain text
    • Fixed Messages UI app randomly ignoring messages
    • Fixed Messages UI app randomly showing messages for longer than requested
    • Fixed damage notifications staying on screen after repairing the vehicle
    • Fixed binding categories order not being followed in the Controls menu
    • Fixed lack of explanations when using using an H-shifter device while in Arcade shifting mode
    • Trailers are positioned after the trucks in the vehicle selector now
    • Improved version display in main menu
    • Fixed aspect ratio of the preview thumbnails for the level selector and the vehicle selector
    • Better Position/rotation attribute controls in the editor
    • Debug Menu now updates it’s values if short cuts are triggered
    • Enhancement for gamepad users in selectors: info updates now when the tile has focus, not only on click
    • Simple Tree Option in Vehicleconfig: only show the dropdowns that have more than the empty and not empty option
    • Fixed camera issues in the garage
    • Improved scenario selector search bar
    • Fixed inability to close UI apps if another app was overlapping
    • Resized bindings panel to fit most of the important ones without word wrapping
    • Fixed various issues in BBcode parser
    • New locales format: flat, new translation service
    • Fixed search fields in Garage not always receiving keypresses
    • Fixed quickacces spamming the console if any module fails to load correctly
    • Added ‘Map’ and ‘Goals’ properties to the scenario selector
    • Implemented pitch-shift audio simulation when running in slow motion
    • Increased audible distance of vehicle sounds
    • countdown sounds added
    • “scenario complete” sounds added
    • user interface sounds added
    • Added option for reduce the number of shadows rendered to increase render performance
    • Fixed imposter generator don’t use vertex color
    • Added new Statistics and Scoring system for use in scenarios and campaigns
    • Added ability to freeze any vehicle action (such as cannon firing) during countdown. More details here
    • Added slow motion during results screen
    • Added cameras to ‘Intersections’ scenarios
    • Added ‘Tanker Delivery’ scenario
    • Added online mode basics: the initial base for all upcoming online features (leaderboards, etc).
    • Added cloud-settings, will be synchronized/stored on Steam account
    • New decal file format using json
    • Scenario creation: raceGoal syntax checker fixed, it was skipping checks for some vehicles
    • Outgauge / remote control app fixed up
    • Improved ingame download: now using lua to download files
    • Added some new features to the decalroad (work in progress)
    • Obsolete code and content cleanup
    • Scenario vehicle extensions (work in progress)
    • Camera shake basics
    General Bugfixes
    • Improved game error dialogs: better help and support link
    • Improved Game crashes / inability to start game because of missing DLLs: will show better errors now and link to more help and support
    • Added Verify data to the launcher to verify the game installation
    • Fixed launcher not starting if msi.dll was missing or corrupted
    • Fixed LuaJit crashing randomly on file IO work
    • Fixed crash on invalid object field in world editor
    • Fixed possible crash when opening a replay recorded in a different map
    • Fixed recovery system forgetting rotations previous to any vehicle reload or reset
    • Fixed 3D Editor camera menus not always showing updated camera information
    • Fixed camera movement being fast-motion for up to several seconds after loading any level or vehicle (the period will now be much shorter)
    • Fixed camera being moved to level coordinates 0,0,0 after removing the last vehicle: camera will now be kept wherever it was before
    • Fixed several (harmless) warning logs when entering the editor
    • Fixed scenario failure screen ignoring messages specified by lua code, instead using the one defined in json
    • Bumped replay version: files recorded with previous versions will no longer be readable (this will continue happening until the replay system is stable enough)
    • Replays now also record changes to the five vehicle color slots
    • Added reminder on how to switch to the previous vehicle when spawning a new vehicle (binding has always been there, this just makes it more visible)
    • Observer camera can track any object of interest, not just the player vehicle
    • Orbit camera can now track an object using other reference nodes besides the default ones
    • Fixes on Broken truck and Delivery truck scenario
    • Fixed scenario changes on level leak to freeroam
    • Improved stability of “NoMove” goal on scenarios
    • Improved performance when debug long camera’s SimPath
    • Fixed performance issues with environment.lua
    • Fixed scenario’s waypoints when vehicle is changed
    • Fixed Quaternion default constructor on lua
    • Fixed Instability / memory corruption issues
    • Fixed JSON parsing context not working. Now displaying where the data it parses came from
    • Fixed loading the user selected default vehicle when that vehicle does not exist
    Jbeam / Lua
    • Prop hiding support: allows the creators to hide props if a breakgroups is triggered
    • Fixed issues with vehicle names starting with the string “DIR”
    • Shortened vehicle initialization
    • Optimized mathlib (vec3 is faster)
    • Fixed driveshaft stopping rotating beyond a certain speed
    • Fixed chase camera jittering
    • Improved vehicle damage estimation calculations (used for scenario scoring)
    • Optimized Lua extensions: hooks perform better
    • Added support for vehicle extensions for scenarios
    HOTFIX Changelog:

    Update: Second hotfix ( released, fixing crash in “Low” quality settings.

    • Fixed render issues on DirectX10 GPUs
    • Fixed empty Freeroam menu when maps with multiple .mis files were installed
    • Improved orbit of orbit cam
    • Reduced jittering of orbit cam
    • Fixed incorrect thumbnails being shown in Freeroam menu (for maps without info.json files and with multiple .mis files)
    • Fixed unintended switch to free camera when removing the current vehicle (should only happen when removing the last vehicle left)
    • Fixed rare crash related to certain keyboard events
    • Fixed Return key not working for ingame console while menus are shown on screen
    • Fixed missing translations in DCT and 8AT transmissions
    • Fixed wrong message being displayed when switching to Automatic mode in DCT transmissions
    • Fixed Messages UI app not correctly updating the text of a category in some cases
    • Reducing stuttering caused by update UI to GPU
    • Added “Pause” action to the scenario’s blacklisting
    • Fixed GroundCover on terrain holes (fixes flying rocks in tunnel entrances)
    • Fixed enabling and disabling statistics tracking
    • Improved ending sequence of scenarios, vehicle crashes should come to a reasonable end before the scenario end UI appears
    • Added easier backwards compatibility for the “old” node offset functionality
    • UI: Fixed target Vehicle field not updating correctly on AI app on vehicle switch
    • UI: hardware page updated, problems shown in main menu again. Added ability to acknowledge them. Fixed critical battery state.
    • Derby: Fixed decalroad issue
    • ECA: fixed lod of town base being too dark
    • Chapter 1: improved downhill, improved many of the intro cameras to be quicker
    • Chapter 1 Bridge: Fixed excessive slow motion after vehicle falls off the bridge
    • Chapter 1 Wall Jump: Fixed distance tracking and scoring
    • Utah: fixed issues on some decalroads, minor terrain/forest/etc fixes
    • ETK test centre: Fixed splash particles not spawning on slippery surface
    • Strengthened most tires by 10-20% to reduce popping when bumping curbs
    • Fix Semi cab to frame mounts breaking too easily
    • Fix part of East Coast Town using visual mesh for collision (leading to tire popping on curbs)
    • Added proper ETK800 Driving Experience config
    • Added “Wood” Groundmodel to Suspension Bridge to eliminate sparks
    • Fix Semi driveshafts not breaking
    • Fix Pigeon rear wheels clipping through bed on hard cornering and jumps
    • Flatbed trailer: improved jbeam structure so that it can be crashed into better, added straps and improved steel pipes loads, added steel pipes config

    Let us know what you think of the game, and share some of your favourite moments in the comments section below! Opening Image credit: Insanegaz YouTube channel.
    Last edited: Oct 10, 2016
    • Like Like x 5
  2. Vincent.C

    Another WEC driver ! Premium

    It's a HUGE update with a lot of new content. I will try this tomorrow. It's not really a game but it's very fun and relaxant to use it.
    • Agree Agree x 2
  3. Matheus Machado

    Matheus Machado
    Talking Door Racing

    The sim got plenty of new features and it is very nice right now. Driving feels good and damage model is even better!
    • Like Like x 1
  4. Boby Kim

    Boby Kim

    :confused:....thats is not an update....thats a service pack. Wanna borow these guys for other games:D
    • Like Like x 2
    • Haha Haha x 2
    • Agree Agree x 1
  5. jlnprssnr


    The driver's training campaing is awesome! Hope they do more like this
  6. ZombieInfected


    It's ridiculous that none of the so called sims are even close to this, in the physics area.
    • Like Like x 2
    • Agree Agree x 1
  7. FeltHat


    beamng is lacking in other sectors of physics area where so called sims shine. Well u wouldnt be able to race with this level of physics anyway
    • Agree Agree x 2
  8. Alistair McKinley

    Alistair McKinley

    I totally agree!
    In Assetto Corsa, for example, physics of ech car on track are being calculated --> that's very CPU demanding. If you add damage modelling like in BeamNG, AC would only run on high-end PCs.
    I'd also like to see a visual more appealing damage model in current racing sims but only as long as it doesn't affect performance too much.
    • Agree Agree x 1
  9. Fat-Alfie

    David Pemberton Premium

    All I saw in the video was the faceted tyre bouncing up and down as each vert touched the ground. Still no circular wheels?? :O_o: