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Here’s the twelfth major version update of BeamNG.drive! This new version brings you another new vehicle and some cool new features (presented in the Highlights section below), together with our traditional list of improvements, optimizations, tweaks and bugfixes.
Added the new bus vehicle Wentward DT40L, featuring various skins, airbag suspension, pneumatic doors and “JATOs”

Added ETK800/ ETK K stage 1 turbo delivering around 440HP
Added ETK K “Trackday” config with better tires, suspension and brakes, spoiler and a stage 1 turbo

Added new engine tuning options – Engine Management/ECU, Engine Internals

200BX: Street tuned config uses sport brakes
Barstow: Fixed rear suspension unstable with 15×8 Magnum wheel
Bolide: Fixed issues with exhausts
ETK800: Reduced vehicle polar inertia, fixed shaking during burnouts, engine breaks more easily in crashes
ETKC: Reduced vehicle polar inertia, fixed shaking during burnouts, engine breaks more easily in crashes
ETKI: Improved suspension geometry, fixed rear suspension unstable at times, reduced crash strength in the rear, Knallhart uses race tires and RP02 wheels
Grand Marshal: Base tire grip tweaked, Police configs gets sport steering
Hopper: Steering instability fixed, reduced stiffness of sway bars
Miramar: Fixed spoiler shaking laterally
Pickup/Roamer/Van: Added extra node to front axle for better collision, fixed heavy duty tire unstable and causing truck to bounce
Semi: Improved collision of flatbed, strengthened 5th wheel attachment, added 10 speed automatic transmission, added airbag suspension controller, reduced torsional stiffness of frames, reduced rear suspension roll stiffness. Changed rear tire model to real duallies!
Small trailers: Brake fix, instability fix
Sunburst: Reduce body polar inertia, fix skidplate collision issue, fix Sunburst Sport RS using race DCT
Brake stiffness increases to all cars to suit higher stability of new brake code
Improve rigidity of mirrors on some cars
Drag tire grip balancing
Rally configs not using ultra light flywheels anymore
Reduced some overly high locking rates on limited slip differentials
Add/improve jbeam for intercoolers
Unified engine part slot order for all cars
Added support for dampCutoffHz in pressureWheels
Added wheelAngle property for pressureWheels, allows wheel to spawn at chosen orientation
Fixed an issue with the Roamer ‘roofrack’ materials
Fixed an export issue with ‘grille_d.dds’ texture
Added multi-part highlighting
Tuning variables improved: Set brake bias directly, change ride height in real units, and more!
Added wheel power/torque figures to engine dyno app, cleaned up other uses of “wheel” data in the apps and made sure they actually use the correct values
Added JATO fuel indicator to Simple Powertrain Control app
Improved labels in ‘Display Shadow’ option
Reduced jumpyness of vehicle selector scroll
Reduced perf impact for some minor apps
Reduced likelyhood of endless loading screen
Fixed apps sometimes spawning over the loading screen
Fixed bug where the positions of the items in the vehicle selector would change positions on scrolling
Fixed Debug visualisation not reseting when choosing None
Added experimental FMOD modding support. More info coming soon.
Implemented a new set of vehicle sounds: indicators, lights, back-up beeper, air brakes, pneumatic doors, air suspension, additional horn and siren sounds and realistic flat tire sounds with correct relation to wheel speed
Engine starter sounds are now based on loops with a dedicated start and stop sample rather than a series of single sounds
Added option to follow Windows default audio device on game startup (enabled by default)

Fixed empty selected option after disconnecting audio device and restarting game
Manually chosen audio device will be remembered across game restarts, even if it’s temporarily unplugged
Refined the skid sound parameters for earlier onset of sound but softer increase in volume
Various tweaks improving volume, reverberation and filters
Cleaned up ambient zones, sfx emitters and reverb zones
Added “Horn” part to all cars
Fixed slow-motion applying to UI sounds
Improved support for engine sounds using FMOD Studio
Added “dynamic” brake lights feature that makes the brake lights flash when braking with ABS and enables the hazard lights after coming to a harsh stop
Completely reworked the ABS logic for much better brake response and feeling
Reworked engine torque curve handling, there are now 4 different curves available (existing “base” torque, a multiplier table for that base torque, an intake modification table and an exhaust modification table), different curves can be set from different parts for much increased modding potential, allows for detailed torque curve changes without redefining the full curve in every part
Torque converter lockup is now disabled during shifts (unless sport mode is selected) and smoother in operation
Added “RPM” and “spin” values for turbocharger for use with animated props
Time based rev limiter gained an RPM fallback, this increases usability when drifting with grippy tires
Throttle input rate is now considered when calculating shift aggression
Combustion engine rev limiters can now be adjusted in a broader range without affecting the torque curve
Rebalanced engine thermals
Increased compatibility of the electric motor device with the latest ESC improvements
Retuned all ESC/TC setups for ongoing vehicle changes
Fixed AWD Pessima not working correctly after reset
Fixed S transmission mode disabling post crash braking logic
Fixed an issue where the turbocharger assumed and efficiency of 100% outside its defined range
Fixed an issue where the automatic transmission would start in a too low gear after going through N while driving
Fixed dynamically altered brake torques not being reset properly
Fixed some issues with drum brake thermals, rebalanced thermals due to changes in brake code
Reduced effectiveness of some radiators
More off-idle torque for various engines
Remove deprecated “absThreshold” value from vehicles
Improved caustics postfx: now fades out after a certain depth

Added support for explicit UVs channels in Material’s textures
Render code refactoring
Particles are now correctly affected by custom gravity values
Disabled turbulence effect (wavying screen) when underwater
Improved imposter UVs usage
Improved fire particles texture
Improved default dynamic reflecion settings
Fixed detail texture in Materials
Fixed dynamic deferred decals on Lowest settings
Fixed frozen particle effects when choosing extreme slow motion speeds
Fixed Relative camera flashlight staying on even after switching to another camera
Fixed material switching. It was affecting dashboard indicators of certain vehicles
Fixed two invalid color correction ramps files (for Postfx usage)



