BeamNG.drive News & Announcements
Greetings everyone,

We hope that most of you have had a chance to explore our latest update and that you've enjoyed it!

Just a quick note to let you know that we've implemented a hotfix to address some of the reported issues. You can find all the details in the changelog below.

As always, we appreciate your patience and thank you for bringing the bugs to our attention.



v0.30.1
Vehicles
  • Bruckell Bastion
    • Made trunk opening more reliable
  • ETK K-Series
    • Fixed wrong stalk orientation
  • Gavril Bluebuck
    • Fixed automatic console shifters wrong animation
  • Gavril D-Series
    • Fixed deformation on RL extended cab door
  • Hirochi Aurata
    • Fixed typo in Sport (CVT) variant descirption
    • Fixed mud tire rotation
  • Ibishu Covet
    • Fixed rear bumper trim name
    • Removed wrong file that made it look like there was an extra configuration in selector
  • Ibishu Pessima (1996-2000)
    • Fixed simple traffic trunk piece missing
  • Trailers
    • Tilt Deck: fixed incorrect behavior of wheel offset variables
Levels
  • West Coast, USA
    • Deleted several stretching decalroads
    • Fixed the workshop building to previous state
    • Fixed collision in steel factory underground area
    • Fixed grabby colmesh on island parking lot
Launcher
  • Support ID tool: fixed an issue that was blocking submission of logs
UI
  • Fixed setting a route to a Quicktravel point on the map screen causing errors
Career Mode
  • Fixed career saves breaking if you reached level 2 of the specialized branch
  • Fixed ability to add or remove parts from vehicles from the part inventory
  • Implemented a possible fix for the disappearing menus (for example the computer screen)
Game Engine
  • Screenshot Creator: fixed image format settings being ignored and using PNG all the time
AI & Traffic
  • Steam Deck: Adjusted default amount of traffic to avoid low frame rate issues
Virtual Reality
  • Fixed inability to activate VR due to Steam skipping our launcher (hiding the button to use Vulkan renderer, which is required for VR). BeamNG.drive will now detect this situation and automatically force Vulkan mode to be used
  • Fixed the Options → Display → VR → Center button not reacting to clicks
  • Fixed the Ctrl+Num5 VR centering binding sometimes not reacting if a menu was active
World Editor
  • Fixed an issue with ScriptAI Editor that was leaking into ScriptAI Manager tool

v0.30.2
Levels
  • West Coast, USA
    • Added LoDs and collision to the gas terminal
    • Deleted a portal floating outside steel factory
    • Fixed several zones in the steel factory
    • Fixed a couple portals in steel factory
    • Fixed missing collision on Petrol station
Audio
  • Fixed game crashing caused by selecting a different audio output device when the game is running or when custom output is set in the OS
Input & FFB
  • Implemented a potential fix for crashes to desktop when certain input devices are used
Gameplay
  • Updated the “Tow menu” options during test drives
Game Engine
  • Fixed crash crash during material generation
Virtual Reality
  • Recentering can now be triggered from SteamVR/OculusVR/etc menus, rather than only with Ctrl+Num5
  • Fixed 2D eye preview being distorted using main windows aspect ratio (usually really thicc)
  • Fixed UI being drawn twice on the main window
Greetings, drivers!

As the landscapes transition to the mesmerizing autumn hues and a gentle breeze signals the approaching winter, it's time for transformation and renewal. Embracing the spirit of change that this season embodies, we're excited to unveil a heart-warming selection of new features and improvements. So let's dive in!

NEW VEHICLE: Hirochi Aurata
First on the list is the new addition to our vehicle lineup: the Hirochi Aurata.

This two-seater ‘Side by Side’ UTV was built for entry-level racing and recreation. It features a 3-cylinder engine with factory and aftermarket turbocharged variants, a continuously variable transmission, with selectable Four-Wheel-Drive and low-range box (also available with RWD conversion), and two new vehicle-specific wheel styles in two sizes, with tires to match. This model also comes with a full range of factory and custom configs, including off-road and track-ready specifications, a long travel suspension, and two different rollcage styles. Take this baby out for a spin, you won’t regret it!



NEW TRAILERS
Next up, we are adding two new trailers - the Tilt Deck Trailer and the Enclosed Cargo Trailer.

Introducing the Tilt Deck: outfitted with a hydraulic-activated deck, this trailer offers versatility with three length variations, several suspension configurations, and a choice of two tongue options. Designed for the demanding tasks, this heavy-duty trailer is tailored for robust tow vehicles in our lineup. It boasts a deck-over hydraulic tilt structure coupled with a load-balancing leaf spring suspension, making it perfect for transporting a variety of loads – from hay bales to off-road vehicles.

Meet the Enclosed Cargo Trailer: it comes with a secure fold-down ramp and an additional side door for easy access, offering peace of mind while on the road. Choose from a range of pre-configured loads and enjoy the customization flexibility with support for paint designs.



EXPANSION: West Coast, USA
But wait, there’s more! The West Coast, USA level is getting expanded with the addition of several new areas that will pave the way for a broader range of gameplay experiences.

Welcome to Spearleaf Island, accessible through an entirely new road network, boasting unique locations to explore and missions to tackle. The Refinery will serve as the starting point for a variety of missions, including police chases and different types of deliveries, to name a few. The Steel Factory, especially its underground area, is an intricately built environment ideal for racing aficionados.

The map also includes a new dealership, a dock area, and a movie studio lot, as well as an update to the fuel stations.



New Missions
We’ve added a number of new missions to the the available selection, including the Downtown Rush and Superhighway Sweep on West Coast USA, Mudslide Gladiator on Jungle Rock Island, and Small Island Sprint and Downhill Sweep on Small Island.



Additionally, all Time Trials that were previously only available from the Main Menu are now available as missions, and have been improved.

We’ve also added some new recovery options to missions. Many mission types will now allow you to flip your vehicle upright or recover back onto the road, without needing to restart the mission completely.

Gear Shifting Rework
We’ve heavily revamped how manual transmissions function under ‘Realistic Mode’. The main change which will be visible from the player's end in this first iteration, is that we are now taking into account how long the driver holds down the gear shift buttons. Previously, the gear shift buttons triggered a ‘user wants to shift’ event, but in the new version, we are measuring how long the buttons are held down, and use that information to determine how quickly the user wants to shift gears.

We have several reasons for this: First off, it allows for a much broader range of realistic manual transmissions. It also lays the groundwork for future improvements, and the new method is easier to capture into muscle memory. The change will also make it easier for us to simulate normal city driving as opposed to racing, and will bring an additional layer of realism to a wider range of vehicles - for example, it is not realistic to be able to shift a truck as quickly as a race car, and the new system will eventually reflect that. This has not been tuned on the individual level yet, but that’s what this change is preparing for.

The practical outcome of all this is that a brief press will now lead to a quick gear shift, while holding the buttons down longer will lead to a more relaxed shift. Attempting to shift faster than the transmission supports will lead to audible gear grinding noises and damage to the synchronizers. The same will apply to H-Shift vehicles - these don’t have classical buttons, but the time you need to physically move the lever is also measured and used.





NEW EXPERIMENTAL FEATURE: Virtual Reality
VR fans - rejoice: version 0.30 includes an early experimental version of VR support!

Any VR headset that supports the OpenXR standard (that is to say, almost any VR headset) should be compatible with BeamNG. The current version of VR support includes the following: The ability to toggle VR on or off at any point, the ability to choose snap-turn or smooth-turn in-cockpit camera as well as walking mode, and interactive 3D cockpit switches, door handles etc. (experimental- requires a VR controller). A customizable option will allow your hands to reach faraway objects more easily.

The VR feature will also include stereoscopic and position-aware mirror reflections, directional 3D audio, instant 180º direction change in walking mode when using lookback, support for both regular HMDs and non-HMDs, as long as the hardware supports the OpenXR standard. To use Windows Mixed Reality headsets, you will need to set SteamVR as your default OpenXR runtime to bypass the missing Vulkan support in WMR drivers. Check the patch notes for more details!

As you might suspect - VR places considerable demands on your computer's resources. Anticipate substantial hardware requirements and consider scaling back on the graphics detail, amount of traffic, and other settings to ensure a smoother experience.

Please note that this is still very much work-in-progress, should you encounter any issues or if you have feedback or questions, we welcome you in this forum thread.

NEW: Blender JBeam Editor
In addition to all of the above, we are also bringing you a Blender JBeam Editor! This new feature will allow modders to create JBeam parts from scratch, import existing parts, move, rename, add, and delete nodes, as well as export your changes directly to a JBeam file, with many more features planned.

Documentation for the plugin is already available here, and you can share your feedback in the dedicated forum thread.



Improvements and Fixes
Gas Stations and Electric Charging Stations now work across all levels! These facilities will now only fill your vehicle’s tank with the types of fuel available at the facility, and we’ve also improved the marker look and interaction logic.

This is just a sampler of all the adjustments included in this update - we’ve also made tweaks to the Autobello Piccolina, Civetta Scintilla, the ETK-I series, the Gavril Bluebuck, Bruckell Moonhawk, Ibushu Pigeon, Soliad Lansdale, among many others.

In the props lineup, we’ve done some tweaking on the Gate and Suspension Bridge props, added several new road sign variants, and reworked square hay bales to allow stacking.

And last, but not least, we’re sure you’ve noticed that we have done a bit of housekeeping when it comes to the version numbers. To future-proof our versioning and reduce possible confusion, this version will be known as Version 0.30.0, and all future updates will follow the same naming scheme. Please note that these are incremental number increases, not decimals.

Of course, that’s not even close to being all we’re bringing you in our latest update - the full list includes improvements to Input and Force Feedback, Lua fixes and features, tweaking and optimization of the UI, game engine, and much much more. Check out the patch notes for more details!

To see the complete list of changes, check out our website!
Greetings everyone,

We hope you've already had a chance to test drive the latest update!

Here's a quick heads-up that we’ve deployed a hotfix to tackle some of the reported issues. The complete changelog can be found below:



Vehicles
  • Autobello Piccolina
    • Fixed missed backfaces on the hood
  • Civetta Bolide
    • Removed leftover fender support mesh that was in roof spoiler jbeam
    • Made Boost gauges work with superchargers
    • Fixed a typo causing rear rear wheels to move to 0,0,0 position when middle suspension was removed and tuning settings applied
  • ETK 800-Series
    • Fixed WidebodyRear Right Door name missing space
  • Gavril D-Series
    • Fixed literally unplayable Rear LEft Door Detent
  • Ibishu Covet
    • Removed leftover placement meshes from .dae to fix potential overwriting issues and tiny spelling mistake on quarter panel
  • Soliad Lansdale
    • Fixed roofbar load collision fighting
    • Fixed engine pulley alignment
    • Removed 2.5 engine displacement badging from 2.2 configs
    • Fixed 3.8 SE AWD config being unable to change the color via vehicle selector
    • Fixed incorrectly named brown paint
    • Tweaked orbit camera position
    • Fixed Speedometer Readings
  • Soliad Wendover
    • Fixed light covers not being placed correctly
    • Fixed front lightbar panel (from Gambler 500 config) conflicting with roof lightbars
  • Common
    • Fixed typos on the #literllyunplyable race shifters for Pessima and Lansdale


Levels
  • Derby Arenas
    • Fixed terrain spikes
  • East Coast, USA
    • Softened terrain near the watching tower
    • Fixed incorrect collision on the fence in town
    • Fixed position on several blocks
  • Gridmap v2
    • Fixed position on several blocks
  • Industrial Site
    • Fixed some decal coordinates
    • Fixed bad LoD on tall plants
  • Italy
    • Covered house entrance over roof
    • Fixed terrain spikes
    • Fixed wall not lining up
  • Johnson Valley
    • Fixed terrain spikes and bad bush placement
  • Utah, USA
    • Fixed grass popping on asphalt


Missions
  • HooptieX Small Island - Increased goal times for all stars




As always, we appreciate your patience and thank you for bringing the bugs to our attention.

Should you encounter an issue, please let us know in the dedicated forum thread, and remember to double-check the Known Issues list before reporting!

As the summer heats up, it's time to rev your engines and gear up for this blistering content drop!

As many of you already know, we've joined forces with none other than the legendary Gambler 500 to bring you this uniquely-themed adrenaline-fueled adventure. Get ready to discover a collection of exclusive vehicle configurations, all primed and ready to tackle over 20 daring gameplay challenges. But that's not all; we're also bringing a brand new vehicle to your virtual garage. So let's unpack the details!

For those still unfamiliar, allow us to introduce Gambler 500. Far from a typical motorsports event, it's a one-of-a-kind, off-road, navigational adventure that puts the spotlight on budget-friendly, fun, and often outright extraordinary automotive creations. During the rally, participants are encouraged to leave the wilderness in better shape than when they found it by picking up trash along the route, reflecting a shared commitment to environmental stewardship.

Our collaboration with Gambler 500 has been an epic journey that we're incredibly proud of, and we are truly grateful for their help and inspiration along the way. If you're up for more Gambler 500 action, check out their website here.

NEW VEHICLE: Soliad Lansdale
Welcome the latest addition to the BeamNG roster: the Soliad Lansdale. Built on an updated LeGran/Wendover platform and featuring tried-and-tested Bruckell powerplants enveloped in a smooth aerodynamic shell, the Lansdale will make your school-run journey that bit more efficient.

The Lansdale can be equipped with all-wheel drive, I4, V6, and V8 engines, and supports pre- and post-facelift bodywork with suitable factory, sport, and aftermarket variants for each. Even the European market isn't forgotten, with a handful of diesel-powered EUDM models. The van also features functional sliding doors, and brings a new set of wheels to the Soliad range.

From a stripped-back cargo mule to an overpowered super-van, from a glitzy 2000s tuner to a backwoods-built off-road beast, the Lansdale has something for everyone! Naturally, it’s also included in our new suite of “Gambler 500” configurations.



Gambler Galore
Of course this wouldn't be a true Gambler 500 experience without some appropriately rowdy machinery, so let's meet the contenders!



Ibishu Pigeon - Poogeon
Who doesn't love a wilderness adventure with friends - fresh air, sizzling steaks, and refreshing drinks? Alas, when nature calls in a facility-deprived landscape, problems may soon arise... After ending up in a such predicament, the author of this creation has firmly pledged to never let it repeat! With a rear axle from a truck, a powerful welded bed and a technologically advanced snorkel, this little companion is able to get to any mission-critical location.

Civetta Bolide - Iron Owl
Once burnt to a crisp, this Bolide was taken apart and reconstructed into a 6-wheel engineering marvel. Fitted with a drivetrain from the Bruckell LeGran Campagne, it channels that power to the four rear wheels for a truly unique driving experience.

Autobello Piccolina - La Brutta Anatra
This "ugly duckling" with an Italian flair owes its existence to an antique dealer's resourcefulness and ingenuity. This unorthodox blend of salvaged Piccolina parts, a charming Italian bathtub, and agricultural rear wheels is mounted atop an extended suspension from a classic dragster. Talk about Italian practicality! Now, you can haul vast amounts of garbage and enjoy a bath with rubber ducks after a hard day's work!

Ibishu Covet - The Unstable
This daring abomination's story began with a rear-ended Covet that lay rotting in a farmer's front yard next to a broken tractor. Of course, the only reasonable next step would be to merge the two. The Unstable's drivetrain incorporates an assortment of PTO shafts and 90 angle gearboxes from some old mowers, and a 1.8 engine from a retired Pessima to give it a slight chance of climbing at least something.

Ibishu Covet - The Incapable
Constructed by a friend of the abovementioned farmer, this truck is designed to accompany the half-tractor on its Gambler adventures. Lacking a spare tractor, the creator of The Incapable opted to simply weld the back of a trailer to the Covet shell instead.

Gavril Grand Marshal - Grand Scavenger
When confronted with a pile of rusted pipes, beams, and chains, what's a gearhead to do? Surely, install all of it on a Gavril and let it gracefully rust together with the car. Enhanced with thick metal bumpers and a perfectly engineered snorkel, it's capable of tackling the toughest challenges.

Soliad Wendover - Croco
Surrounded by rumbling vehicles and debris, sometimes it's so refreshing to see something green, alive... with a pair of eyes, a tail and a huge jaw! Its teeth may made of rubber bands, but it's no laughing matter when it bites.

Soliad Lansdale - Landslide
When its engine blew, this van's owners got big dreams of transforming it into a high-roof off-road camper. While the vision was exciting, it's proven to be expensive. What was not expensive, however, is cutting the roof out, adding an upside-down boat for extra headroom, and installing big tires. With its modifications completed, this little camper can go pretty much anywhere now.

Missions
Infusing the spirit of Gambler 500 events into our virtual world, we're adding a new mission type along with 25 new missions across several maps.

Through these missions you will embark on a journey to tidy up various landscapes, from forested areas and fields in East Coast, to beaches of Small Island, to the plains of Johnson Valley, and beyond. Each mission features a different vehicle, with its own driving behavior for you to master. But there's a catch - with more trash than your ride can handle, it's a race against the clock to scoop up as much as you can.



We hope that the new content will fuel your adventures throughout the summer. Meanwhile, the team continues pushing the pedal to the metal behind the scenes to ensure that the next update includes several major improvements and new features. We will return with more news shortly. Join us for a post-launch AMA in the dedicated discussion thread.

To see the complete list of changes, check out the patch notes on our website!
Hi everyone,

We've deployed another hotfix intended to resolve the issues reported after our latest major release. You can find the complete list of changes below:

Vehicles
  • Civetta Scintilla
    • Updated the anniversary skin
    • Fixed triangle section breakgroup leak
  • Cherrier FCV
    • Fixed beam section breakGroupType 1 leak
  • FPU Wydra
    • Fixed beam section breakGroupType 1 leak
  • Gavril Roamer
    • Fixed beam section breakGroupType 1 leak
  • Hirochi SBR
    • Fixed beam section leaking breakGroup and breakGroupType
Levels
  • East Coast, USA
    • Fixed bridge floating above supports
    • Fixed several terrain issues
  • Italy
    • Fixed floating trash bags
  • West Coast, USA
    • Fixed mission collision from fan palm
    • Fixed water tower collision
Missions
  • Fixed typo & minor logic issues in AI Race mission type
  • Reverted player vehicle for Triple Threat Time Trial to ETK-K Kc6x 360
Input & Force Feedback
  • Added control configurations for:
    • Fanatec ClubSport Pedals V1 via USB to PC
    • Fanatec ClubSport Pedals V2 via USB to PC
    • Fanatec ClubSport Pedals V3 via USB to PC
    • Fanatec CSL Elite Pedals LC via USB to PC
    • Fanatec CSL Pedals LCK (Load Cell Kit) via USB to PC
    • Fanatec CSL Elite Pedals V2 via USB to PC
    • Fanatec ClubSport Handbrake via ClubSport USB Adapter
    • Fanatec ClubSport Shifter via ClubSport USB Adapter
    • Fanatec CSL Pedals via ClubSport USB Adapter
    • Fanatec CSL Elite Pedals via ClubSport USB Adapter
    • Moza R5 steering wheel
    • Moza R16 steering wheel
    • Moza R21 steering wheel
    • Moza SR-P Pedals
    • Simucube 2 Pro steering wheel
    • Simucube 1 steering wheel
    • Simucube 2 Sport steering wheel
    • Simucube 2 Ultimate steering wheel
    • Simucube ActivePedal clutch/brake/throttle
  • Adapted the Moza Universal HUB controls for gear shifting. Please update your HUB to firmware v1.2.1.1 or later
Powertrain
  • Fixed N2O not being used correctly when manually triggered
  • Fixed DCT not correctly displaying Park mode
UI
  • Fixed inability to click the button to delete bindings (it was incorrectly greyed out sometimes)
Game Engine
  • Fixed an issue where Borderless mode used resolutions greater than the current desktop resolution
AI & Traffic
  • Fixed AI making frequent u-turns in some cases
Audio
  • Increased volume on mid engine race Covet gear change
  • Fixed mid engine Covet turbo filtering in cabin view
  • Fixed mid engine Covet engine being forced panned to the front of the car in cabin view
  • Reduced high frequency EQ on aero in cabin view to cut down the distortion crackles, and better smoothed out the distortion effect
  • Fixed transmission whine filtering in cabin view not responding to cabinfiltercoef correctly
Cameras
  • Fixed issue where the camera could have a wrong tilt after pressing F8
Render
  • Fixed issue with motion blur in vehicle's props
Greetings everyone,

We hope you've been enjoying our latest update so far!

We've investigated some of the reported issues and were able to identify their causes. So, today, we're rolling out a hotfix to tackle them, you will find a complete list of changes below.

As always, we're grateful for your patience and for bringing the bugs to our attention.

Vehicles
  • Autobello Piccolina
    • Fixed gauge needles
    • Fixed autobello buggy 5 speed sequential transmission launch RPM being too high for stock engine
  • Bruckell Moonhawk
    • Reduced shifter knob distortion during shifting
  • ETK 800-Series
    • Fixed gauge needles
    • Made interior camera dependent on chosen seat
    • Fixed 856 TT sport config using wrong inner fenders
    • Re-adjusted door detents
    • Tweaked aerodynamics
    • Fixed wrong 310 HP diesel ECU naming
    • Tweaked AWD and differential behavior
  • ETK K-Series
    • GT-IV model now uses S gearbox mode by default
    • Re-adjusted aerodynamics
    • Fixed calibration of gauges and position of needles
    • Added missing widebody inner fenders
    • Fixed position of beamNavigator windshield accessory
    • Fixed automatic shifter animation
    • Fixed an issue with 310d config using wrong gauges
    • Fixed wrong 310 HP diesel ECU naming
    • Tweaked AWD and differential behavior
  • Gavril H-Series
    • Fixed automatic gauge needles
  • Gavril Roamer
    • Fixed beams braking when opening extended body rear doors
    • Fixed gauge needles
    • Fixed instability with the RoadSport bodykit
  • Ibishu Hopper
    • Fixed broken tube doors
  • Ibishu Miramar
    • Fixed steering wheel orientation
  • Soliad Wendover
    • Added turned off materials for gauges and screen

Levels
  • Automation
    • Updated spawn previews to show new terrain colors
    • Fixed skewed textures and vertex color on windows of the main building
    • Improved dam LODs and added a door to dam bridge wall
    • Improved roughness details on test track surface
    • Fixed a hole in the small dam building mesh
    • Fixed sidewalk curbs
    • Fixed terrain spikes
    • Fixed z fighting on some decalroads
    • Fixed cabin entrance height
    • Fixed a hole in water and adjusted overall water color
    • Fixed the bridges mesh and barriers
    • Fixed mesh collision issues on dam and factory storage
    • Fixed the gap between dam gates and walls
    • Applied annotations to the whole map
    • Fixed tire marks width in dam zone
    • Fixed duplicated material <code>m_concrete_plain</code> in misc folder
    • Fixed console errors
  • East Coast, USA
    • Fixed spiky terrain
    • Fixed stretched parking line
    • Fixed floating guardrails
  • Italy
    • Deleted a lot of duplicated forest elements
    • Deleted several trees over the gas station

Missions
  • Fixed UI layout not being editable in GarageToGarage Missions when competitive scenario conditions were disabled
  • Fixed missing obstacle in “Blocked Road” mission on Utah

UI
  • Added a scrollbar and fixed display issues for the “List possibly broken mods” tool (available in the Mods menu)

  • Adjusted Vehicle Config → Parts menu visuals based on community feedback
  • Fixed the “List possibly broken mods” tool not immediately writing the full list of conflicting files to logs (it used to require closing the game, or waiting until an error was logged later)

AI & Traffic
  • Fixed an issue where some traffic vehicles would exist but would not be visible
  • Fixed several traffic signals and intersections in West Coast USA
  • Reduced traffic spawning on dirt roads with low drivability

Script AI
  • Fixed Start Delay feature

Input & Force Feedback
  • Adjusted default Steering lock strength for all steering wheels down to 50%, to reduce oscillations at full lock

Game Engine
  • Fixed an issue that caused some vehicle’s skins to break
  • Fixed spawning height of props that are partially in the ground like the bollard

Cameras
  • Fixed wrong camera tilt that could happen after pressing F8

Audio
  • Adjusted EQ/gain on ETK i6/v8 exhaust
  • Increased aero at high speed - removed clamp in sounds.lua, increased curve ranges and added distortion
  • Fixed incorrect cabin filter settings for D15-Pre-Runner, D15 Pre-Runner Extended Cab, D15 Rock Racer, and D35 SuperPig configs

World Editor
  • Fixed some minor issues in the Traffic Signals Editor when selecting objects to use for signals
  • Fixed an issue with terrain painter undo function that would sometimes leave the old terrain
Spring has sprung, the birds are singing, the bees are buzzing, and we've been buzzing with excitement to finally show you what we've been up to the past several months. So buckle up and don't forget your sunglasses 'cause it's gonna be blooming bright over here!

ETK Refresh

First up, the ETK is getting refreshed for the spring season! While not as comprehensive as our typical revamps, the team has dedicated significant effort to update key areas of both models. This ensures that they maintain their distinct identity while offering a more complete and engaging driving experience.

Throughout the development process, our primary focus has been on expanding the selection of available parts, which not only serves to give the vehicles a more unique and distinguishable feel across the board, but also to increase the variety of configurations available to drivers.

The lineup is getting a shiny new V8 engine with naturally aspirated and twin turbo options, as well as an overhaul of all other engines. Also included among other things are several new gauge options, interiors, and wheels.



We’ve updated all existing configurations with improved meshes and materials, and added several new ones to the revamped models. The ETK 800-series is getting a new sedan body style, as well as widebody ttSport models. There are several new engine options and skins, and a set of “Rennspecht” parts. The ETK K-series is getting much the same treatment, with new widebody ttSport models, a new “Turbo Rabbit” widebody kit, new engine options, skins, a modern race steering wheel, and “Rennspecht” parts.



Openable Doors

We’ve also added openable doors and panels to most vehicles, like the Bruckell Bastion, Autobello Piccolina, and Gavril Grand Marshal, among others – check the patch notes for a full list, or experiment and find out for yourself!



IMPORTANT: We've resolved a problem related to manual transmissions and how they respond to clutch input!

Previously, even if the clutch assist feature was turned off and players expected full control over the clutch, this was not the case. Shifting gears only required a brief clutch input, resulting in perfect clutch timing every time, which is unrealistic. This issue has now been addressed, which is excellent news, however it also means that players will need to adapt to the new clutch behavior, as shifts may feel slower due to the removal of the unintended "God Mode." Despite this, actual shift times remain the same or may even be faster due to other improvements and changes.

Automation Test Track Renovation

On the levels side, we are happy to report that Automation Test Track has received a fresh coat of paint. We've updated and added detail to the buildings and various structures, revamped vegetation, and updated terrain and asset materials to PBR, bringing Automation Test Track in line with other maps.



Additionally, Johnson Valley now offers several new trails to explore. Many smaller issues were fixed, and improvements made to Utah, the Garage, Italy, and the Gridmap (v2) map.

Prototype – Stats Tracking

We’re adding a Stats tracking system that will track how long you’ve spent on a given map or driven a particular vehicle. It will also support tracking rollovers and j-turns. Please note that this is still very much work in progress and the system will be improved and expanded in future updates.

Missions

With this update to the game the missions team has introduced several changes and improvements to the system. There are 18 new missions available across different maps, including Automation Test Track, East Coast, Johnson Valley, and Italy. Players now have the ability to enable the automatic recording of mission attempts, although this feature may impact performance. The Missions backend code has also been improved and cleaned up, allowing custom placement of police vehicles at the start of Evade missions. Moreover, ground markers can now be customized for several mission types.

User Interface

On the UI side of things, the Overview Map is getting some polish in this update. The player icon has been updated to an arrow that indicates the vehicle direction, and players can now skip the transition animation by pressing the map button again. To improve the selection process, the POI merge range has been adjusted and the visible distance increased to address artifacting in some maps. Additionally, the camera speed and gamepad controls have been fine-tuned, Parts Manager has been updated with new icons and consistent layout, and we have resolved issues related to translation system, among other various smaller UI bug fixes.

Mod users will be delighted to know that we have included an ability to spawn modded vehicles in the garage mode.

Last but not least, we’ve added a new tool on the bottom of the Repository – Mod Manager tab. It’s called “List possibly broken mods’ and if you guessed that it does its best to figure out which mods are conflicting with either the game itself or other mods, have a gold star! For regular players, this feature should help narrow down the search for which enabled mod may be breaking the game after updates, or when installed alongside other mods. For modders, it can help figure out which specific file in a mod is causing problems with the base game, or with files from other enabled mods. The more files a particular mod overwrites, the easier it is for a mod to cause conflict after game updates or when other mods are installed.

And more!

As if all that’s not enough, we’ve given some love to the powertrain settings, fixed several controller issues and implemented support for Logitech Trueforce effects with supported Logitech wheels among other input fixes and features. Game audio also received a handful of improvements, including several new sounds to add more realism. Likewise, game engine and traffic code received various optimizations.

Though this update may appear rather compact compared to the mammoth that was v0.27, we wanted to highlight that it also comes packed with foundational behind-the-scenes efforts that will pave the way for future improvements.

To see the complete list of changes, check out the patch notes here!
Greetings everyone,

We are bringing you another small hotfix today, which should resolve several issues that were reported after the latest major release.

If you encounter any further issues, feel free to reach out through our support form: https://support.beamng.com/

Vehicles
  • Autobello Stambecco
    • Population tweaks - allowed Autobello Stambeco to spawn in traffic
  • FPU Wydra
    • Added production years to info
  • Gavril Barstow
    • Fixed an issue where the engine would keep running after the subframe was torn off the body
  • SP Dunekicker
    • Fixed steering lock
  • SP Rockbasher
    • Fixed engine break group
    • Added production years to info

Levels
  • East Coast, USA
    • Fixed floating trees
  • ETK Driver Experience Center
    • Fixed missing material on procedural track time trials
  • Industrial Site
    • Improved performance of tall plants
  • Johnson Valley
    • Optimized polycount of truck mesh
    • Fixed antenna collision
    • Fixed GPS road around the junction
    • Fixed a hole in the highway mesh
    • Fixed low detail road markings
    • Fixed several console errors
  • Jungle Rock Island
    • Fixed an issue with river on the small dam
  • Small Island, USA
    • Fixed ring race GPS display
  • Utah, USA
    • Added a brand to the Canyon gas station
    • Fixed glass material transparency
    • Fixed incorrect zone in west tunnel
  • West Coast, USA
    • Improved Movie studio / canyon road intersection
    • Cleaned up Movie studio sidewalk
    • Fixed inverted collision surface on quarry support structure
    • Fixed a hole in terrain near one of the highway overpasses
  • Common: Updated depthmap on most levels

Powertrain
  • Fixed an issue with braked differential steering when removing wheels
  • Fixed rotators not being usable as speedometer sources
Traffic
  • If the player transitions to or from walking mode while being pursued, traffic police will now continue tracking them
  • Improved speed limits for main highway in Johnson Valley
  • Slightly improved AI traffic driving at turns and corners
Missions
  • Fixed and Improved Backroads TT on ECUSA
  • Improved Small Island AI races
  • Balanced goal times on Triple Threat time trial mission on WCUSA
  • Fixed racepath detection for crawl missions
  • Fixed provided car config for Alleyway Hillclimb mission on WCUSA
Input and Force Feedback
  • Fixed bindings for PXN V10 steering wheel pedalset
UI
  • Fixed an issue where garage mode could be opened in unintended ways
  • Fixed an issue where icons in the overview map would not appear correctly if a map did not contain any missions
Audio
  • Mid engine and turbo unfiltered in cabin view
  • Mix structure change for doors when in cabin
  • Implemented cabin filter tweaks
  • Optimized tire cabin filters, reducing performance requirements
Launcher
  • Fixed an issue where launcher would use Locale (date, currency settings) instead of Windows Interface Language
World Editor
  • Added Groundcover UV Tool
  • Improved usability of Vehicle Screenshot Creator
Flowgraph Editor
  • Fixed broken function of Next Mission button for the end screen; this fixes campaign missions such as the ones for ETK Driver Experience Center
Greetings everyone,

This is a reminder that we’ve deployed a hotfix intended to resolve the issues reported after our latest major release.

We appreciate your patience and thank you for letting us know about the issues.

The complete changelog can be found here:
https://beamng.com/game/news/patch/beamng-drive-v0-27-1/

Dirt: the final frontier! Version 0.27 marks a major achievement for the game as this is our biggest release yet.

Our team has toiled away for over two years on a mission to deliver this groundbreaking experience. Along the way, we overcame major challenges and spent hundreds of hours researching and deliberating with off-road experts. We can’t wait to fill you in on all of the details, so let’s jump right into it!

NEW MAP: Johnson Valley
Introducing Johnson Valley – a top-tier destination for those in search of an off-road adventure, inspired by both its real-life counterpart in Southern California and the neighboring Kelso Dunes.

Whether you’re an experienced off-road enthusiast or a beginner looking for a thrill, Johnson Valley has something for you. This blazing landscape is 10km² in size, and features an abundance of obstacles, including rocky paths perfect for rock crawling, winding dirt trails that test your stamina and endurance, towering sand dunes that will push your reflexes to the limit, and for drag racing connoisseurs – the longest straight paved highway among all our maps.

Several points of interest can be found scattered throughout the map, including a nearly town-sized RV base camp filled with hundreds of objects, a ranch, and a remote pit stop zone. And near the edge of the map you will find a Tyrannos gas station, ferociously guarded by Wrecksy, your friendly neighborhood T-rex and the brand’s charming mascot.



This project proved to be a challenge for the team. We began with boots on the ground, collecting photos of the area for future reference, getting lost numerous times in the process, and having fun interviewing locals and other lost visitors.

(see our website for more concept art and in-progress images)

When the development kicked off, it was clear that matching shapes to the real-world terrain would not be easy. Once the concept art was finalized, we started generating shapes in our terrain generation tool, followed by processing them through erosion filters and feeding different pieces back into the generator to produce the final shapes that resembled our references the most.

(see our website for more concept art and in-progress images)

The reproduction of dirt roads was also a major obstacle. With procedural generation, it was simply impossible to achieve the level of aesthetic and functional realism we strive for. This meant that most trails had to be sculpted manually, meter by meter, with rigorous testing at each stage.

(see our website for more concept art and in-progress images)

This map also features a selection of new rocks, placement of which has been very tricky – in no small part due to gameplay requirements we won’t spoil for you yet.

And the final boss on this quest was of course optimization. To put Johnson Valley in perspective, it originally had 16 times the detail density of Italy (which is already one of our most complex maps). The team worked hard to maintain the desired level of quality while keeping the area playable on a wide range of hardware configurations. The RV camp is another excellent example of this; a variety of trailer designs was required, but the number of textures used had to be kept to a minimum. The end result is 23 unique layouts, all of which are made using only three textures and specific modules.

In addition to the map, we are providing a complete fleet of new vehicles ready to help you punch your way out of any situation.

NEW VEHICLE: SP Dunekicker



This desert truck is based on authentic purpose-built racing trucks and is as close to the real deal as you can get.

Its wheelbase, track width, corner weights, engine power, and suspension geometry are all substantially influenced by real-world data and design input from several industry experts and baja racing hobbyists. When all of these elements are combined with the revolutionary bypass shock technology, this vehicle becomes the most accurate reproduction of desert truck handling and performance ever accomplished in BeamNG.

NEW VEHICLE: SP Rock Basher



Inspired by the high-horsepower rock-bouncers of the Eastern United States and the extreme performance rock racers of the West, the Rock Basher highlights the strengths and differences of both designs.

The solid-axle version has a low center of gravity and gobs of suspension articulation for extreme angles and near-vertical ascents. The independent suspension version has plenty of travel to soak up the big bumps in the desert, but is still very capable in the rocks. These differences have resulted in extensive debate as to which design is superior, but the truth is you’ll have to decide for yourself.

The interactions between rock obstacles and vehicles have been extensively reworked and refined for the most realistic rock-crawling and rock racing experience possible, and the new Johnson Valley map comes with rock crawling lines that will challenge even the most experienced drivers.

NEW VEHICLE: Autobello Autobuggy



This chassis was inspired by a unique class of desert cars based on the original baja buggy suspensions from the 1960s.

Class 5 race cars stay true to the original suspension design with modern engines and shock technology. This combination of limited suspension performance and speed produces a unique driving experience that demands the highest level of skill and knowledge of desert terrain. This vehicle especially showcases the flexibility of BeamNG suspension technology, and how it can function at all levels of off-road performance.

NEW VEHICLE: Autobello Stambecco



This rugged utility vehicle is offered with either a 4x4 or 6x6 drivetrain, and integrates several distinguishing characteristics that let it shine among the lineup.

It comes with a choice of air-cooled gasoline or turbocharged diesel engines, and a number of different body styles. Thanks to its portal hubs and a high ground clearance, it excels in a wide range of off-road operations.

In addition, the Stambecco is our first vehicle to feature dynamic tire pressure control, allowing some models to make per-axle adjustments to tire pressures while driving, aiding with exploration of rough terrain.

NEW VEHICLE: FPU Wydra



This adorable all terrain vehicle is more of a kayak disguised as a car. And after all, a kayak is like a racecar: they’re the same when spelled backwards! It enters the lineup as the first vehicle to use the new centrifugal clutch, skid steering, and to top that off – it’s our first amphibious vehicle.

Powered by an 800cc 3-cylinder turbo-chargeable engine and housed in a fiberglass body, this little sidekick can comfortably cruise you through tight and swampy terrain with its 8 wheels and unrelenting character.

It’s also available as a 4x4 variant, and the following is the story of how this vehicle came to be from the perspective of BeamNG lore. The 8x8 Wydra prototype was first constructed by a passionate team of imaginative engineers, and was eventually converted into a rugged 4x4 configuration optimized for traversing challenging, waterlogged environments. While the vehicle was a huge hit when it was first introduced to the market, several injuries ensued when people rolled over the car owing to its high center of gravity, — nearly bankrupting the creators in the process.

NEW: Bypass Shock Absorber Simulation
The newly implemented simulation of bypass shock absorbers is a huge milestone towards achieving our goal of delivering the most authentic driving experience possible.

To fulfill the progressive damping characteristics necessary for off-road racing applications, real-world bypass shocks are both position- and velocity-sensitive. To meet the challenge, we expanded the system from 2 adjustable zones to 5 and switched from a damping rate-based system to a velocity-based system.

With the previous generation’s bypass shocks, each zone functioned like a separate shock and the bypass adjusters in the tuning menu changed the damping rate in the bypass zone. With the new system, the damper rate is constant and the velocity “split”, or the velocity at which the damper starts working, is what changes for each bypass zone.

This method simulates fluid bypassing the damper piston and shifts the velocity of the damping curve just like a real bypass shock does, including a realistic reproduction of the characteristic valve snapping sound (also known as clappity-clickety-tappity-clank for the non-technical folk in the audience). It’s important because the bypass shocks are very soft over small bumps, allowing the suspension to flex and conform to the terrain. When the vehicle hits a large bump, the bypass shock kicks in and keeps the suspension from bottoming out while lifting the chassis in preparation for the next one. That’s why desert vehicles can float over massive whoops and holes, and it’s super exciting that we can simulate it in BeamNG!


(click to enlarge image)

Our new approach also allows for complete in-game customization of each bypass zone, which opens up a whole new world of suspension tuning mechanics that even the most experienced suspension tuners can appreciate. These shocks were co-developed with off-road industry professionals and are the product of hundreds of hours of research and development. From the chassis flex to the control arms, to the bump stops and the shocks—every part is individually simulated at a component level. As the result, we are very proud to deliver one of the most comprehensive off-road suspension suspension simulations yet used in a game.


REVAMPED: EVs Simulation
The simulation of BeamNG’s EVs has been updated to more accurately represent the experience of driving an electric vehicle in real life. The primary focus of this overhaul was to improve the behavior and feel of the regenerative braking system.

The vast majority of real-world electric vehicles offer a feature where the vehicle will automatically engage regenerative braking when the driver lifts their foot off of the brake pedal. This can be referred to as “off-throttle regenerative braking”, and it allows the driver to slow the vehicle down without needing to move their foot to the brake pedal (except in situations such as panic braking). Because regenerative braking can capture some of the car’s momentum and store it back in the battery, it is a popular feature among drivers of electric cars, as it significantly improves the vehicle’s efficiency.

Prior to version 0.27, BeamNG simulated regenerative braking by applying some amount of the electric motor’s torque in reverse whenever the throttle pedal was completely released. This achieved the effect of slowing the vehicle down, but it was impossible for the driver to modulate how quickly the vehicle slows down. This may have made it challenging for drivers to maintain vehicle control when coasting or coming to a stop.

Our new regenerative braking simulation is modeled after electric vehicles from various real-world manufacturers. Players can now modulate how much or how little the car decelerates using the throttle pedal. With the throttle pedal completely released, the vehicle will slow down quite rapidly. As more throttle is applied, the rate of deceleration decreases until the vehicle reaches a certain point where it begins to coast. Beyond that, any further throttle input causes the vehicle to accelerate as normal. In addition, there is now an option in the “Pie Menu” (under “Powertrain”) to adjust the strength of this behavior or to turn it off completely (so that the vehicle will coast with no throttle input).

The brake pedal behavior in electric cars has also been improved. In 0.27, engaging the brakes in an EV will first utilize the regenerative brakes to slow the vehicle down, and will only apply the friction brakes (i.e. pads and rotors) if absolutely necessary, such as when panic stopping or when ABS activates.

One final improvement to our electric-vehicle simulation is a new feature commonly known as “One-Pedal Driving”. A number of EV manufacturers, including Ford, GM, BMW, Nissan, and several others, offer this functionality. This feature enables the vehicle to come to a complete stop without the driver ever touching the brake pedal. When slowing down past a certain speed using “off-throttle regenerative braking”, the vehicle automatically applies the conventional brakes to bring itself to a stop and to remain stopped until the driver presses the throttle pedal again. 1-Pedal Driving is enabled if the driver has chosen the “Full” regenerative braking strength in the Pie Menu.


New Missions
Finally, we are adding a selection of 31 missions across 5 maps, including two brand-new mission types!

The new Collection Mission type is sure to test your skills! This mission type requires you to collect markers in an area, and it’s available in multiple modes: Survival, in which you try to collect as many markers as possible before the time runs out or your vehicle breaks, and Time/Recovery attack, where you collect all markers in the shortest amount of time or with the least amount of recoveries.

If you’re in the mood for a nerve-racking experience, then the Evade Mission type is the perfect choice for you. You’ll be thrown into a thrilling police chase, and your objective is to reach a hidden safe house without getting caught. With the stakes high and the tension palpable, you’ll have to use all your cunning and skill to outwit the law and make it to the finish line.

The majority of the new missions, which include rock crawling, dirt racing, and other off-road focused activities, are also available on Johnson Valley.

And More!
With this release, we’re introducing the revamped bloom effect. Bloom is a lighting technique that replicates the glowing or “blooming” effect that occurs around bright light sources in the scene. This contributes to the immersive feel of the game and enhances its overall aesthetics. Our previous bloom method was outdated and produced inconsistent and unrealistic results, but we have now refined this technique to produce a more authentic and visually appealing effect.

Gas station refueling is also being added as an experimental feature across Johnson Valley and the West Coast, USA. This is only an early prototype, but you can already see a list of gas stations on the map and fill up your car using a simple UI prompt when you stop at a compatible station (make sure that mission markers are enabled).

We’ve also made improvements to the audio filtering system to deliver a more realistic and immersive experience when driving a vehicle. Previously, regardless of cabin type, the audio would be muffled, but now the audio will respond appropriately while driving a vehicle with an open cabin, such as an ATV. Please note that this feature is still work in progress and not yet available for all vehicles and under all conditions.

Finally, we would like to give a shoutout to our friends at Automation for their latest update, which is the largest and most comprehensive update they’ve ever released and it’s sure to be a hit with off-road fans alike! Remember that you can take your Automation creations for a spin in BeamNG.drive and experience all the thrill of off-road driving with a custom project. Don’t miss out on this opportunity to try out the latest from Automation – we guarantee you’ll have a blast!


From all of us at BeamNG:
We wanted to take this opportunity to thank all of you for being such a devoted and passionate community throughout the 10 years of our development journey. We hope that you enjoy this very special holiday gift just as much as we we did creating it.

In the spirit of our tradition, we decided to ship this gigantic content package to you for free, and we would not be able to accomplish this without your continued support. We hope that you recognize the enormous effort that went into making this release a reality and don’t anticipate anything of this magnitude happening again in the near future.

An important final note about the Steam update system: we are aware that, even for minor releases (such as hotfixes), Steam is still spending a significant amount of time patching our game’s files. The upgrade to version 0.27.0 will require the same amount of time as before, but it contains an optimization that will reduce the time necessary for subsequent minor updates.

Before we wrap up this blog, we also wanted to provide an update regarding tire physics: earlier this year, we were rather optimistic that we would be making further progress with the development of a very early implementation of thermals before the end of the year. Unfortunately for everyone, this proved to be a tougher challenge than anticipated, and we’d prefer to not attempt another prediction at this time. However, rest assured that the research is still underway, so stay tuned!

We will continue chipping away at the next set of our long term goals in 2023, but for now we wish everyone a happy holiday season and thrilling new adventures!

To see the complete list of changes, check out the patch notes here!
Greetings everyone,

We deployed another round of fixes aimed at resolving the issues identified following our most recent major release.

As always, we really appreciate your understanding and cooperation and welcome your feedback.

The complete changelog for the hotfix can be found here:
https://beamng.com/game/news/patch/beamng-drive-v0-26-2/
Greetings everyone,

This is just a quick announcement that we’ve deployed a hotfix intended to resolve the issues reported after our latest major release.

Thank for your patience and for notifying us about the bugs, we really appreciate it.

The changelog for the hotfix can be found here:
https://beamng.com/game/news/patch/beamng-drive-v0-26-1/
It’s that time of year again – dive into Autumn with our 0.26 update which includes a vehicle remaster, PBR updates, new missions, a preview of the realistic hydraulics system and much more!

First up, the beloved Ibishu Covet has received a full remaster! This feisty fan-favorite hatchback is getting a lot of love in update 0.26, including a revamped 3D model, reworked textures, design improvements, structural tweaks and of course a trunkload of new content.

Featuring almost 40 configurations, the Covet is now available in both USDM and JDM versions, the latter featuring right-hand-drive, as well as unique trim levels and styling. Not only that, but the radical Covet MR Turbo models take the RWD, mid-engine layout of an 80s supercar and cram it into a tiny turbocharged package, making for a vicious driving machine on the racetrack, rally stage and on the streets.

The Covet also stands as the first BeamNG vehicle to fully support several new game features, including racing interior parts, realistic openable doors, hood and trunk as well as an animated manual shifter and a functional odometer.



Aside from the remastered Covet, there are also fixes and upgrades coming for several other vehicles. We’ve added four new wheel types, as well as odometers, animated manual shifters to all manual cars except the T-Series, roof bar loads (including a BeamBox which can be configured for either suitcases or backpacks), and more. We’re also adding several new props including large tires, barriers, and haybales.





Next up, we are introducing experimental support for Motion Blur to the game with this release, which should maximize immersive feel and offer a sense of speed while helping with the quality or file sizes of recorded gameplay for those of you who produce videos.



In keeping with the autumn season, foliage PBR has been updated and enhanced on several maps! Garage is not getting an update to foliage because it doesn’t have any (it’s a tragic story, we don’t speak of it, poor indoor plants). However, Garage is getting improved lights to better illuminate long vehicles, a new garage building and garage-specific props on West Coast, so it’s not being left out altogether!

Lest you think foliage updates are the only map changes. Italy and West Coast are getting updates to their decalroads PBR – Italy’s asphalt and dirt roads and West Coast’s dirt roads, well as road lines and road markings. Several maps are getting fixes to groundcover settings, improved terrain depth maps and other general improvements.

In order to improve performance, we have added simplified traffic versions for several cars, which come with reduced physics details, which will help with performance without sacrificing the visual quality. These are purely for traffic and parked vehicles, and are not intended to be driven. As part of this, parked vehicles are now supported on Utah, Italy, East Coast, and West Coast. Issues with vehicle pooling were addressed and the logic and functionality of the multi-spawn system has been revamped.



On the gameplay side – missions are getting a new mission type – Chase, and a heap of new missions added to West Coast, East Coast, ETK Driver Experience Center, Utah, and others.

Please be aware that the Options system has been overhauled, and certain user settings have been reset as a result; please see this announcement for more information.

Keyboard and gamepad users can now enjoy a set of new and improved input assistants. They will all be enabled by default for non-wheel devices (customizable in Options → Gameplay). First up – a new Understeer Assistant has been added. It controls the amount of steering to maximize lateral cornering grip. The high-speed steering assistant will no longer limit your steering range, but reduce its speed instead. In addition, we improved the assistants behavior in corner cases, such as driving on moving platforms.

We’ve also added a preview of a realistic hydraulics system to the game. This ties into the existing powertrain structures to draw power from engines and motors. It can be used to simulate pumps, accumulators, valves, and cylinders, and supports various types of pumps and valve centers. The hydraulics system is intended to accurately take the real-world hydraulic properties of pumps into consideration. At the moment, it can be used to create small hydraulic pumps which can be driven by electric motors, and is used on the Semi truck’s dump bed and rollback uplift. The hydraulic system is currently in a preview state, and we will extend it in the future.

To top all that off, we’ve made improvements to the World Editor, added an all-new Vehicle Editor, made some tweaks to the game’s UI, physics and game engine, and a multitude of other fixes, and updates.

To see the complete list of changes, check out the patch notes here!
Today, we're releasing a small but critical fix related to input systems.

Check out this announcement on our website for the complete list of hotfixes!

Input and Force Feedback

  • Fixed an issue where users whose `Steering` binding was set to 'Direct (Wheel)' could experience unresponsive vehicles
In this hotfix we deployed a number of fixes for issues identified with the major release 0.25

Check out this announcement on our website for the complete list of hotfixes!

Vehicles
  • Bruckell Moonhawk
    • Fixed 'Body Colored Trim' - color changes no longer affect each other
    • Fixed some trim pieces not being properly affected by 'Body Colored Trim' skins
  • Civetta Scintilla
    • Removed unused test thrusters from root jbeam as they were breaking mods
    • Fixed duplicated rear suspension dampers
  • Common
    • Fixed incorrect light colors and patterns on European Police lightbar
Levels
  • Small Island: Fixed AI decal road
Missions
  • Polished 'Island Rally Cross Club Race B' and C missions on Small Island
  • Removed 'Island Rally Cross Club Race A' from Small Island
Audio
  • Updated FMOD, this should resolve rare issues with missing sound on Windows
AI
  • Minor adjustment to Chase mode logic; AI will avoid getting confused if driving directly beside the player
Traffic
  • Improved police / suspect values to make gameplay more enjoyable (less despawning)
  • Improved road type comparisons for the traffic respawn logic
  • Fixed "toggle traffic" binding throwing an error if the traffic module is not loaded
  • Filtered out spawning large vehicles for traffic (due to physics instability and other issues)
UI
  • Garage Mode: Prevented resetting and making the vehicle drivable
Game Engine
  • GLTF exporter
    • Fixed duplicate packed texture
    • Fixed missing texture for BNG materials
    • Fixed file becoming corrupted when exporting more than 200 meshes
Lua
  • The recently added function queueObjectLua(...) must now be called through be:queueObjectLua(...) instead
Vehicles
Civetta Scintilla

  • Fixed missing rear firewall beams causing nodes to get loose when some parts are removed
  • Fixed roll cage being too strong
  • Fixed roof bar mount texture UVs
  • Fixed race hood texture UVs
  • Fixed UI name for front driveshaft on AWD models
  • Fixed wrong default tires on the GTx and GTx Spyder

All vehicles

  • Updated thumbnails

Tires

  • Fixed tread direction of new drag tires

Digigauge

  • Fixed readability of the screen, removed blank space on the sides
  • Fixed center column text being to big in some cases and clipping on other cells


Small Island

  • Fixed AI decal road


Missions
A selection of Missions can now be played directly from the Scenarios Menu.

  • Wild West Trails, Highway Loop 1, A Flock of Pigeons, River Crawl, Soccer pit 1, Scintilla Delivery, Slither Drift (Short), A Run for Life, Garage to Garage Delivery: East Coast USA, Garage to Garage Delivery: Italy, Garage to Garage Delivery: Jungle Rock Island, Hypermiling at the Gas Station, Knockaway: Blocked Road, Beginning and Target Jump: Bridge.
  • Starting these from the Scenarios Menu will use the default settings and the default car (for A Run For Life and Hypermiling at the Gas Station).
  • Missions can be made available like this using a setting from the mission editor.

Other mission changes:

  • Added two more Missions to the Driver Training Campaign: Trailer Delivery Intro and Barrel knocker Basics
  • You can now gain the Driver Training Campaign Steam achievement (previously attainable by completing the old campaign) by passing the Advanced Circuit mission of the new Driver Training Campaign.
  • All Missions now have a Date and Author field.
  • Fixed UI Issue in Target Jump missions.
  • Fixed Vehicle Freezing not working properly in Target Jump missions.
  • Fixed Points not being rounded properly in Bus missions.
  • Garage to Garage missions will now have proper traffic for their level.
  • Fixed Garage to Garage missions sometimes having too big vehicles or too small parking spots.
  • Added 3 AI races to Small Island
  • Fixed an issue where some actions were not blocked correctly, allowing the user to recover or teleport the player vehicle, among other things.


Garage Mode

  • Fixed some camera issues after changing the vehicle


Powertrain

  • Fixed Clutchex AWD not working correctly in reverse


Controller

  • Fixed an issue where under some circumstances DSE would not initialize correctly and leave the car unusable
  • Fixed an issue where adaptive brake lights with no installed ESC would not function correctly


AI/Traffic

  • Fixed a bug where AI traffic resets by pressing Insert or Home
  • Fixed a few logic issues in Chase mode; chasing vehicles should act stronger now on long road segments


Game Engine

  • Fix UI not being able to access files with non-ascii characters
  • Improved throttling of dashboard updates
  • Fixed calculations of camera speed and rotational speed that are used by sound system


Thumbnail Creator

  • Fixed wrong camera mode when taking the screenshot for a custom config
Input

  • Fixed broken force feedback feeling when choosing a Soft Lock Strength weaker than 100%
  • Fixed 1:1 Steering options allowing to end up with an incorrect configuration, leading to a big dead zone around the center and broken force feedback feeling
  • Fixed Soft Lock affecting force feedback when the wheel was perfectly in the middle
  • Added ability to disable 1:1 Steering without touching the amount of full lock degrees
  • Improved 1:1 Steering Angle slider range, for better usability with most common steering wheels, while still allowing up to 6000 degrees by typing in the text field
  • Added ability to use 'Oversteer Reduction Assistant', and 'Reduce Steering at Speed' with bindings set up with a 'Wheel(Direct)' filter, thanks to new checkboxes in Options > Gameplay > Assistants


Launcher

  • Fixed missing logs in the launcher
  • Fixed launcher failing to detect x64 bits OS in some cases







Vehicles

  • Racing Gauges: Fixed wrong label for EV range and unit for EV power
  • Scintilla

    • Fixed wrong default drive mode part name
    • Fixed wrong naming of Corse mode in the dashboard
    • Improved front crash bar collisions
    • Improved node positioning on rear bumper
    • Fixed wrong unit for right fuel tank
    • Fixed headlight glass deformGroup causing both headlight lenses to break at once
    • Added missing power steering slot
    • Added race hood
    • Deformation tweaks



Physics

  • Fixed tire burst sound being triggered with a volume of 0
  • Fixed P mode in automatic gearboxes incorrectly locking up the output during freeze state and exploding upon releasing the freeze
  • Fixed Automation cars with specific brake settings crashing upon reset


Game Engine

  • Fixed lagging car dashboards: restored previous behavior for UI running at half the game FPS


Missions

  • Rounded score in the endScreen for Drift missions
  • Added walking ability to Crawl missions
  • Small fixes at Italy drag race prefab
  • Preventing buses to be spawned in the garage to garage missions
  • Fixed Custom Node loading not working in very specific cases


Traffic

  • Random events are now enabled by default


User Interface

  • Fixed several places that did not use the level's gravity
  • Fixed engine debug app displaying wrong power values


Audio

  • Fixed audio on Linux not working
  • Fixed missing engine starter and shutoff sounds
  • Rebalance of transmission whine(s)


Garage Mode

  • Fixed error when trying to load automation cars as well as some other vehicles
  • Fixed wrong camera angle when clicking on "Test"
  • Fixed Automation mods not showing up


Vehicle Controller

  • Fixed DCT using the wrong gear when shifting into M mode at non 0 speeds
  • Fixed incorrect math in generic gauge data for electric motors
  • Fixed negative pressures showing in in-car gauges after deflating a tire
  • Fixed an initialization issue in the rev-match logic


Italy

  • Fixed road issue in Città Vecchia


Input

  • Removed non-functional left-over debug binding



Version 0.25 is here, and it’s Christmas in June! Well, not really, but with a new vehicle, a metric truck-load of new missions (that's a precise scientific measurement!), the return of the Garage Mode and a stack of gameplay improvements, you’d be forgiven for thinking so.


Civetta Scintilla

After a long silence, the owl finally shows its talons once again! New to BeamNG.Drive in Version 0.25 is the landmark addition of the fierce and charming Civetta Scintilla, a modern supercar powered by a naturally-aspirated V10 engine that’s ready to spark your passion! The Scintilla is the most advanced car in our line-up, pushing the envelope with complex driving dynamics systems, a unique physics skeleton and one of the longest, most intensive design periods of any BeamNG vehicle, resulting in a truly refined machine.



DOWNLOAD OFFICIAL BROCHURE TO LEARN MORE

Offering numerous configurations both factory and custom, from the smooth, curve-carving GT Spyder to the raw and ferocious GTs Corse, or the professional and refined Race configuration to the insane, turbo-diesel swapped Off-Road, the Scintilla has something for everyone. Openable butterfly doors, an active rear spoiler, digital dashboard, rear or all-wheel drive, hardtop or spyder, V10 engine with aftermarket twin turbo kit, and an abundance of customization parts that you can look forward to when you take this baby for a spin!

We're excited to hear your thoughts on the new implementation of openable doors; please keep in mind that only the driver door can be opened with a key binding, all doors can be opened through the vehicle triggers though. This feature is still under active development, and we have several improvements in the works.

The all-new digital racing dashboard is highly customizable and available on several cars already with more to come in the future!



We’ve also made some improvements to the Bruckell Bastion, Cherrier FCV, ETK 800 series, ETK K-series, Hirochi SBR4, Gavril H-Series, and the Soliad Wendover as well as broader vehicle fixes, audio improvements, and sprinkled a couple of new wheels on top.

Garage Mode

The Garage Mode is getting a long-awaited revamp and while it's still a work in progress, it’s ready for you to play in! The Garage Mode has its own dedicated UI, with Garage and Vehicle options – for the moment these only include lighting – and integrated vehicle options.



Missions

We’ve added nearly 100 new missions, including several new mission types. The new AI Race, Cannon, Crawl, Hypermilling, and Run For Your Life mission types will add some excitement to your life. And the already existing Scenarios Garage-to-Garage Delivery and Barrelknocker have also been ported to the mission system and are now available across multiple maps.

In the meantime, we have updated the Delivery, Drift, and Drag mission types with new missions and some fixes. The Driver Training Campaign has been ported into the Mission System with several updated and added missions. The Campaign is also no longer linear, but branching: one mission might unlock multiple others, or you need to complete more than one mission to unlock the next.

We've also added local leaderboards for all the missions, showing your best or recent attempts together with stats like scores, times or distances, depending on the mission type. These stats are also displayed on the Map View and Mission-Start and -End screens. We’ve also fixed issues with bus stops and pathfinding for some Bus Mode missions, and made several minor bug fixes.



On the levels side the process of updating maps to PBR continues - road and terrain textures have been upgraded on all but three maps (don’t be sad, Italy, West Coast, and Automation, we’ll get to you as well!), and rocks were upgraded across all maps except Automation. Almost all maps received numerous small fixes and improvements as well.

Most of the traffic system has been re-done. Traffic can now have distinct roles, with support for custom and flowgraph roles. We’ve implemented standard, suspect, police, and service roles. All traffic vehicles now track their own driving and pursuit data, this means that police can automatically pull over and chase other vehicles in the system, as well as other interactions. We’ve also changed the traffic settings in Options, and made a host of fixes and improvements.

We will return shortly with more teasers on the upcoming content! With a few more polishing touches, the remastered Covet will be coming in the next major release, as well as even more PBR, Garage improvements, and so much more, stay tuned!

Check out the full patch notes on our website for further details!

Greetings, drivers!

Today we would like to let everyone know that with the release of version 0.25, the 32-bit client will be discontinued. Please note that there will be no support or updates for this version going forward.

However, you may still access the last supported version by switching to the following branch on Steam:

0.23.5.1-32bit - No updates - Windows 32bit - 0.23.5.2



IMPORTANT: If you are unable to upgrade to a 64-bit operating system make the transition prior to the release of version 0.25 to ensure that your game will remain playable.

This decision will allow us to free up development time and enable us to take advantage of newer technologies. According to our data, less than 0.5% of users are still using 32-bit operating systems.

If you are still using a 32-bit operating system we strongly advise that you upgrade to 64-bit if your hardware allows, as this will improve the security and performance of your system.

If you’re not sure which version you use or need help with upgrading, please check this article for more information.