Electrifying 0.16 – BeamNG.drive


With the long weeks of winter coming to an end we’re ready to release our update to bring BeamNG.drive to version 0.16. This release sees several improvements and additions to the game. We are releasing our first fully electric vehicle for BeamNG.drive, the eSBR. In addition to being fitted with an electric drivetrain and battery system it has also been given a major facelift, giving it an appropriately modern look and feel. Our team has had a lot of fun pushing this car to its limits and we hope you enjoy it as much as we do!

Italy is also receiving some additions, as promised when we launched 0.15 in December 2018. We have completed the port area of the main city, added the small coastal village of Portino and improved the appearance of the airport, fortress and castle. Italy is now also dotted with petrol stations and electric charging facilities as well as having several new offroad trails for you to explore. The local residents are also happy to have access to a new hospital and the protection afforded by fire and police stations.

Under the hood the team has continued to optimise several areas of the game. We now have a UI that can render up to 60fps. Optimisations to our physics engine have resulted in performance gains of up to 10%. Combined with improvements to the rendering engine that have reduced stuttering, your driving experience should become a lot smoother.

On the audio side of things, we are releasing support for 5.1 surround sound. The team has also been hard at work to bring scrape effects, transmission whine and a new dynamic muffling parameter into the game to continue the work of making our cars sound as good as they handle. Work on tuning these new effects is still on-going so expect to hear improvements in the coming releases.

This release also includes new and tweaked game scenarios, enhancements to several vehicles and a bunch of bug fixes and quality of life improvements. The full changelog can be found below. We hope you enjoy the results of the team’s hard work and as usual please let us know what you think on the forums!

  • The map has received a new hospital, fire and police stations:


  • The castle and fortress have been updated


  • Small trails have been added throughout the map for more offroad fun


  • The airport building and surroundings have been renewed and more detail added


  • Portino village has been added as a new location


  • Petrol stations and electric vehicle charging stations have been added


  • The port area has been updated


  • Some rural areas have had their walls renovated or removed

  • Boats in the water on shores now have animation to rock on the swell

  • Added beach access across the map

  • Added small ports to the two towns by the ocean

  • Added entering/exiting signs to all named locations

  • Added level of detail and collision meshes to several buildings that missed them in the initial release (mainly industrial structures)

  • Improved some object meshes (such as details on trees)

  • Some minor improvements to materials to reduce tiling

  • Fixed various bugs such as floating trees, bushes, signs

  • Fixed some collision meshes that were eating cars and others that missed them entirely

  • Fixed some collision meshes that gave problems

  • Added decal roads on road borders to the small villages

  • Fixed Portino village town base to better fit with terrain

  • Corrected signs directions to cities through the map

  • eSBR: Added new, electric variant of SBR4


  • D/H-Series/Roamer: Added 6.0L diesel V8 and diesel 5spd transmission options to Gavril D-Series pickup, H-Series van, and Roamer


  • Hopper: Added off-road bumpers, bumper mounted spare tire carrier, and rock sliders to “Custom” variant


  • T-Series: Added ‘Heatshield’ sub-part to ‘Exhaust stacks’. Added 4 exhaust variants and 3 heatshield variants. Added ability to install a single exhaust. ‘Exhaust stacks’ are now a sub-part of the engine. Left and right exhausts are now merged for easier tuning


  • Sunburst: Tweaked body shape. Added widebody quarter panels/doors/fenders/bumpers for all AWD models (FWD models are narrowbody)


  • Moonhawk: Tweaked body shape


  • Roamer: Tweaked body shape


  • H-Series: Tweaked body shape


  • Miramar: Tweaked body shape. Moved seating position towards center of car. Adjusted front bumper and air dam so they no longer conflict


  • ETK 800: Tweaked body shape


  • ETK K-Series: Added colourable ‘Sport Trim’ part


  • Box Utility: Revisited textures. Fixed minor UV map issues


  • Covet: Tweaked body shape


  • SBR4: Added new interior skins


  • Added glass weight (200BX, Autobello, Barstow, Bolide, Burnside, Covet, Hopper, Legran, ‘88 Pessima, ‘98 Pessima, SBR4, Sunburst, other vehicles still WIP). Removing glass from the body now saves weight

  • Added final drive gear ratio parts for all vehicles for more customization potential

  • 200BX: Increased CG height

  • Autobello: Improved exhaust tip rigidity. Reduced likelihood of fuel catching fire

  • Barstow: Improved deformation. Narrowed suspension track width

  • Bolide: Fixed hood wobbling while driving. Added shorter final drive for base model. Added quick ratio race steering

  • Burnside: Improved deformation. Reworked/simplified body mounts. Fixed suspension instability with some wheels. Increased radiator effectiveness

  • Covet: Decreased curb weight by 40kg and increased CG height

  • D/H-Series/Roamer: Added more configurations. Dually wheels converted to actual dual wheel structures. Increased engine crash strength. Reduced rigidity of frame and body/bed attachment to allow more frame flex

  • ETK800/ETK-K: Increased I6 inertia. Reduced engine torque at <1000rpm. Fixed ETK-K not having a transfer case mesh. Changed exhaust tip configuration

  • ETKI: Increased CG height

  • Hopper: Reduced strength of body and frame. Increased spare tire mount rigidity. Improved skid plate structure. Converted steering to use torsionHydro beam. Increased engine inertia

  • LeGran: Fixed rear sport drum brakes showed as disks

  • Miramar: Improved deformation. Increased race engine inertia

  • Moonhawk: Improved deformation. Reworked/simplified body mounts

  • ‘98 Pessima: Overhauled/optimized structure. Separated front and rear subframes. Improved deformation

  • Pigeon: Added friction to stabilizer wheels. Improved stabilizer wheels and mounting. Fixed vehicle damaging itself on spawn

  • SBR4: Improved deformation. Added shorter final drive for base model. Reduced engine inertia

  • Semi: Added more configurations. Converted steering to use torsionHydro beam. Fixed front hub mesh stretching in crashes. Fixed axle inter-shaft breaking when the rearmost axle droops

  • Sunburst: Tweaked CVT behavior

  • Reduced wobbliness of intake snorkels

  • Added more peak grip to race tires

  • Converted all vehicle swaybars to use torsionBar beams

  • Use dampCutoffHz in all suspension dampers

  • Changed all vehicle bumpstops to be deformable when landing hard

  • Changed all vehicle bumpstops to use new more accurate positioning method (precompressionRange)

  • Added torsionBar beams to steering arms to improve steering rigidity

  • Minor changes to suspension tuning for all cars

  • Reduced compression stiffness of many tires

  • Changed some part descriptions for better naming consistency across all vehicles

  • Fixed instability with high tire pressure on Ibishu alloy wheels

  • Fixed specular creating errors for German and Italian license plates caused by missing sprite

  • Small fixes to roofrack part textures

  • Tweaked ‘mirror’ material for better visibility

  • Fixed vehicle lights not turning off when they are broken off

  • Fixed ESC/TC not working correctly with vehicles that have more than 4 wheels

  • Improved friction caused engine lock detection

  • Improved combustion engine braking logic

  • Only automatically restart stalled engines if the throttle is pressed

  • Fixed launch control not deactivating correctly in some cases

  • Fixed clutch thermals not being able to be deactivated

  • Changed differential friction to act on input rather than output

  • Improved damping calculation for locked differentials

  • Increased damping in clutches

  • Added input actions for changing ESC modes up and down instead of toggle only

  • Reduced runtime memory allocations of vehicles. This reduces micro-lag spikes

  • Implemented advanced jbeam value merging strategies:
    -start a jbeam key with $+, $*, $< or $> to enable addition, multiplication min or max instead of outright overwriting a previous value (only works for simple key:value pairs where the value is a number)

  • -example: use “$+mainGain”: 10 in a subpart to have an already existing mainGain value from a parent part be increased by 10



    Source link

    Rating

    0

    ( 0 Votes )
    Please Rate!
    Electrifying 0.16 – BeamNG.drive

    No votes so far! Be the first to rate this post.

    Leave a Reply

    Your email address will not be published. Required fields are marked *