BeamNG.drive

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Zema Bus
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BeamNG.drive

Post by Zema Bus »

They finally added medium duty trucks, that's something I've wished they had for years.
As the days grow shorter and the weather colder, we're rolling out something to keep you cozy and entertained indoors. Version 0.33 brings a new vehicle, loads of fixes and improvements for vehicles, levels, and gameplay, along with a powerful new tool for the World Editor. Crucial work has also been done under the hood, clearing the path for future improvements.

NEW VEHICLE: Gavril MD-Series
Introducing the Gavril MD-Series, a versatile medium-duty truck that bridges the gap between the D-Series light trucks and the T-Series heavyweights.

This beast is available in both early and late variants, with three cab options and extensive customization possibilities. You can choose from various wheel and tire variants with several different sizes, and pick from a wide range of loading configurations, such as a pickup bed, fifth wheel, two flatbed sizes, and specialized upfits for logging, dumping, cargo boxes, ambulances, and tankers.

For those who crave off-road adventure, the Gavril MD-Series offers four dedicated 4WD configurations, two of which uniquely combine the transfer case rangebox with the gearbox splitter for very low gearing. But that's not all - some upfits now include JATO Rockets with newly updated materials, and paired with the Ram Plow, they transform the truck into a traffic-destroying machine!

Gavril T-Series Remake Part 3
The T-Series remake is reaching its conclusion with this third and final update, which introduces several highly requested features.

Among those is a new, shorter variant of the fifth wheel frame, several interesting axle configurations - such as twin-steer, tri-drive and a passive steering lift axle with rather interesting handling characteristics (lift it before reversing) and, for the racing enthusiasts, we've also added an option for a V8 engine with up to 3000 HP for loaded-truck drag races! And if that's not fast enough, how about adding JATO rockets?

Theis round also brings several new configs, including one with a tridem rear suspension, suitable for steel coil transport, and a twin steer dump truck with better maneuvering. Some existing configurations have also been updated with the addition of more powerful engines, lift axle or twin steer for better handling of heavy loads.

New Vehicle Parts
Ibishu Pessima and Hirochi SBR4 received a number of new configs, aftermarket parts, and fresh liveries. Smaller fixes and improvements were done for several other vehicles, including the Autobello Piccolina, Bruckell Legran, Civetta Scintilla, Hirochi Sunburst, and Soliad Lansdale, among many more, as well as some fixes to the container trailer and several props.

And for those among you who appreciate the finer details: the Porta Potty now spawns in a correct orientation, and the latch issue has been resolved! For a full breakdown, be sure to check the patch notes.
West Coast, USA Improvements
In the levels department, another round of improvements has been done to several areas in West Coast, USA, including the Belasco and Spearleaf Shuffleboard Logistics area, the road network in the Spearleaf Marine Logistics area, the diner, the dirt track, and the tunnel lanes to the island, among others.

We've updated the island refinery entrances, revamped parking, improved island sidewalks with better paths, and replaced highway toll booths with new models. Smaller bug fixes address issues with unused materials, floating objects, and mesh errors. Plus, Chinatown shops now feature accurate Chinese signage. 加油!
Missions
The missions system is getting a refresh with a range of new challenges!

All single-player Scenarios have been converted into missions
and we've thoroughly polished the existing missions, including updates to player vehicles. Additionally, seven brand-new missions have been introduced - the Gavril MD-Series now features a Delivery mission in Italy, a Crawl mission in Johnson Valley, and an Evade mission in East Coast, USA. Italy is getting a Time Trial mission, while West Coast, USA receives two Gymkhana (drift) missions, with another added to the Industrial Site.

A brand-new drag racing system
has been implemented, usable both in and outside of missions, with customizable drag race types. We’ve added four new drag missions — two in Gridmap V2 and West Coast. The Drag Practice Mode can be entered in freeroam without any loading screen, just approach the stage line and go! Additionally, drag nodes have been added to the Flowgraph system, enabling the creation of drag missions anywhere.

The Drift mission type has undergone extensive improvements
. Scoring and combo systems have been fine-tuned, offering a more balanced and rewarding experience. Several new stunt zones have been added, and now it's also possible to add an unlimited number of stunt zones to Drift challenges. Furthermore, the visibility of stunt zones has been drastically improved with an updated drawing method, resulting in far better drift detection accuracy, especially at low speeds.

NEW: Road Architect Tool
This is a powerful addition to the World Editor which will allow you to procedurally design and configure detailed road networks
that integrate with other BeamNG features. With Road Architect Tool, you will be able to sculpt terrain using advanced terraforming tools, lay down a variety of roads and junctions, connect them, and then focus on detail work to customize the road network to your exact specifications. The tool already comes with a variety of ready-to-use objects and materials for your customization needs.

Along with the Road Architect Tool, we've made other fixes to the World Editor, including UI changes, improved tooltips, and a dedicated button for dummy materials cleanup.

From store.steampowered.com
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Grogan
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Re: BeamNG.drive

Post by Grogan »

Time to try that again then. It's been a while. I still found the vehicles too hard to control last time, but we'll see.
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Re: BeamNG.drive

Post by Zema Bus »

I just took a few mins to try it out for an hour. I found the vehicles easy to control using the Xbox controller. Keyboard and mouse to pan around and set the view perspective but the actual driving I did only with the Xbox controller.
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Re: BeamNG.drive

Post by Zema Bus »

I played around with the configuration of one of the ambulances. It was originally 4WD but I swapped the front solid axle/differential for a 2WD beam axle. That dropped the front end to 2WD height, but since I didn't touch the rear suspension it ended up with a huge rake lol!

BeamNG.Drive_ambulences.jpg
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Re: BeamNG.drive

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That would be good for bearing down on victims :twisted:
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Re: BeamNG.drive

Post by Zema Bus »

I've been playing around with the vehicle configurations. For this car I raised the rear suspension and dropped the front, now it looks like the hot rods I used to see in the high school student parking lot.

Hotrod.jpg
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I opened the Johnson Valley map, I hadn't played with that map in years. It's one of the earlier maps so the terrain graphics aren't as good as the newer maps, but it has a super long mostly straight highway for high speed crashes. But unlike the other maps this one fences you in with a fence that runs the length of the road, except for some occasional side roads and settlements. So I was curious, one of the available props is a ramp, so..:

Ramp.jpg
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I took a dirt track truck up the ramp and over the fence, and took off in one direction away from the road. I thought I'd quickly find the end of the map but I kept going and going, and the terrain changed as I went, changing elevations and overall appearance. After several minutes, maybe 5 mins, I briefly looked at my other screen and suddenly the truck was falling into a void until it hit an invisible bottom and killed the engine, then it was silent except for the popping sound of the engine cooling off. I guess they knew players like me wouldn't be stopped by that fence :lol:

Another thing I noticed about the Johnson Valley map is when you don't have an engine running you can hear the subtle sound of the wind which varies in intensity. Kind of a nice effect, probably something the majority of players would never hear because they'd always have an engine running.
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Re: BeamNG.drive

Post by Grogan »

Heheh yeah, every school has them. The guys that are fanatical about their cars (and beer). I remember for a time, they were referred to as "Give 'ers" (because they'd often say "give er!" to encourage stepping on the gas, or some other activity, e.g. chugging a bottle etc.).

That game is very nice in that there is a lot of freedom to roam within the maps, and do what you want. I just wish the driving wasn't so awkward.
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Re: BeamNG.drive

Post by Grogan »

I just got a notice in Steam about a v0.34 update that added a new vehicle, the Bruckell Nine (vintage) among other things. That reminded me that I was going to install it again and give it another go. There is no better time, right after a new update to try it out again :-)

Since I can't seem to get the URL for the announcement in the Steam client, I will present it from their own site. It seems to be the very same write-up anyway.

https://www.beamng.com/game/news/blog/b ... ive-v0-34/
They wrote:The Bruckell Nine is one of our most versatile and refined vehicles to date. With nine different body styles – two coupe options, a sedan, a roadster, two van variants, two pickup styles, and a driver seat on a bodyless frame, it offers extensive customization possibilities.

The vehicle debuts with a heap of customization options that cater to both period-appropriate and modern applications. These include a hot rod and restomod parts, glass tint, and mechanical components. While factory variants retain the unique characteristic quirks and “janky” handling of a 1930s vehicle, modernized configurations bring smoother handling with advanced suspension and wheel upgrades, ideal for racing enthusiasts or those looking to test speed limits.

With this release we’re also expanding the lighting system to simulate the gradual illumination of vintage halogen bulbs. This improvement introduces smooth transitions when turning headlights on and off, rather than toggling them instantly. For now, this feature is exclusive to the Nine, complete with a slight dimming effect during engine startup.
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Re: BeamNG.drive

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I'll check it out soon.
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Re: BeamNG.drive

Post by Grogan »

One thing I'll say for this game, every time I check it out again, it's been better. The driving with the controller seems to be improved since I last played it. I first tried to get the keyboard set up with WASD but it didn't seem to work correctly. I mapped the keys, but all it was doing was revving the engine, like it wasn't putting it in gear. So I reset them to defaults and played with my controller and it worked correctly, as expected.

I just drove around some of the maps with different vehicles. When I got bored with a map I crashed the vehicle and started a new one :lol:
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Re: BeamNG.drive

Post by Zema Bus »

If you ever create some customized vehicles or download any, they will likely disappear from the game when the game upgrades to a new version so here is how to restore them. The path to your customized vehicles is:

Code: Select all

/yourStorageDrive/SteamLibrary/steamapps/compatdata/284160/pfx/drive_c/users/steamuser/AppData/Local/BeamNG.drive/0.34/vehicles
With that 0.34 directory incrementing to 0.35 in the BeamNG.drive/ directory with the next update. So just copy the vehicles subdirectory into the new one which it will then be using. I had to do that today after deleting my prefix (after backing up my vehicles directory) because something got corrupted preventing my customized vehicles from showing up in the list of loadable vehicles even though I could still load them by file name from the save/load menu,
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Re: BeamNG.drive

Post by Grogan »

I don't think I ever had any custom vehicles. I did download a few custom tracks (and one of them had campaign-like gameplay). They would have been gone simply because I deleted the wine prefix when I uninstalled it last time.

I'll have to remember to look for some next time I play it.
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Re: BeamNG.drive

Post by Zema Bus »

I played this for a little bit tonight, I was on the Utah map and decided to explore some dirt roads. I saw some stuff I've never seen before only because I never explored the back roads all that much. I was in a four wheel drive truck and I had traffic turned on, there were a number of bot vehicles on the dirt roads, lots of cars were stuck at various places along the road, and especially at stream crossings. It was sort of the same kind of fun as doing it in real life because I was wanting to see what's around the next bend. At one point I got hit by a car causing the truck to overturn and roll down an embankment, and when it came to rest the front suspension was broken on one side. I didn't want to lose my progress on that road so I duplicated the truck, which game me a fully intact copy of the same truck (another option I could have done was set that site as the new home for that vehicle and then use the 'home' button to repair it). It was too steep to climb back up at that spot so I drove down a dry riverbed until I found a better spot. I still couldn't quite make it back up to the road so I checked what it had for differentials - they were both locking, but I changed out the rear differential for a welded one and that was enough to make the difference. Later I was tabbing around to different bot vehicles, I ended up viewing a Ford Explorer type SUV, while it was driving around I started modding the parts, gave it dual rear wheels just because. Then I noticed every other SUV of this same model running around on the map also had rear duals. Then I tabbed to a half ton truck, I converted it to 4X4 while it was running down the road and gave it a lift kit. By this time I had turned on the setting that makes the bot vehicles reckless, so there were crashes all over the place, and I could hear the sound of collisions way off in the distance. That's what I often do when I'm about ready to quit the game :)
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Re: BeamNG.drive

Post by Grogan »

I'll have to try turning on traffic sometime, I find it hard enough to just drive in that game.
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Re: BeamNG.drive

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I got a "What's New!" spam tile for this game (not currently installed) when I opened Steam. There's a new release, v0.35

I was on a disk cleanup blitz to make room for new games, and this one got sacrificed yet again before I even played with it last time. I like to check it out every time there's new announcements, so I'll have to make some room for it.

https://store.steampowered.com/news/app ... 1143208845
Spring into Action in BeamNG.drv v0.35

Greetings, drivers, and welcome to our first update of 2025!

Version 0.35 shifts into high gear and delivers a long-awaited vehicle remaster, several revamped user interface components, brand-new missions, expanded modding tools lineup, and countless other optimizations, fixes, and quality-of-life improvements.

REMASTERED VEHICLE: Hirochi Sunburst

First up on the vehicle side, we’ve fully remastered the Hirochi Sunburst!

The community has been requesting this one for a while, and we couldn’t be happier to unveil it at last. The makeover comes with a bunch of features, including a Flat-4 drivetrain, a wide variety of both factory and custom configurations, and, finally, that wagon body everyone's been craving for.

Beyond the Sunburst's remaster, we’ve also added new parts, configs, and liveries for a number of other vehicles!

The majority of our vehicles also got slight revisions on suspension, as well as fixes and upgrades to materials, textures, and handling.
3D Mesh Loading Optimizations
In this update, we’ve substantially improved vehicle loading speed by transitioning to a new, optimized .cdae file format. Leveraging cached data and compression to streamline the process, it drastically reduces vehicle loading times while also curbing performance hiccups when swapping parts. Please keep in mind that, as always, this is still ongoing work.

Level Upgrades

As part of the ongoing improvements for West Coast map, we're rolling out another set of updated areas. These include the drag strip and the dirt track area, and a brand new drift track. To complement these changes, a round of optimizations was done to collisions in the city area and the overall drivability around race tracks.

But improvements don't stop there, Hirochi Raceway has gotten a new drag strip area and foliage libraries were updated across several maps.

Gameplay

The Freeroam Drift Zones catalog was expanded with new additions that will put your drifting skills to the test – four in Italy, two in Utah, and one in Automation. We’ve also added a Freeroam Drag Mode to Hirochi Raceway.

Drift enthusiasts can now gain better insights into their performance from the newly implemented Drift Statistics, which can be found inside the Drift Challenge end screen. Additionally, two new Drift UI apps were added - one to show the total score, and another to show information about the current drift.

The scoring system has been revamped, and now features Tiers. The more points accumulated - the higher the Tier. A couple of multipliers received a balancing pass and we’ve improved the crash detection logic. Combos now have a soft cap at 10x and a hard cap at 25x.

Two new missions—Strut Brace Loop and Garage Gauntlet—round out the list of gameplay improvements.
User Interface
Meanwhile, the UI team has been hard at work to bring you a new Radial Menu! The new menu was built from the ground up, and will be replacing the legacy one. Tailored for seamless user experience, it comes equipped with full gamepad support and refined layouts.

The vehicle model has now been revised with increased detail and all-new textures. And to top that off, the lineup also offers a good deal of new customization options, including body kits, interiors, as well as striking new liveries.

Vehicle Systems

As part of the development process for the new rally vehicle variants, we are introducing two long-awaited vehicle systems in v0.35.

Anti-lag system (ALS): in turbocharged applications, lifting the throttle pedal will lead to a loss of turbo pressure, and the engine will take longer to respond to later throttle inputs. To prevent this increase in response time under competitive conditions, turbocharged rally cars often feature an ALS. Our air bypass anti-lag system attempts to maintain a defined target turbocharger RPM utilizing delayed combustion events taking place in exhaust manifold combined with an intake bypass valve to further increase the efficiency and control of the system. Our current ALS simulates an automatic arm/disarm logic - it'll kick in when needed, and it will also disarm automatically when it detects that you're no longer pushing hard.

Active center differential: in all-wheel drive vehicles (such as those in our newly introduced top rally category NGRC1) a traditional, passive, center differential can leave a lot of time on the table. In comparison, an active center differential can raise the performance ceiling, while also improving drivability at the limit. This new system takes into account multiple sensors and parameters from the vehicle, and with the help of internal maps, will instantly and continuously tune the behavior of the differential. This allows the differential to adapt to the driver's requests and to the current car attitude. For example, the rear axle can now automatically disengage when pulling the handbrake, progressively lock the differential to extract grip when necessary, and so on.

Modding & Tools

And last, but certainly not least, we got several exciting changes for the modders among you!

Please welcome our new experimental Building Architect Tool. This procedural tool will be able to generate and modify buildings directly in the World Editor. Head over to this documentation article to learn more.
Also, no more Windows 7, 8 or 8.1 or Ubuntu 20.04 for you...
Dear BeamNG.drive community,

We're committed to continuously improving BeamNG.drive and bringing you the best experience possible. As part of this commitment, we'll soon need to end support for some older operating systems. With BeamNG.drive version 0.35 arriving soon, support for Windows 7, Windows 8, and Windows 8.1 will be discontinued. This change affects less than 0.06% of our community.

Additionally, with the upcoming BeamNG.drive version 0.36 later this year, we will also discontinue support for Ubuntu 20.04.
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Zema Bus
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Re: BeamNG.drive

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I read that that was around the corner.
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Re: BeamNG.drive

Post by Grogan »

yeah, that and... a piano :-)
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