BeamNG.drive

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Decent patch notes for a minor update :thumbsup:



2,000+ recent users say 96% Overwhelmingly Positive
Check this out :coffee:
 
Last edited:
aayyyyyyyyyyyyyyy yo! Beam needs its own forum, header, channel or whatever its called. The latest update is amazing. FFB is really impressive and nuanced once you dial it in. Rally driving is some of the best I have experienced. Verbal pacenotes takes it to the next level as do the rally stages on the Italy map. Brilliant stuff!
 
I just don't get it :O_o: What is the point of the game? To drive around and... ?

It simply seems like self-indulgence on the part of the developers. I understood the point of Rigs of Rods - it was a physics sandbox, a simulator, but when they branched off into BeamNG it just seemed to lose any purpose, other than to crash into things and marvel at the visual effect.

I can see it being mildy amusing for about 10 minutes, but after that, no - I'm 46 years old and no longer pretend to crash my Matchbox cars into each other :rolleyes:

Crashing. Lots and lots of crunchy bendy crashes. WAY better then Matchbox cars!

It's a fun game actually and is a lovely change when simming gets a bit too serious.
 
Have you guys ever heard of BeamMP? It's a Multiplayer Mod for BeamNG and oh boy, it makes it one of the best feeling racing games out there - if you can organize races by yourself and have a couple people that follow rules.
I've created a couple Touring cars with engines exported from Automation, there's nothing similar to it. The soft body physics actually force you to drive clean, because every touch on the wrong part will destroy your handling, just like in real life. Engines can actually break due to overheating. If you're pushing the car in front too hard, your radiator or oil cooler might break, your headlights can be destroyed (which is obviously a problem at night races, and yes, that's possible) and so on.

If you think that BeamNG is just about crashing Matchbox cars into each other, you might as well lack some imagination to what this game really offers to a racing community.
The only downside is the community behind the game which seems to be an average age of 12, and the missing racing apps, like a proper lap timer and counter, starting lights and race position. And, of course, the terribly high requirements on your hardware above 10 cars - I can't even spawn more than 5 without dropping below 30FPS.

20210201161050_1.jpg
 
The only downside is the community behind the game which seems to be an average age of 12,
and the missing racing apps, like a proper lap timer and counter, starting lights and race position.
And, of course, the terribly high requirements on your hardware above 10 cars - I can't even spawn more than 5 without dropping below 30FPS.
isn't this enough ? :geek:
with all due respect... and I don't mean Beam NG is bad but with so many great games out there (with better multiplayer) like AC, ACC, AMS 1&2, PC2,... and not to mention the all around amazing Wreckfest, just for those three things you have mention are more than enough to skip on this one. Also I feel that this game is like a whole eternity in Early Access :unsure:
 
You're absolutely right and I get your point, I was just trying to say that BeamNG CAN be a great multiplayer racing game, although it does not force the player into any direction. It's basically just a big physics sandbox with no force-styled gameplay.
Also, AC's comeback is only due to the modding community and the games capabilities of handling mods. If I'm completely honest about it, AC was abandoned in a rather unfinished stage (the biggest bummer being the 32-Bit physics calculation, which is even noticeable on original tracks) and was greatly improved by the community around it.
I do hope the same happens to BeamNG but the racing community is either too conservative to realize the games potential or just not aware of it.
And to mention the Early Access: I'm glad it still is, because it greatly improved over the last years and I love the fact, that not even the devs think it's already finished.

TL;DR:
Just because there's already a car brand, doesn't mean theres no need for another.
For me, BeamNG just adds realtime soft-body and thermal physics to my collection of awesome racing games that do not cover that aspect in the same detail.
 
  • Deleted member 963434

Said it for decades, what all sims need

i guess another small step towards worthy GTA succesor we have here. We already have, planes, helis, tanks, just wait till beam/ng devs introduce pedestrians and ragdoll physics and "soft body deformation" and penetration on human bodies xD, and we can have guns then xD
no sandbox without story like in gta without purpose of playing other than hitting people with cars would not go well in todays world public opinion :(
 
Just got it, and this deserves much more consideration than it has in simracing, it's just beautiful to drive and it offers something unique
 

Vehicles​

  • Added Vehicle Triggers support to Dry Van Trailer, Flatbed Trailer, Tanker Trailer, Travel Trailer and Old Cannon
  • Bruckell LeGran
    • Fixed front sway bar mesh spiking when subframe deformed
    • Fixed position of sport gauges speedometer needle
    • Fixed maximum travel of sport gauges tachometer needle
    • Fixed right mirror reflection
    • Fixed wrong taillights for facelifted wagon configurations
    • Fixed leaking breakGroup in hood bolts
    • Fixed “SE V6 Wagon” configuration having the wrong engine, and missing the “facelift” tag from its name
    • Fixed brake lights turning on with taillights
    • Fixed shaky exhaust attach at engine
    • Fixed manual floor shifter missing clutch pedal
    • Fixed sport speedometer needle bottoming out at 5mph instead of an unmarked 0mph position
    • Fixed drive shaft prop not being visible when the front differential is removed
    • Adjusted headlight aiming pattern
  • Bruckell Moonhawk
    • Fixed missing “Front” sub-category header in wheels tuning menu section
  • Cherrier Vivace/Tograc
    • Tweaked engine limiter beams
  • ETK 800
    • Fixed broken ttSport dual outlet exhaust path causing particles to emit at the manifold
  • Gavril Barstow
    • Fixed fuel tank deform not being set in jbeam leading to random fuel tank strength depending on fitted parts
  • Gavril Bluebuck
    • Fixed broken V8 engine exhaust paths
  • Gavril D-Series
    • Increased strength of engine intake and accessories deform groups
    • Improved transmission mount stability
    • Fixed front differential brace mesh showing on beam front axle when offroad springs are fitted
    • Fixed flatbed rollbar detaching on spawn
    • Fixed welded IFS differential missing half shaft slot
  • Gavril Grand Marshal
    • Increased strength of engine intake and accessories deform groups
  • Gavril H-Series
    • Increased strength of engine intake and accessories deform groups
    • Improved transmission mount stability
    • Fixed front differential brace mesh showing on beam front axle when offroad springs are fitted
  • Gavril Roamer
    • Increased strength of engine intake and accessories deform groups
    • Improved transmission mount stability
    • Fixed welded IFS differential missing half shaft slot
  • Hirochi SBR
    • Added engine mount parts
    • Added engine deform group support
    • Fixed third brake light flare not breaking
    • Gauge : fixed tail lights indicator being stuck on
  • Hirochi Sunburst
    • Fixed 1.8L engine spawning with a broken engine mount
  • Ibishu Pigeon
    • Added roof bars
  • Soliad Wendover
    • Added drift steering
    • Increased door latch strength
    • Increased effectiveness of heavy duty radiator
    • Improved hood deformation
    • Fixed right mirror reflection
    • Fixed UV map issue with pre-facelift rear bumper skirt
    • Fixed front sway bar mesh spiking when subframe deformed
    • Fixed leaking breakGroup in hood bolts
    • Fixed upper hood hinge nodes inverting through hood
    • Fixed shaky exhaust attach at engine
    • Fixed drive shaft prop not being visible when the front differential is removed
    • Fixed 3.8L V6 engine using sport intake by default
    • Fixed missing derby and box front bumper mounts
    • Fixed “Sport S” configurations description typos
    • Fixed “Sport SE 4400 V8 (Facelift) (A)” configuration using the wrong steering wheel
    • Reduced mesh spiking of facelift headlights, doors and rear quarter panels
    • Reduced vibration of doors and mirrors
    • Adjusted headlight aiming pattern
  • Wentward DT40L
    • Fixed side panels wobbling freely when the roof is removed

https://beamng.com/game/news/patch/beamng-drive-v0-22-2/#vehicle-triggers
Vehicle triggers​

  • Improved visibility: visible for own vehicle and all vehicles in 1st person and free camera
  • Fixed interaction: cursor and middle of the screen for gamepads was mixed up, resulting in weird behavior. Should work a lot better now. (Also lights up as green when you can click it)
  • Fixed triggers rendering in photo mode

https://beamng.com/game/news/patch/beamng-drive-v0-22-2/#walking-mode
Walking Mode​

  • Optimized spawning system for the walking mode
  • Cleared the fixed nodes of the player when getting in a vehicle
  • Traffic vehicles that are in the way don’t despawn when getting out of the vehicle

https://beamng.com/game/news/patch/beamng-drive-v0-22-2/#input--force-feedback
Input & Force Feedback​

  • Fixed the Options menu not updating when changing bindings (sorry for the inconveniences setting up your devices!)
  • Optimized bindings edition: removed and added bindings will now show up much faster
  • Improved Walking Mode bindings names: move up/down is now forwards/backwards
  • Added the notion of ‘tags’ to input actions. it allows adding extra search keywords. Tags are shown in the tooltip popup (check the ‘Enter/Exit’ binding for an example)
  • Improved the Options > Controls search field: it will now search not just the title, but the description and tags too
  • Fixed a too low default strength setting for a few force feedback steering wheels
  • Fixed vehicle-specific bindings being removed when you spawn multiple vehicles and customize your controls
  • Fixed mod-provided input actions not working when you start the game (used to require pressing Ctrl+L once as a work around)
  • Fixed the Controls menu missing bindings of out-of-focus vehicles. Now we only show bindings for the currently focused vehicle
  • Fixed vehicle-specific bindings not showing up in the Controls menu if you switch vehicles while that menu was open

https://beamng.com/game/news/patch/beamng-drive-v0-22-2/#powertrain
Powertrain​

  • Limited the effect of a broken supercharger to the airflow of an engine
  • Improved overall DCT shift logic, less stuck gears, fixed disengaged first gear

https://beamng.com/game/news/patch/beamng-drive-v0-22-2/#game-engine
Game Engine​

  • Node Grabber: Fixed random crashes
  • Fixed ability to switch into a vehicle from the pool of inactive traffic vehicles (experimental feature)
  • Road / River Editor: Fixed text hidden behind 3d Spheres
  • User folder will now only be migrated on major updates.
  • User folder version now only contains the major and the minor version components

https://beamng.com/game/news/patch/beamng-drive-v0-22-2/#launcher
Launcher​

  • Fixed browser link when clicking on “More information” when the game exit with a critical error
  • Added translations

https://beamng.com/game/news/patch/beamng-drive-v0-22-2/#traffic
Traffic​

  • Fixed issue with vehicles suddenly showing up too close in pooled traffic mode
  • Fixed traffic collision infraction not triggering
  • Fixed reckless driving infraction rarely triggering

https://beamng.com/game/news/patch/beamng-drive-v0-22-2/#audio
Audio​

  • Improved voice stealing
  • Fixed audio cut-offs with multiple vehicles
  • Fixed low volumes of backfires
  • Updated range of audio voices
  • Improved Fmod initialization from audio settings

https://beamng.com/game/news/patch/beamng-drive-v0-22-2/#scenarios--time-trials
Scenarios & Time Trials​

  • Fixed several Time Trials not working correctly after resetting
  • Fixed checkpoint markers not disappearing in scenarios and Time Trials

https://beamng.com/game/news/patch/beamng-drive-v0-22-2/#track-builder
Track Builder​

  • Fixed Track Builder tracks not showing up in Time Trials sometimes

https://beamng.com/game/news/patch/beamng-drive-v0-22-2/#world-editor
World Editor​

  • Fixed an error when opening the “Layouts” menu
  • Fixed the position of newly created mesh road and river objects to be the on the first placed node
  • Adjusted several default window sizes
  • Fixed an error when selecting forest items while holding ctrl
  • Made the mouse interaction with the scaling gizmo more intuitive
  • The scaling gizmo will now keep the relative sizes between all edited axes
  • Fixed wrong position after scaling an object
  • Fixed triggers sometimes still being drawn after closing the editor
  • Forest editor now also has the precise gizmo controls when holding ctrl
  • Added ability to rename forest brushes
  • Rebuild decal roads together with level collision
  • Fixed Icons Overview window not scaling correctly

https://beamng.com/game/news/patch/beamng-drive-v0-22-2/#flowgraph-editor
Flowgraph Editor​

  • Various minor node fixes
  • Added walking mode related nodes
  • Fixed welcome screen examples not working properly
 

Vehicles​

  • Added Vehicle Triggers support to Dry Van Trailer, Flatbed Trailer, Tanker Trailer, Travel Trailer and Old Cannon
  • Bruckell LeGran
    • Fixed front sway bar mesh spiking when subframe deformed
    • Fixed position of sport gauges speedometer needle
    • Fixed maximum travel of sport gauges tachometer needle
    • Fixed right mirror reflection
    • Fixed wrong taillights for facelifted wagon configurations
    • Fixed leaking breakGroup in hood bolts
    • Fixed “SE V6 Wagon” configuration having the wrong engine, and missing the “facelift” tag from its name
    • Fixed brake lights turning on with taillights
    • Fixed shaky exhaust attach at engine
    • Fixed manual floor shifter missing clutch pedal
    • Fixed sport speedometer needle bottoming out at 5mph instead of an unmarked 0mph position
    • Fixed drive shaft prop not being visible when the front differential is removed
    • Adjusted headlight aiming pattern
  • Bruckell Moonhawk
    • Fixed missing “Front” sub-category header in wheels tuning menu section
  • Cherrier Vivace/Tograc
    • Tweaked engine limiter beams
  • ETK 800
    • Fixed broken ttSport dual outlet exhaust path causing particles to emit at the manifold
  • Gavril Barstow
    • Fixed fuel tank deform not being set in jbeam leading to random fuel tank strength depending on fitted parts
  • Gavril Bluebuck
    • Fixed broken V8 engine exhaust paths
  • Gavril D-Series
    • Increased strength of engine intake and accessories deform groups
    • Improved transmission mount stability
    • Fixed front differential brace mesh showing on beam front axle when offroad springs are fitted
    • Fixed flatbed rollbar detaching on spawn
    • Fixed welded IFS differential missing half shaft slot
  • Gavril Grand Marshal
    • Increased strength of engine intake and accessories deform groups
  • Gavril H-Series
    • Increased strength of engine intake and accessories deform groups
    • Improved transmission mount stability
    • Fixed front differential brace mesh showing on beam front axle when offroad springs are fitted
  • Gavril Roamer
    • Increased strength of engine intake and accessories deform groups
    • Improved transmission mount stability
    • Fixed welded IFS differential missing half shaft slot
  • Hirochi SBR
    • Added engine mount parts
    • Added engine deform group support
    • Fixed third brake light flare not breaking
    • Gauge : fixed tail lights indicator being stuck on
  • Hirochi Sunburst
    • Fixed 1.8L engine spawning with a broken engine mount
  • Ibishu Pigeon
    • Added roof bars
  • Soliad Wendover
    • Added drift steering
    • Increased door latch strength
    • Increased effectiveness of heavy duty radiator
    • Improved hood deformation
    • Fixed right mirror reflection
    • Fixed UV map issue with pre-facelift rear bumper skirt
    • Fixed front sway bar mesh spiking when subframe deformed
    • Fixed leaking breakGroup in hood bolts
    • Fixed upper hood hinge nodes inverting through hood
    • Fixed shaky exhaust attach at engine
    • Fixed drive shaft prop not being visible when the front differential is removed
    • Fixed 3.8L V6 engine using sport intake by default
    • Fixed missing derby and box front bumper mounts
    • Fixed “Sport S” configurations description typos
    • Fixed “Sport SE 4400 V8 (Facelift) (A)” configuration using the wrong steering wheel
    • Reduced mesh spiking of facelift headlights, doors and rear quarter panels
    • Reduced vibration of doors and mirrors
    • Adjusted headlight aiming pattern
  • Wentward DT40L
    • Fixed side panels wobbling freely when the roof is removed

https://beamng.com/game/news/patch/beamng-drive-v0-22-2/#vehicle-triggers
Vehicle triggers​

  • Improved visibility: visible for own vehicle and all vehicles in 1st person and free camera
  • Fixed interaction: cursor and middle of the screen for gamepads was mixed up, resulting in weird behavior. Should work a lot better now. (Also lights up as green when you can click it)
  • Fixed triggers rendering in photo mode

https://beamng.com/game/news/patch/beamng-drive-v0-22-2/#walking-mode
Walking Mode​

  • Optimized spawning system for the walking mode
  • Cleared the fixed nodes of the player when getting in a vehicle
  • Traffic vehicles that are in the way don’t despawn when getting out of the vehicle

https://beamng.com/game/news/patch/beamng-drive-v0-22-2/#input--force-feedback
Input & Force Feedback​

  • Fixed the Options menu not updating when changing bindings (sorry for the inconveniences setting up your devices!)
  • Optimized bindings edition: removed and added bindings will now show up much faster
  • Improved Walking Mode bindings names: move up/down is now forwards/backwards
  • Added the notion of ‘tags’ to input actions. it allows adding extra search keywords. Tags are shown in the tooltip popup (check the ‘Enter/Exit’ binding for an example)
  • Improved the Options > Controls search field: it will now search not just the title, but the description and tags too
  • Fixed a too low default strength setting for a few force feedback steering wheels
  • Fixed vehicle-specific bindings being removed when you spawn multiple vehicles and customize your controls
  • Fixed mod-provided input actions not working when you start the game (used to require pressing Ctrl+L once as a work around)
  • Fixed the Controls menu missing bindings of out-of-focus vehicles. Now we only show bindings for the currently focused vehicle
  • Fixed vehicle-specific bindings not showing up in the Controls menu if you switch vehicles while that menu was open

https://beamng.com/game/news/patch/beamng-drive-v0-22-2/#powertrain
Powertrain​

  • Limited the effect of a broken supercharger to the airflow of an engine
  • Improved overall DCT shift logic, less stuck gears, fixed disengaged first gear

https://beamng.com/game/news/patch/beamng-drive-v0-22-2/#game-engine
Game Engine​

  • Node Grabber: Fixed random crashes
  • Fixed ability to switch into a vehicle from the pool of inactive traffic vehicles (experimental feature)
  • Road / River Editor: Fixed text hidden behind 3d Spheres
  • User folder will now only be migrated on major updates.
  • User folder version now only contains the major and the minor version components

https://beamng.com/game/news/patch/beamng-drive-v0-22-2/#launcher
Launcher​

  • Fixed browser link when clicking on “More information” when the game exit with a critical error
  • Added translations

https://beamng.com/game/news/patch/beamng-drive-v0-22-2/#traffic
Traffic​

  • Fixed issue with vehicles suddenly showing up too close in pooled traffic mode
  • Fixed traffic collision infraction not triggering
  • Fixed reckless driving infraction rarely triggering

https://beamng.com/game/news/patch/beamng-drive-v0-22-2/#audio
Audio​

  • Improved voice stealing
  • Fixed audio cut-offs with multiple vehicles
  • Fixed low volumes of backfires
  • Updated range of audio voices
  • Improved Fmod initialization from audio settings

https://beamng.com/game/news/patch/beamng-drive-v0-22-2/#scenarios--time-trials
Scenarios & Time Trials​

  • Fixed several Time Trials not working correctly after resetting
  • Fixed checkpoint markers not disappearing in scenarios and Time Trials

https://beamng.com/game/news/patch/beamng-drive-v0-22-2/#track-builder
Track Builder​

  • Fixed Track Builder tracks not showing up in Time Trials sometimes

https://beamng.com/game/news/patch/beamng-drive-v0-22-2/#world-editor
World Editor​

  • Fixed an error when opening the “Layouts” menu
  • Fixed the position of newly created mesh road and river objects to be the on the first placed node
  • Adjusted several default window sizes
  • Fixed an error when selecting forest items while holding ctrl
  • Made the mouse interaction with the scaling gizmo more intuitive
  • The scaling gizmo will now keep the relative sizes between all edited axes
  • Fixed wrong position after scaling an object
  • Fixed triggers sometimes still being drawn after closing the editor
  • Forest editor now also has the precise gizmo controls when holding ctrl
  • Added ability to rename forest brushes
  • Rebuild decal roads together with level collision
  • Fixed Icons Overview window not scaling correctly

https://beamng.com/game/news/patch/beamng-drive-v0-22-2/#flowgraph-editor
Flowgraph Editor​

  • Various minor node fixes
  • Added walking mode related nodes
  • Fixed welcome screen examples not working properly
 
Hello all,

I was wondering if anyone here has had any luck obtaining a good FFB configuration with BeamNG on either of the Fanatec DD wheel bases. For the life of me I can seem to find the combination of in game and wheel base settings to feel right. I was a bit surprised that fanatec doesn't provide their usual baseline recommended config however I also know this is not a traditional "racing" game. But It's rather popular and has a lot of fun to offer if you can get it dialed in. From what I understand their recent updates have provided a big improvement with FFB so I would love to get it dialed in. Thanks for any input on the topic.
 

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