Get Busy – version 0.12 released


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


  • New race tires for 19×9 and 19×10 wheels (ETK wheels)


  • 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 Bus Line app


  • 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


  • Improve smoothness of road splines in Utah


  • 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)



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