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Version 0.4.2 released: http://www.beamng.com/entries/135 Emoticon smile
 
11149533_874439915977413_619283374199877

Highlights from this release:

Added new vehicle: Hirochi SBR4
Improved tires and suspension for more realistic handling
Added several new parts to the vehicles, such as a supercharger for the Moonhawk, sleeper cab for the T75, new wheels for the Bolide 390 and more
Added several new scenarios such as a high speed race along East Coast USA in the new SBR4
Improved dynamic collisions; allows vehicles to be carried around realistically (see "Car delivery" scenario)
Vastly increased fidelity of force feedback and reduced input lag, especially in low framerate situations

Vehicles:

Added Hirochi SBR4
Click image for larger version.
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Tuned suspension and tires for almost all vehicles for more realistic behaviour
200BX: improved trunk, suspension, steering, deformation, exhaust detach, added deep dish steering wheel
Barrel prop: added preview
Bolide: new 390 GTR wheels, weight reduction, improved tire values, tire tweaks, tuned force feedback
Click image for larger version.
Cannon: increased damping and reduced shaking
Covet: improved engine mesh, drivetrain damage behaviour, deformation, added deep dish steering wheel, new tires and tuning them, fix halfshaft breaking too easily, dash and interior mirror flexbody improvement
Pickup/D15: improved suspension behaviour and mesh, wheels, interior cameras, new tires, reduced drag, reduced jelly wobble, fixed offroad wheels inverting
Grand Marshal: improved wheels, engine, added halfshaft beams to allow loss of power to wheels, fixed rear door disappearing, added deep dish steering wheel
Moonhawk: improved stability, deformation, increased engine power, added welded diff option, improved transmission, added supercharger mesh, drag transmission, '73-'75 fascia, rear filler panel, deep dish steering wheel, new alternate sport config, added rallye wheels, added drag wheels and tires, added Drag version
Click image for larger version.
Pessima: fixed misaligned interior textures and added detail, improved structure, stronger exhaust, renamed some parts, added sport variant w/spoiler, stiffer suspension, and new wheels, improved deformation, added hinges to hood/trunk, increased engine power, fixed missing paint on the edge of rear bumper
Click image for larger version.
Pigeon: improvements to body, added a 600cc fuel injected engine, fixed rear suspension, fixed speedo, fixed seams
Roamer: new tires
T-Series: fixed internal camera ordering, added T75 Sleeper, Heavy Duty bumper, hood deflector
Click image for larger version.
Sunburst: improved suspension, wheels, rally variant, racing transmission, engine mounts and deformation. Increased engine power, added deep dish steering wheel, fixed base model tachometer glitch, made sunroof optional, updated ESC, added Police variant
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Van: improved cab jbeam
Rocks prop added, containing 7 different sizes
Large Metal Ramp prop added
Rollover sled prop added

Tire wall prop added
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Cubemap added to custom steering wheels
Updated preview images for vehicles

Features:

Force Feedback: vastly increased fidelity and reduced input lag, specially in low framerate situations, by implementing a high performance steering subsystem (allows the physics core to communicate at the highest rate supported by the steering wheel hardware, up to 2000 Hz)
Input: new Logitech G920 (to be released in October) and Logitech G29 steering wheels are now supported out of the box (work in progress)
Driving assistance: Improved ESC functionality, implemented new TCS functionality which works close to how real life systems operate, added TCS debug app, ESC/TCS now remembers its state (regular, sport, off, etc) across vehicle resets
Improved game performance in certain hardware configurations, by making sure the correct power saving mode and the dedicated graphics card are used
Audio system: we started researching on where to go in terms of sounds. We included a simple, loop based mixing system that you can hear on the Covet:
Click image for larger version.
Internationalization: we started to make the game translateable to some extent. This is currently still under heavy work and therefore not enabled or usable by now. We will write a separate blogpost about game translations later on
Input: slight performance optimizations in bindings subsystem
User Interface: improved responsiveness when several input devices are connected
User Interface: added ability so sort scenario by newest/difficulty/author
Improved tire model (all vehicles except T75) Tires are now achieving peak grip at realistic slip angles/ratios.
Improved Electronic Stability Control (ESC) behavior
Added brakeSpring property to all cars for better ABS function and more predictable lockup of brakes.
Improved torqueArm/nodeArm physics to improve fidelity of reaction torque from throttle and brake
Vehicles now track a rough damage estimation (used by scenarios)
Added FFBcoef option, that allows per vehicle control of the FFB forces, defined in the new "input" Jbeam section
Added liftCoef parameter for collision triangles, allowing more accurate simulation of wings
LUA scripting: added ability to get the starting arguments of the game: Engine.getStartingArgs()
Terrains can now use an overlay texture of up to 4096 pixels

Bugfixes:

Renderer: fixed crash when taking a screenshot after changing graphic quality settings
Renderer: fixed possible problems with DirectX10 GPUs
Renderer: fixed Flexbodies with more than 65k vertices not being displayed correctly
Filesystem: fixed terrain export path for the editor
Filesystem: fixed virtual filesystem problems related to non-ASCII filenames
User Interface: CEF version updated, fixed framerate limiter not working correctly
Controls menu: fixed certain devices not updating their status in the Hardware tab, fixed inability to disable Force Feedback
Fixed the UI throttler, reducing the CPU usage
Fixed lots of warnings/errors on game start, making the console more useful to find and fix them
Fixed dynamic collision instabilities with new tires. This also improved the friction characteristics of dynamic collisions
Increased the precision of the braking subsystem. This was affecting the brakes of cars that were being carried by other vehicles
AI fixes
Fixed problems with ice and snow surfaces/particles
Fixed wind UI App not working (still broken to some extend)
Fixed incompatibilities in the outgauge protocol implementation

Misc:

Updated Main Menu and Loading screens
ALT+U to hide the UI (The game will still use SHIFT+U if you have an older version of the inputmap in 'Documents/BeamNG.Drive/settings'
Improved error messages on DirectX9-only hardware
Better error logging on DirectX11 to improve crash reports analysis
Improved part configuration menu
Meshes with visual collision enabled emit a warning now in order to fix this performance problem
Improved bananabench
Improved torqueArm warning message on vehicle loading
Renamed torque3d.log to beamng.log
Added CPU name, memory size and battery status to beamng.log
Crash reports are now stored in My Documents/BeamNG.drive/cache/crashreports
We had to remove Windows XP support completely by now. If you cannot play the game due to this anymore, please contact our support: http://www.beamng.com/contactus/
Graphics hardware that supports at least DirectX 10.0 is required from now on. If you cannot play the game due to this anymore, please contact our support: http://www.beamng.com/contactus/

Levels:

Gridmap: updated palm tree textures
East Coast USA: added sawmill, improved water visuals, some terrain adjustments, fixed bridge FPS
Click image for larger version.
Small Island: removed a terrible car destroying bump
Hirochi Raceway: removed duplicate mission file
Jungle Rock Island: minor terrain/road work, fixed shading on fuel tank
Maps updated to use human readable forest format
Improved particles for dirt/dust

Scenarios:

Improved level loading with scenarios
Improved scenario finish screen
Cleaned up scenario code
Added 'Police Patrol' scenario
Added 'Broken Truck' scenario
Added 'High Speed Highway' scenario
Added 'Rally to the Port' scenario
Added 'Car Delivery' scenario

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  • 1 month later...

Version 0.4.3.0 released
We are happy to announce version 0.4.3 that fixes two long standing crashes, improves physics and adds lots of new content smile.png
Our Blog is not yet back working after the server move, we are working on that though, it will be back with no data loss.

Highlights:

  • New vehicle: Gavril Barstow
  • Tons of new wheels, mod parts, and variants for many cars
  • Fixed "not enough memory" crash when spawning extra vehicles in large maps on Win7 systems in 64 bit
  • Support vehicle paint designs/vehicle skins on vehicle configurator
  • Made cars skinnable: Added unmirrored skinnable UVs on 2nd UV channel for several cars (200BX, Covet, Roamer, Vanster, Bolide, Grand Marshal), more coming soon!

Physics:


  • Vehicle collisions: Improved vehicle to vehicle collisions
  • Ground simulation: Improved simulation of ground layer, tire rolling resistance is now 3 times smaller

Vehicles:


  • Vehicle parts are loaded recursively from vehicle folder, this allow to have vehicle parts folders with own/separate materials.cs
  • Tons of new wheels, mod parts, and variants for many cars:
  • Brand new high resolution lettering for Covet, D15, Roamer, and Grand Marshal
  • New modern lightbar and new police variants for the Sunburst and 200B
  • Covet: Redone higher quality light textures, added optional factory graphics, added lots of new custom parts and wheels, fixed off-center steering wheel
  • Roamer: New sheriff skin
  • Grand Marshal: New police skin, fixed missing push bar, added several new wheels, reduced weight to be more realistic, corrected engine weight
  • D15: Reduced weight to be more realistic, added optional body colored bumpers and grille, improved off-road swaybar design
  • 200BX: Added several new wheels, reduced weight to be more realistic, fixed pedals clipping through the floor
  • H-Series: New delivery skin, fixed van being too rear-heavy, improved off-road swaybar design, fixed exploding hydros
  • Bolide: Added optional factory graphics, lots of suspension tuning and improvements, some new wheels
  • T-Series: Fixed rear wheel hub stretching, reduced stiffness of front suspension, added ram plow for plowing through cars
  • Moonhawk: Corrected engine weights, improved roof/pillar deformation, fixed off-center steering wheels, added optional 4-barrel carburetors for slightly more power, new color for drag
  • SBR4: Fixed TT S2 shock absorbers breaking, improved ESC and general handling
  • Sunburst: Several new wheels
  • Pessima: Fixed missing 1.8L and 2.0L engine meshes, fixed engine mounts sometimes breaking, added custom variant, stronger clutch for V6
  • Pigeon: Added a viscous limited-slip differential to the Pigeon 600, added rear dampers, front suspension tweaks, added variant with stabilizers
  • New prop: Concrete Retaining Wall
  • New prop" Cinder Block Wall
  • Improved visuals for tire smoke particles
  • Tilt Board: Updated model, textures and jbeam
  • New vehicle thumbnails
  • Some improvements to cars' roof and A-pillar deformation
  • Heavily reworked support beams on most cars' bumpers to improve clipping and deformation
  • Added more collision triangles to bumpers and fenders to guard against hooking
  • Reworked exhaust deformation on all cars
  • Added subtle cubemap to all cars' interiors
  • New racing slick tire textures
  • Standardized reflection map values for Sunburst, 200BX and Pessima
  • Increased all cars' aerodynamic drag now that rolling resistance is lower
  • Improved tire stability
  • Improved tire cornering stiffness at high speeds
  • Visual improvement to tire deflation
  • Suspension damping tweaks (Typically lower compression damping, higher rebound)
  • Tuned some engines' burnEfficiency for more realistic fuel consumption
  • Properly aligned all mirrors and assigned reflective material
  • Slight interior camera position tweaks
  • Added "value" attribute to all car parts (preparation for gameplay features)
  • Added optional license plates (US size) to all cars (WIP!)
  • Node and beam scaling "baked in" - no more fudging with different values in different jbeams and not using real numbers
  • Tuned steering on cars to better suit high frequency FFB
  • Improved ESC/TCS warning lights: Now permanently illuminated after ESC/TCS shutdown, Blink rate is constant now, Added working lights to the sunburst, TCS now has its own warning light
  • Added electronic LSD simulating functionality to the TCS: Works best in Sport mode of ESC/TCS
  • General reliability/performance work on ESC/TCS
  • ESC/TCS tweaks
  • Fixed tire sidewalls being too delicate at high speed
  • Torque reaction improvements to reduce suspension squat and dive

Levels:


  • Jungle Rock Island: Improved static reflections and miscellaneous minor improvements
  • East Coast USA: Very minor improvements, improved AI pathfinding
  • GridMap: Added a new swamp area and hills, improved lighting and materials, fixed LOD on lowest graphics settings, fixed depthmap, updated some textures (ground and grass), added a new ramp type
  • Hirochi Raceway: Fixed minor errors
  • Small Island: Removed broken depth map and fixed a minor error with trees
  • Fixed light brightness being too high and causing bloomed out specular highlights

Scenarios

  • New: Destroy the Moonhawk
  • New: Island Tour - Pessima
  • New: Small Island Chase
  • Fixed: Forgotten Raceway

Bugfixes:

  • Fixed zip mount order, allowing zips to overwrite files (useful for simple mods that exchange files)
  • Fixed issue related to external apps reading game screen backbuffer (Steam Link working now)
  • Fixed crash on using the new Steam Controller
  • Fixed crash in sound system when reloading some scenarios
  • fixed luaSocket: now allowed to listen for connections

Input

  • Force Feedback: Fixed G27 steering wheel producing random forces and randomly changing steering lock limit at times
  • Steering: Fixed FFB joysticks/gamepads not allowing to steer the vehicle
  • Wheel leds: Disabled wheel leds until a last minute problem is resolved
  • Inputmap: Improved inputmap format: no longer will it be necessary to reset the inputmaps to get new functionality
  • Inputmap note: existing inputmaps will be automatically converted from the old ".json" format to the new ".diff" format the first time BeamNG is run
  • Inputmap: Added inputmap for Thrustmaster F430 Cockpit Wirelesss (work in progress)
  • Bindings: Deprecated 'scale' setting from bindings
  • Bindings: Removed 'ranged' setting from bindings. This is now selected automatically by BeamNG so you don't need to guess what to use
  • Bindings: Fixed mouse bindings still working sometimes after being removed
  • Camera: Fixed bug that would leave camera constantly zooming in (or out)
  • Vehicle switching: Fixed shift+tab going to next vehicle instead of previous one
  • XBox One: Fixed XBox One gamepad being detected as two separate controllers sometimes

User interface:

  • We ported the complete app subsystem to the new UI, having everything in the new system now. Much easier to maintain and work with.
  • Lots of improvements to the UI and its usability - too many changes to put them all here.
  • Added Performance module: shows a lot of useful data about what takes how much time every frame. more data, faster, scaling with screen size now
  • Fixed lagging: Added Streaming javascript that prevents blocking for no reason
  • Fixed issue that prevented switching between FPS and Metrics panels unless you hid the existing one first
  • Moved advanced metrics from the now-simple FPS panel, to the Metrics panel
  • Vehicle configurations are sorted by default by value now
  • Improved vehicle selection filtering and sorting
  • Fixed physics unpausing when exiting photo mode
  • UI Metrics: Fixed bug that prevented hiding the Metrics panel with the same key that displayed it

Known problems:

  • G27 leds temp. broken, was breaking FFB altogether
  • Vehicle Recovery System (Insert button) broken



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  • 3 weeks later...
  • 4 weeks later...

Version 0.5 released

We are proud to announce version 0.5 just in time for the holidays! simple-smile.png

We have come a long way to 0.5 and there is so much more to do. We will soon publish a blogpost with what we achieved so far, what we are working on right now and what the plans for the future are. simple-smile.png

 

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