Hopping into 0.9 – BeamNG.drive


  • Load sensitivity node properties are “noLoadCoef”, “fullLoadCoef” and “loadSensitivitySlope”

  • Tire’s overall grip is reduced with increased load

  • Lightly loaded tires have comparably more traction. This means less inside wheel spin with throttle in corners.

  • The cars behavior and balance at the limit is more progressive, cars do not “tank slap” as much when trying to recover from a slide

  • Cars can brake/accelerate with some 5-10% more force than they corner, because the wheelbase is longer than track, weight transfer reduces grip less in the longitudinal direction.

  • Camber affects maximum grip in a more accurate way, because loading the outside tire nodes excessively, reduces grip due to load sensitivity.

  • Vehicles, especially tall ones, are less likely to roll after hitting curbs or off camber situations, because the extreme camber reduces the grip through load sensitivity on the outside tire nodes.

  • Rolling resistance reduced another 10-30% by improving the node to ground collision code

  • Increased aero drag to compensate for reduced rolling resistance

  • Nodes have a new “softnessCoef” property, which changes the rubber’s hysteretic behavior. This allows them to be more sticky in transient situations. When used in wheels, this improves steering response and makes the tire less likely to be shocked loose from the road by sudden input or a bump etc. It can also reduce loss of grip at high speeds (250+km/h) to a basically negligible amount.

  • Tires have a tread coefficient that represents how well treaded the tire is (Slick = 0, mud tire = 1) we multiply this against a roughness coefficient in each ground type (mud has a high roughness, asphalt has very little) this means that a mud tire now works well in mud but mediocre on pavement, a slick works well on pavement but horribly on mud. Similar for other ground models.

  • Choosing the correct tire for the surface is more important now, as off road tires will perform well off road but not so much on asphalt, and slicks will be great on asphalt but practically useless in mud.

  • Gridmap: Jumps, Offroad, Skycurve 1&2, Slalom, Suspension Race, High Speed Circle

    Calculates speeds on segments through analytic forms.

    Places target along planned path at a distance from the vehicle proportional to the vehicle’s speed.

  • Added new vehicle: Ibishu Hopper (more mod parts and variants coming in the next update)


  • LeGran: Added trunk spoiler/luggage rack for Sport model and landau roof for Luxe model


  • 200BX: New suspension geometry and alignment, aero tuning, reduced power of stage 1 turbo, removed wing from “Drift” config to improve predictability, added wing to “Demon” config, made ‘Nomi’ and ‘BlastR’ skin colorable, added ‘TuningStudio’ skin


  • Barstow: Added ‘Front Guard’ part


  • Bolide: Aero tuning, suspension tuning and alignment, 390GTR uses sport tires, more engine inertia, less exhaust smoke

  • Burnside: Added ‘Eye Lids’ part


  • ETKI: added ‘Knallhart’ variant, added ‘Rotopad’ skin


    ,

  • Sunburst: New suspension geometry and alignment adapted from accurate sources, aero tuning

  • ETK800/ETK-K: New suspension geometry and alignment adapted from accurate sources, suspension strengthening, aero tuning, added engine efficiency table

  • SBR4: New suspension geometry and alignment, suspension strengthening, aero tuning

  • D-Series: Added new crew cab variants with longer frame, added rectangular roof lights part, fixed front axle torque reactions, fixed some discrepancies between D and H series frames, added engine efficiency table


  • H-Series: Added ‘Roof Parts’, ‘BeamCom’ configuration, ‘BeamCom’ skin, added rectangular roof lights part, fixed front axle torque reactions, fixed some discrepancies between D and H series frames, added engine efficiency table


  • T-Series: Deformation and strength tuning of Dump Bed Upfit, fixed some problems with fuel tanks

  • Pigeon: Speedometer now ignores stabilizer wheels speed

  • Miramar: Fixed door glass breakgroup, reduced weight of race rear axle

  • Legran: Improved race suspension, added tuneable rear alignment settings

  • Added new Okudai RP02 wheel in many sizes


  • Lightbars: Cleanup, Improved ‘ETK800 Lightbar’ model, added flares, improved materials, implemented custom lightbar patterns


  • New prop: Weight Pad


  • New prop: Ball


  • Revamped tire tuning: 200BX, Bolide, ETK800, ETK-K, Hopper, SBR4, Semi and Semi Trailers, Sunburst, all off-road tires

  • Increased steering stiffness on all cars for better response

  • Vehicle lift and drag scaling tuned to suit aero physics changes

  • Added fuel tank leak beam to all tanks, now fuel level will drop when tank is broken

  • Removed beam highlights in fuel tanks and roll cages, people mistook them for broken beams

  • Tweaked asphalt ground model to better suit new tire model work

  • Added roughness and treadCoef to groundmodels and tires (now dirt tires work better in dirt, race tires work better on asphalt etc)

  • Tuned mud and sand ground models with shearStrength and roughness, now deep mud and sand are much more difficult to traverse without good ride height and off road tires.

  • Fixed automatic and CVT transmissions sapping power in reverse

  • Added electricServo powertrain device, can act directly on wheels and rotators to control angle

  • Fixed engine thermals bug where starting a stalled engine would heat it up

  • Fixed DCT-Transmission failing to load sometimes

  • Added user setting for disabling the shift prevention of automated transmissions

  • Post-Crash-Brake now disables itself after being triggered a few times (circumvents issues with excessive skeleton vibrations triggering it)

  • Gearbox behavior now persists across reloads

  • Fixed some issues with bool values in props

  • Fixed issue where TC would not recognize the correct number of propulsed wheels

  • Clutches now default to closed if not controlled via electrics

  • Fixed issue where dT wasn’t correctly passed to controller physics updates

  • Fixed issue where a forced dummy controller wasn’t properly referenced as the main controller of a vehicle

  • Included ESC stiffness calibration app in public release

  • Reworked brake code, now with new and much better ABS

  • Improved turbocharger input value safe guarding

  • Fixed a bug where wheels without tires would use a wrong wheel radius for wheel speed measurement

  • Engine stall state is now part of the streams being sent to the UI

  • Reworked all turbos to have a much more realistic response

  • Fixed auto shift point calculations

  • ETK800/K now shift faster

  • Fixed DCT going into non existing gears

  • Automatic transmissions now look at the torque converter output speed for shift decisions

  • H-shifter usage now switches to realistic gearbox behavior

  • Reworked rotators so they can be individually braked

  • ESC is now an actual powertrain controller

  • Cleaned up UI app categories

  • Gear damage is a bit more forgiving in regards to using to clutch

  • Increased clutch smoothing rate for keys

  • Implemented ETK800 digital gauge logic

  • Implemented “powersteering” prototype, not used by default

  • Fixed bug where radiator damage appeared even if no radiator was installed

  • Added electrics value/“simplefunction” for 4wd and rangebox status

  • Fixed air cooled engines throwing errors about a missing radiator

  • Added a prototype “drift mode” to the sunburst ESC

  • Improved partial throttle turbo response

  • Broken fueltanks now slowly drain (no visuals)

  • Reworked large spinner and large roller to use the powertrain and controller features

  • Added engine load display to simple engine debug app

  • Reworked shaft inertia calculation to support rotating objects (wheels, etc) in any orientation

  • Implemented ability to manually turn off the engine in arcade mode

  • Added hazard signals to post crash brake

  • ESC/TC mode now persists across vehicle reloads

  • Added standalone “airplane surface controller” that can be used by mods to easily control airplane surfaces

  • Fixed engine load not working properly when idling

  • Fuel displays now show an empty state when no tank is installed

  • Fixed torque converter lockup looking at engine rpm instead of gearbox input rpm

  • Improved turbocharger BOV logic

  • Node debug modes now show the actual current mass, not the initial mass from jbeam

  • Fuel starved engines can now be restarted if they have been refueled.

  • Made it possible to replace an already loaded mainController with a custom controller

  • Added ability to have custom turbo, supercharger and thermals code for the combustion engine

  • Powertrain now calculates the cumulative gear ratio across the whole tree

  • Implemented ETK800 Gauge screen logic

  • Added ability to manually turn an engine off from Lua

  • Fixed scenario freezer not working with vehicles without an engine

  • Added electrics source for radiator fans

  • Fixed infrequent render crashes

  • Fixed infrequent invalid render states

  • Fixed crash on UI when the game is running in background for some time

  • Optimized broken flexmeshes.

  • Fixed bug in color palette shader causing black artifacts

  • Fixed missing crash reports in support tickets

  • Added support for per level Lua extensions

  • Added Lua module dependencies which inform the game of which modules a module depends on and enforces processing order. A module is processed after all it’s dependencies.

  • Only modules needed per game mode are loaded now.

  • Greatly improved browsing speed of meshes in the game editor, it should be several times faster now

  • Optimized file system search algorithm. Computers with slow disks will benefit the most from this

  • Optimized iteration of directories with large amounts of files inside, and fixed crashes due to a memory leak in extreme cases

  • Exposed new Lua function “castRay”, which can be used in the game engine thread to detect obstacles (will impact performance, use with caution)

  • Fixed rare crash of camera code when no vehicle is present

  • Fixed rare crashes when spawning or removing vehicles

  • Logging fixes: fixed missing log lines, crashes

  • Filesystem fixes: some API’s were not working correctly, using findfiles now instead of walking directories

  • fixed lots of potential problems using static analysis

  • Improved backward compatibility for windows 7

  • Fixed memory corruption in forest file

  • Start unifying the file names: filename.contenttype.formattype. I.e. main.level.json

  • Improved nodegrab legend

  • Fixed UI crashes, corrupt log files, etc

  • Greatly reduced memory allocations in human readable file size string representation API

  • 33 people from all over the world worked on this update 🙂

  • 3742 changes since last update, averaging around 47 changes per working day



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