presents
BeamNG.drive
*Early Access*
Protection: None
Version: 0.4.1.0
| 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.
| The driving feel is authentic and visceral, and crashes are realistic and
| violent; yet the physics are accessible enough to drive with a keyboard or
| gamepad while still being authentic with a full racing wheel with
| uncompromising realism.
| Environments and vehicles in BeamNG.drive are hand-crafted with passionate
| attention to detail. With years of meticulous design, research, and
| experience, we authentically recreate the feeling and excitement of real
| world driving.
| We are a small team from around the world with no obligations to publishers |
| or outside interests. Our users and modding community are our first priority.|
| Help us make BeamNG.drive the ultimate driving experience and discover what |
| an open and uncompromising soft-body vehicle simulator can be.
1. Unpack
2. Play & Have Fun :)
changelog:
DirectX 11
We have switched from DirectX9 to DirectX11. The benefits are improved
performance, future proofness and a good step towards modernizing the game
engine core. The downside is that DirectX 11 will not run on Windows XP any more
Features:
- Moved some calculations to the GPU, speeding up the flexmeshes considerably
- Implemented realistic Electronic Stability Control with multiple switchable
configurations: Use CTRL+Q to switch. The Hirochi Sunburst is currently the
only vehicle modern enough to have ESC support.
- Small startup time improvement
- Added force-feedback defaults to Fanatec and T500RS wheels
- New main menu background images replacing the blurry video - Higher quality
and more appealing
- Added new vehicle Lua API: getYawAngularVelocity, getPitchAngularVelocity,
getRollAngularVelocity
- Added brakePressureDelay to simulate delay of air brakes on heavy trucks
- Changelogs in the start menu and the info tab
- Improved debug visualization for sounds.
- Windows 10: Tested and found to be working well, fixed version reporting
Input:
- Mouse wheel, axes, and some buttons can be bound now, enabling you to have
mouse steering
- Improved bindings: now faster and more direct: calling VLua, ELua, JS or
TS directly
- G27 steering wheel RPM LEDs working
- Fixed setting bindings of high-end controllers that can fire rapid events
(such as Fanatec CS or Saitek X-55)
- Fixed inability to add and save bindings after the last one has been removed
- Right mouse button "look" is now a binding like the rest (and can be replaced
by mouse steering, accelerate & brake, and many others)
- Add filtering options to mouse controls (deadzone, linearity, inversion)
- Show controller name next to axis/button identifier when editing a binding
(to help those with many controllers connected at the same time)
- Show device type icon (keyboard, gamepad, etc. icons) next to most binding
assignments
- Minor GUI improvements in Controls menu to improve usability
- "Advanced Functions" mode now also disables certain hotkeys used for
debugging and alike.
Bugfixes:
- Vehicle loading optimized making it 3x faster
- Using average wheel speed for speedometer instead of the speed of one of the
wheels
- Fixed physics core loosing beams under rare circumstances
- Differential improvements
- Fixed crash when loading dead island mod with "Direct Sound" enabled
- Removed all sound providers except one for now.
- Fixed an issue where users could not define an audio device properly
- Fixed negative values in colorpicker
- Fix for suspension replacement disabling steering
- Prevent CEF console from being enabled at the same time as full screen mode
- Fixed sorting of rendered objects to reduce pixel fillrate, GPU state changes
and to improve instancing
- Fixed crash when more than 16 sounds are playing at the same time
- Fixed default water density being far too low
User Interface:
- Added Electronic new Stability Control and ABS UI debugging apps
- New and improved colorpicker in the vehicle selection
- Several minor fixes to the UI: dashboard selection/highlighting,
vehicle selector sizing too far
- Improved auto-hiding of the dashboard: after 30 seconds and only when no tab
is open
- Vehicle Selector performance problems fixed: showing up much quicker now
- Fixed Problem in the UI with duplicate audio devices making the
UI stop working
- Fixed Tacho2 up when engine values were missing: "NaN" is not shown but
instead hiding the value now
Terrains/Gameplay:
- Jungle Rock Island: Airfield progress, AI improvements,
new materials/textures, added a fort, fixed dirt road suddenly ending,
also now released and stable
- GridMap: Added an ice patch, extended existing terrain samples
- East Coast USA: Improved materials and LODs for buildings for
improved performance
- 4 new Scenarios: Moose Test, Jungle Rock Island Shortcut,
East Coast USA Jumps, Heavy Machine Delivery
- Updated colmesh for striped concrete barrier
- Fixed "Supercar Rally" scenario
- Fixed "Island Tour" scenario
Vehicles:
- T75: Added new Cement Mixer upfit. Continued optimizations. Redesigned front
jbeam to better simulate leaf springs. Fixed missing hood and fender cams,
rear spotlights. Fixed slow onset instability problems.
- Sunburst: Added new rally parts and non-ABS brakes to the
Hiroshi Sunburst Rally
- 200BX: Added new spoilers (XType and Small Lip). Tierod stiffness increased,
fixed LSD diff being locked
- D15: Added new off-road parts and "D15 V8 4WD Flatbed Custom" config.
Fixed ABS settings for steelwheels, increased front suspension damping
- D15/Roamer Small Trailer: Improved trailer wheels, collision and suspension
- Roamer: Added new roofrack objects, spare tire, carry bag
- Sunburst: Stiffened door hinges, headlights, tierods
- Improved ABS system, also tuning (to suit new system):200BX, D15,
Grand Marshal, Sunburst
- Bolide: Fixed normalmap artifact, fixed doors colliding with fenders,
stiffened chassis
- Covet: Added new rally parts to the Ibishu Covet Rally.
Increased HP of base model
- Grand Marshal: Stiffened chasssis and rear door hinge,
fixed dashboard mesh stretching
- Pigeon: Increases suspension damping
- Van: Fixed rear view mirror mesh stretching,
increased front suspension damping
- Concrete Barrier: Remade nodes/beams, replaced with an updated model
- Added a "Kick Plate" prop (scenario to use it will come)
- Flexbody binding improvements/fixes: 200BX, Bolide, Covet, D15/Roamer,
Grand Marshal, Sunburst, T75
- Improvements to glass strength: 200BX, Bolide, Covet, D15/Roamer,
Grand Marshal, Moonhawk, Sunburst, T75