A frankly enormous list of new content, improvements and fixes has arrived with BeamNG.drive v0.24 released to download now. The Winter 2021 release has a lot of highlights including remastering some of the existing vehicles, upgrading more elements to Physically Based Rendering (PBR), and adding a Mission system within freeroam mode, including time trials, drift, gymkhana, precision parking and more.
The two reworked and remastered examples are the 1996 Ibishu Pessima and the Gavril H-Series van. Plus there are various new props, so you can pack your Gavril with a TV, chair, fridge and cardboard boxes to practice for moving house. Trailers and tankers have also been made more realistic, including the liquid potentially moving around.
A long list of other updates include map fixes, improvements to the traffic system, a UI revamp, changes to the Force Feedback, audio including stero headphone mode, and the news that a new American muscle car, the Bruckell Bastion, will be arriving soon. Check out all the release notes for BeamNG.drive v0.24 below
BeamNG.drive v0.24 Release Notes:
Vehicles
- REVAMPED VEHICLE – Ibishu Pessima (1996)
Reworked the 3D model with ehanced detail, adjusted proportions and improved textures
Reworked the Jbeam structure with better deformation and increased detail
Added a large quantity of new parts:
New engine and drivetrain customization
New sport and custom body kits
New spoilers, fender flares and other accessories
New rollcage, racing dashboard and racing subframes
New derby parts
New wheels
New underglow lighting
Added many new configurations to fully flesh out the vehicle with a full compliment of factory and custom and racing models:
New “Unpalatable” Derby racer
New Taxi, Police and Detective Special models
Reworked Street Tuned configuration with proper early 2000s style
Reworked factory sport models, split between DOHC I4 and V6 models with unique styling
New Rally, Drag and made-to-spec Touring Car racing configurations
- REVAMPED VEHICLE – Gavril H-Series
Reworked the 3D Model, Materials and added loads of new content
Added Side-Door body styles
Added Passenger body styles
Reworked Interior (added new interior color options and passenger parts)
Added High-End fascia
Added Facelift parts (With Base and High-End versions)
Added new Widebody Kit
Added many new configurations and reworked existing ones
Added factory two-tone skin
Added “Vandal” skin
Added “Curiosity Caravan” skin
- Autobello Piccolina
Interior and engine materials converted to PBR
Fixed missing brake property cancellations
- Bruckell LeGran
Fixed race config using stock oilpan instead of race oilpan
Fixed facelift SE V6 wagon using wrong transmission
Added underglow lighting
- Bruckell Moonhawk
Added “Donk” Config
- Burnside Special
Added spare tire
Fixed triangulation issues with seats
Fixed missing dashboard and door panel stitching
- Cherrier FCV
Speed is now mono-spaced for better readability
Interior materials converted to PBR
- Gavril Bluebuck
Fixed spare tyre being radial instead of bias ply
- Gavril D-Series
Fixed short dually bed UV issue
Fixed short dually bed wheel well size
Fixed crew cab long bed frame using wrong mesh
Fixed unequal length of regular cab rock sliders
- Gavril Grand Marshal
Tweaked deformation of the rear end to be weaker
- Gavril T-Series
Added ‘steel pipes’ and ‘wood planks’ loads for the flatbed upfit
Added missing surface cross beams on fuel tanks
Added Collision helper nodes to the dump bed upfit to reduce the possibility of objects getting stuck in the sides of it
- Hirochi SBR
Fixed instability in front electric motor mounts in some crashes
Tweaked positions of eSBR turn signal flares
Redesigned Roof
- Hirochi Sunburst
Added underglow lighting
- Ibishu 200BX
Added underglow lighting
- Ibishu Covet
Fixed misaligned vertex in dashboard mesh
Added underglow lighting
- Ibishu Hopper
Cleaned up duplicate meshes from crawler coilovers
Fixed Carabinieri configuration default colors so the text on the skin is visible on spawn
- Ibishu Miramar
Reworked Interior materials to PBR
New Interior color options
- Ibishu Pessima (1998)
Added underglow lighting
- Ibishu Pigeon
Fixed corner refNode definitions
- Ibishu Wigeon
Fixed corner refNode definitions
Reworked canopy latch to prevent collision fighting issues when a rollcage is fitted
- Soliad Wendover
Fixed race/rally hillclimb configurations using sport exhaust instead of race exhaust
- Trailers
Flatbed
Reduced torsional rigidity and tweaked deformation
Remade loads jbeam with reduced rigidity, better collision and deformation
Tanker
Tweaked body deformation, improved collision and rigidity of various subparts
Remade loads jbeam with more realistic liquid sloshing/surge behavior and fully adjustable volume
Added new configurations with 22000L and 34000L load volume
Added Couch and Armchair loads to Box Utility, Large Box Utility, Small Flatbed trailers as well as to Van and Pickup
- Props
Added Fridge
Added Lounge Set
Added Chair
Added TV
Added Cardboard boxes
- Wheels
Added Gavril 8-Slot wheels
Added Wangan 3SP wheels
Added Ibishu Type-VX wheels
Added UTR Voltaire wheels
- Misc
Added unified generic gauges to relevant cars
ETK800
SBR4
Vivace
Wendover
Roof bar loads
Added Fridge Load
Added Sideways Mounted Couch
Added Wooden Pallet with:
Front facing couch
Front facing armchair
Levels
Automation Test Track
- Fixed traffic spawning on the racetrack
- Updated to the new cubemap
Cliff
- Updated to the new cubemap
Derby Arenas
Enabled gated roads for racetracks and arenas
Updated to the new cubemap
East Coast USA
Small fixes
Updated to the new cubemap
Fixed wrong collision on a shop
Gridmap
Updated to the new cubemap
Hirochi Raceway
Updated to the new cubemap
Industrial
Fixed depth in pothole road
Fixed traffic spawning where it shouldn’t
Fixed missing collision on racetrack tire barriers
Updated to the new cubemap
Italy
Fixed collision in Portino
Fixed underground trees near Fastello
Updated to the new cubemap
Fixed AI decalroads
Jungle Rock Island
Updated terrain, asphalt decalroad, and decal materials to PBR
Updated to the new cubemap
Fixed the bus route stops positions and names
Created new bus route previews
Improved depth map to prevent tires sinking into the river rocks material
Fixed duplicate bus stop names
Improved transition of runway
Small fixes
Small Island
Fixed small cork oak collision mesh
Updated terrain, asphalt decalroad, and decal materials to PBR
Updated to the new cubemap
Utah
Updated terrain, asphalt decalroad, and decal materials to PBR
Fixed a pronounced dip in the road near the camp site
Fixed some rocks in the east not colliding with cars
Fixed a gap that appeared between terrain and background when viewed from a distance
Improved LOD models of bridges to reduce pop-in
Improved river water visuals
Updated to the new cubemap
Updated lights
West Coast USA
Fixed traffic spawning on racetracks
Updated to new cubemap
Missions
Added Mission system:
Play missions while in freeroam mode
Missions are similar to scenarios, but can be started while in a level in freeroam
Some missions will use your current vehicle, some will use a provided vehicle
Some missions can be configured before starting (number of laps, traffic on/off etc)
Missions can be viewed in Overview map mode
Available Mission Types:
Time Trials: The original Time Trials routes. Available everywhere
Bus Mode: The original Bus Mode with some improvements. Available everywhere
Dragrace Mode: The original Dragrace mode. Available on West Coast USA and Gridmap V2
Longjump: See how far you can jump with your own vehicle. Available on Utah
Precision Parking: Park quickly and precisely for points. Available on Italy and East Coast USA
Drift & Gymkhana: Slide around obstacles and curvy tracks. Available on Italy and West Coast USA
Arrive: Get to a target point under many different conditions. Available on Italy
Create your own missions with the WIP Mission Editor
Make more missions easily using existing Mission Types
Make completely custom missions using the Flowgraph Editor and project templates
Make your own Mission Types and Editors
Mission System can be disabled in the settings (Settings > Gameplay > Use Mission System)
Powertrain
Combustion engine now supports multiple output clutches
Added throttle smoothing to electric motors
Exposed electric motor regeneration curve to jbeam
Added audio support for radiator cooling fans
Tweaked audio support of BOVs and flutter
Fixed an inaccuracy with audio load calculation when a combustion engine lost parts of its torque
Fixed vehicle reset to cause combustion engine inertia change
Tuned brake pad glazing behavior, happens less now, doesn’t impact braking ability as much anymore
Controllers
Improved transmission control when trying to reverse up a sloped surface
Implemented a generic controller for in-car HTML displays
Unified codebase for all displays
Available data is configured in jbeam
Can be extended via custom lua
Previous gauge controller will be deprecated in the future, please upgrade mods to the new, generic version
Fixed DSE for vehicles with > 4 wheels
Jato controller moved from bus specific codebase to common controllers
Tuned various reset parameters and heuristics of DSE virtual speed calculation
Implemented ability to extend vehicle drivemodes via additional parts
Improved support for shifting sequential transmissions with an H-Pattern shifter
Scenarios
Improved AI for East Coast Chase #4
Improved AI for all race scenarios in A Rocky Start
Various fixes for ‘King Size’ scenario
Input and Force Feedback
Xbox controller default layout changes. As you know, we provide extensive customizability of bindings. If you were using the defaults we provide for XBox controllers, you will notice these changes:
The new menu system is now opened with the Select button
Camera view can be changed with B
Zoom controls are no longer bound by default
Slow-motion has been made available in dpad-UP, replacing Enter/Exit Vehicle
FFB improvements. For best results adjust smoothness and strength under FFB settings
The default keyboard binding for the Quick Access Menu has been changed to ‘E’
Added “Soft lock” option. This will attempt to keep your physical steering wheel within the valid angles of the currently selected vehicle. It can be disabled in Options > Controls > Force Feedback > edit binding > Soft Lock.
Added bindings to easily test different strength and smoothing (will not save settings to disk)
Added ‘Max Steering’ field to the ‘FFB Graph’ UI app, showing the short-term maximum steering value
Reduced clipping of forces in default configuration for Logitech G923 for PlayStation and XBox
Improved default FFB configuration for Sim-plicity SW20 direct drive steering wheel
Added extra logging to detect cases when the user has selected a too great FFB update rate that is probably impacting framerate
Fixed several steering wheels (including Sim-plicity SW20) vibrating briefly when switching focus to a different vehicle
Fixed FFB Graph UI app not receiving data when it’s the only app on the screen
Removed unused field ‘Rate’ from the ‘FFB Graph’ UI app
Potentially fixed certain axes not being detected by the game, including Pro Racing Pedals, certain Fanatec handbrake configurations, and others)
Increased the amount of supported buttons to 128 buttons per connected device (used to be 100)
Increased the amount of supported pov-hats to 4 per connected device (used to only properly support 1, and a 2nd pov-hat would work incorrectly)
Increased the amount of supported axes to 14 (used to be 7)
Fixed inability to reassign certain controls (such as ESC key, which would normally close the Controls menu itself)
Physics
Fixed a bug which caused the physics core to overlook collisions between vehicles when lots of vehicles had been spawned
Added obj:actuateBeam(beamId, force, speedLimit, slipForce, slipSpeedLimit, minExtend, maxExtend) function. It controls beam/hydros in a physically correct way
Added obj:apply2nodeTorque(torqueAxis, torque, nodeId1, nodeId2) function. It applies a torque on 2 nodes
Physics core is tracking wheel downforce inside water too
Small physics core speed optimizations (~3%)
Removed float3 types that were returned by the physics core to vehicle Lua. Now the physics core will directly return vec3
Removed node_count, beam_count, wheel_count attributes of obj
Added softCollision flag (defaulting to false) to castRayStatic call. The flag controls if a ray will register collisions with soft/sandy/muddy surfaces
Fixed vehicle width calculation that was affecting the AI
Improved collisions to reduce clipping
Improved tracking of playing status of sound sources
Added obj:isPlayingSFX(soundId) function. It returns if the sound is playing or not
Traffic
Set up traffic signals system for West Coast USA! Traffic now respects all traffic signals on current official maps
Added police infraction for running through a red light
Reduced police strictness for several player infractions
Added ability for traffic to drive on the left side of the road; they will do this in Automation Test Track
Added speed limit zones! The speed limit in areas such as downtown in West Coast USA is much more sensible now
Improved the traffic vehicle pooling feature
Added option to disable switching to traffic vehicles
Created traffic debug tool to overview all the values for traffic behaviors (Window → experimental → Traffic debug)
Created traffic behaviors using the personalities traits
Flee → some cars will flee if they get scared (Bumped into too many times, or witnessing the player crashing in other cars)
Follow → some cars will follow the player after being bumped into in order to make the player stop and exchange insurance information (some of those cars will even chase you if you don’t stop)
Reworked despawn logic of the traffic
AI
Fixed traffic bumping into each other when pulling over for emergency vehicles
Applied “rubberband” aggression mode as a default for Flee, Chase, and Follow modes; if it is turned off, manual aggression will be used
Added parameters function and table for detailed values and actions
Added stop point as a property of the AI plan
AI vehicles may honk their horn if they are blocked at a green light
Implemented a Darboux frame based road coordinate system with tangent, normal and bi-normal directions. This allows for improved movement of the plan nodes on the road surface.
Implemented lane change logic to detect and execute a lane change as required
Improved multi lane one way road lane localization
Optimized plan geometry calculations
Chase mode bug fix when target vehicle is moving towards ai vehicle
Traffic mode bug fix when extending the travel path
Audio
Added plastic impacts
Added audio support for cooling fans
Added stereo headphone mode
Added UI sounds and ambiences for overview map mode and main menu
Added bespoke afterfire samples for 6 cylinder engines
Improved supercharger 1+3 loops
Suspension response improvements – car balancing ongoing
Straight cut transmission tweaks to pitch. added distortion to race version
Loose surfaces separated into roll/skid events with new ‘depth’ parameter controller added
Distance based DSP effect on surfaces emulating frequency shifting of a moving vehicle’s tires on a hard surface
Fixed surface roll distances which were accidentally set too low
Added independent jbeam control of turbo bov pressure (with a turbo size coef) and volume/gain
UI
Improved design and UX
Added new Map Overview mode (M key by default)
A new mode to get an overview of the map, which shows you missions and spawn points
Click anywhere on the map to set a navigation point and have a route generated to it
Select a mission to navigate to or select a spawn point to teleport to it
Added “…” checkbox to the vehicle search filters: this allows to ignore/include unrecognized vehicles from the search
Fixed UI app checkbox “View in cockpit” not being saved properly
Minor improvement to the Vehicle Selector menu filters appearance
Added a button that opens the User Folder, located in the Help > Storage section menu
Added ability to display modded bindings assigned to categories that don’t exist. New categories will be appended at the bottom of the list
Improved wording on the tip shown after the engine has stalled
Navigation app now displays missions and can open the map
Fixed an outdated help link in the Unresponsive UI warning dialog
Localization:
Added German and Polish translations
Updated design & spawning method of the Traffic UI app
Integrated the ‘Advanced functions’ into the normal user interface by default (the option checkbox has been removed as it’s no longer necessary)
Pause indicator is now integrated into the new UI
Optimized Photomode, should now take screenshots a few tenths of a second faster than usual
Fixed physics benchmark details now working correctly in Options > Perforamnce menu
Fixed missing icon for Options > Licenses
The game can now be exited without having to go through the initial introductory main menu
Improved gamepad d-pad icons
Improved behavior of the navigation bar
Cleaned up menu items and moved them out of the way
Cameras
Improved ‘External’ camera obstacle detection, it will now try to avoid angles where vegetation is obstructing the view to the vehicle
Improved ‘External’ camera tracking, it had stopped correctly predicting where the vehicle would go in the future
Improved ‘External’ camera positioning when activating the camera for a second time after a while in other camera, if the vehicle was moving at speed
Improved seat adjustment bindings so they can be easier to find in Options > Controls > Bindings
Tweaked frequencies of ‘External’ camera behaviors, which was favoring handheld-like movements too often
Various optimizations of camera code, contributing to a more stable framerate
Added nodeOffset and nodeMove attribute support to onboard camera
Removed external camera from the default camera switching rotation (can still be switched to with the number buttons)
Replay
- Added F2 and Shift-F2 as default bindings to record and cancel recording of replays. If you are using any external software that hijacks the Alt+R binding (such as Nvidia GeForce Experience), you need to either use the new F2 keys, or configure the external software to stop using BeamNG.drive’s key combination)
- Fixed some vehicles not being spawned for replay, leading to missing or invisible vehicles
- Fixed skids and other effects sounding different or missing in replays compared to the original gameplay
Game Engine
- Fixed zip metadata changing for each update, Smaller download and faster patching for next updates
- Fixed performance graph UI update counter stuck at 0
- Fixed crash when game idle reduced for extended time
- Added prism shape to DebugRender, better fps when displaying AI road debug
- Improved performance of vehicle recovery
World Editor
Reworked the design and features of the Multi-Vehicle Spawner window
Added Import / Export feature to the Multi-Vehicle Spawner window to load and save individual vehicle group files (format: name.vehGroup.json)
Fixed errors and improved usability of the Traffic Signals window
Improved class search window in the Create Object Tool
Fixed an issue when undoing a field change of multiple objects at once
Improvements and bugfixes for dragging and dropping objects in the scenetree
Fixed an issue where duplicated objects were not added to the scenetree properly
Decal Road Editor
Show selected roads’ length in the inspector
Terrain Editor
Fixed an issue where the square terrain brush sometimes had the wrong size
Forest Editor
Fixed an issue where the positions of forest items were wrong after undoing a transform operation
Allow selecting which roads should show on the navigation app with the hiddenInNavi option
Flowgraph Editor
Added Context-Translation nodes
Added Vehicle Selector UI Node (WIP)
Updated Variable Window
Various minor bugfixes and improvements
Transient Flowgraphs are now more apparent
Updated traffic and traffic signal nodes
Created new nodes for vehicle pooling system
Created node for AI to follow a table of waypoints
Enabled reset pin for AI Flee node
glTF exporter
Fixed Tangent format
Added export of materials (stay tuned for a separate announcement)
Added export of props
Implemented binary glTF, resulting in smaller file size
Lua
- Implemented work-in-progress version of a gameplay interface to simplify gameplay related communication between vehicle lua and and gamenengine lua
AI mode
Lightbar modes
Light modes
Powertrain device info request
Electrics value request
Electrics value subscription service
Controller gameplay event
Freezing
Cleaned up various no longer required casts to vec3
Dump() now allows for inspection of C++ objects
Cleaned up some unintentional writes to v.data
Fixed loss of static wheel sound data upon vehicle reset
Small optimizations of mathlib.lua
Fixed certain couplers not lighting up when pressing L
Fixed beamShortBound, breakGroupType properties of beams being set to wrong default value
Added support for impact sounds of plastic materials
Transmit particle collision data as function parameters
Optimized Lua function calls coming from C++
Improved runtime memory allocations of game engine Lua. This improves frame time consistency
Added hubSide1TriangleCollision and hubSide2TriangleCollision to pressureWheels. These attributes control the creation of collision triangles for the two sides of a wheel’s hub
ConsoleNG
- Fixed newline characters being printed differently on screen than in the actual log file
If the release of BeamNG.drive v0.24 has you interested in buying the game, you can find it for the PC via Steam, or through Humble Bundle. Keep up with all our latest BeamNG.drive news and coverage, here. Or check out our full BeamNG.drive car list for all the officially released vehicles for the game.
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