Drive by BeamNG - Page 3 - Generale - DrivingItalia.NET simulatori di guida Jump to content

Drive by BeamNG


VELOCIPEDE

Recommended Posts

  • Replies 189
  • Created
  • Last Reply

Top Posters In This Topic

  • VELOCIPEDE

    169

  • delpinsky

    4

  • TurboGigi

    2

  • Lucio Distilleri

    2

  • 2 weeks later...

nuova versione v0.3.02

To update to the latest release of BeamNG.drive, run the BeamNG.drive update program.

  • Bugfixes:
    • Skidmark missing/wrong texture bug fixed: they work now even after switching levels.
    • Fixed options not saving correctly: much improved now: it saves on starting the game now, not on exiting.
    • Fixed updater and main executable: now working with non-english characters in the path (was not starting, hanging or crashing before).
    • Fixed mouse movement bug in certain camera modes.
    • Inverted Y axis for mouse.
    • Improved Lua GUIs a bit: look and feel and height and positioning of the part chooser dialog.
    • Fixed crash on exit.
    • Improved updater: fixed some parsing bugs which caused too much updates.
    • Improved camera reset: now more consistent behavior.
    • NVIDIA Optimus support improved: should automatically switch to the NVIDIA card instead of the embedded one.
    • Fix for mud/sand instabilities: no more wheel eating sand.
    • Fixed DropPlayerAtCamera: does not rotate the player anymore.
    • Wheel speed is more precise now (closer to airspeed).
    • Raised 'instant' bullettime speed to 20 (5 was too slow).
    • Fixed spamming of logs when barrier is spawned.
  • Features:
    • Added launcher program: it will take care of fixing shortcuts, proper DirectX installation, windows uninstall entry and regular updates.
    • Improved input maps: changed syntax and file naming conventions: the new ID is shorter and should cover more computers now as it only contains the company and product id.
    • Improved lua input: changed smoothing to be predictable under all cases.
    • Keyboard users have a different smoothing than gamepads, steering wheels are direct.
    • Advanced hydro functions available: http://wiki.beamng.com/Hydros.
    • Rewrote and improved input system: vehicle specific input maps: input maps are no longer shared, but they are unique to the current vehicle. This allows much more flexibility in terms of custom input mappings and alike.
      • Added small dead-zone to pedals on Fanatec wheel.
      • Improvements on the g25/g27 input maps.
    • Temporarily moved dynamic input to file input_dynamic.lua (rename it to input.lua to get back the dynamic input behavior).
    • Improved display (monitor) and graphics card support:
      • Added support for UTF characters in the device string.
      • Removed gfx nulldevice: only useful for dedicated servers but not for the clients.
      • Added multi-monitor support.
      • Fixed window positioning in multi-monitor scenarios: not enforcing any positioning now.
      • Added monitor identification to device string.
      • Fixed up canvas and options dialog for multi-monitor support: custom set resolutions will remains in the options dialog and continue to work.
      • Added new vsync refresh rates for those fancy new 3D screens: 59 and 120.
      • Border-less window mode.
  • Content updates:
    • Vehicles:
      • Tire gyroscopic weight distribution improved fixing lots of problems - shaking, numbness, instability, and top speed.
      • Some minor changes and tweaks on all vehicles.
      • Stronger anti "axle popping up through the bed" beams on pickup.
    • Levels:
      • Updated all aspen trees (half the FPS hit as before, look better (still not final)) +some oak and beech, added "filler" (group) trees for making forests with better frame rates.
      • Fixed most of the wheel breaking collision mesh gaps.
      • Changed rock collision meshes to not break wheels so easilly.
      • Added groundmodel strips to Grid Map.
  • Other:
    • Fixed glass particles being broken.
    • Removed duplicate particle entry.
    • New icons and watermark.
    • Renamed executable from BeamNGSandbox to BeamNG.drive.
    • Improved crash reporting usability by adding more useful data to the reports.
    • AI still not functioning right now.
    • Own uninstaller: we wrote our own uninstallation function to make sure that no user mod is removed when uninstalling the game.
Link to comment
Share on other sites

  • 2 weeks later...

update v 0.3.0.5

BeamNG has released an update patch for " Drive" The small update fixes a few bugs, including the shaky camera with the Moonhawk.
Run the updater to get it (update.exe in the game folder).

Bug Fixes:

  • Improved reference node: defaults to node 0 (like before), but now uses the camera ref node if existing: improves camera stability and fixes Moonhawk camera shaking
  • fixed missing coltri on pickup on windscreen
  • Improvements:
  • Moonhawk minor changes/fixes
  • improved props delay: fixed one gfx frame delay
  • improved sand/mud to behave better: fixed density, etc

Get alpha access at http://beamng.com/alpha and get all future updates for free!

Link to comment
Share on other sites

  • 1 month later...
  • 3 months later...
  • 3 months later...

The Pre-Race Update (in some weeks)

attachment.php?attachmentid=29359&d=1400

 

We know that it has been a long time since we released an update, and the plan going forward is to greatly increase the frequency of the updates. This next update will be a large pre-race update, containing all the physics updates, vehicle updates (including the Pigeon), terrain updates, and the new user interface (UI) basics. The racing system, East Coast map, and Gavril T75 will not be included in this update, but they will be released in smaller updates later on. We will try to continually release small updates at a fast pace that will integrate the features that are in the race update. So: no more huge updates with long delays but rather small, short, simple ones.
We ran into a lot of unexpected hurdles and had to rewrite a lot of code just to get things back to a working state. After the pre-race update, it will be full throttle on the racing system. In addition, you will be able to enjoy a much more functional updater, with faster download speeds and less fighting with anti-viruses, firewalls, and file permissions. (see updater-first-public-test)

 

attachment.php?attachmentid=29358&d=1400

Unfortunately, because of the large changes to official content, Lua, collision, friction, and the core physics, many mods will need to be updated to work correctly. There is no way around this; you will have to adapt your mod to work well again if the update breaks it.

attachment.php?attachmentid=29357&d=1400

 

Going forward after the race updates, we might look to implement some delivery features and gameplay; trailers, ties, tow hitches, cargo, and the like, as well as fixing the collision and friction problems with cargo carrying. It should be quite possible for us to code some delivery missions.
We're also interested in hearing from you, the community, as to what direction development should take as far as features and gameplay are concerned. As the possibilities are a bit overwhelming, and we are a small development team, it is important to concentrate our resources on what is most important to our community smile.png

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.