Hands-on with BeamNG.drive’s v0.35 update: Rally-ho!
BeamNG's v0.35 update is one for rally fans, as it includes audible co-drivers, flat- driveline layouts, a Hirochi Sunburst remaster and five new rally stages.
The game’s latest update sees the expected Hirochi Sunburst Remaster come to fruition alongside a new flat-four drivetrain replete with suitably Subaru-style sounds. The rally theme continues, as several new rally cars join the game, as well as more World Editor rally props, co-driver tweaks and five new rally stages.
The West Coast USA map continues to evolve too, with a new drift track arriving in v0.35. Sneakily, the BeamNG team has also overhauled the game’s nascent career mode, with career paths completely revised.
There’s a lot to sink your teeth into, then, so let’s take a look at everything you can expect to see in BeamNG’s v0.35 update below.
The full v0.35 changelog can be found at the bottom of this article.
BeamNG’s Hirochi Sunburst is based on Subaru’s all-wheel-drive saloon, the Impreza. Thanks to the introduction of flat-four drivetrains in v0.35, the Hirochi is even more accurate, thanks to the boxer-style engine.
A boxer engine has its cylinders laid flat and opposed to each other, with the opposing cylinders ‘punching’ towards and away from each other with every turn of the crankshaft. It’s an expensive way to build a motor but it offers performance advantages in terms of better weight distribution.
The layout can also help produce a rumbling exhaust note, something that became a trademark of the Subaru’s Legacy and Impreza in the ‘90s. Colin McRae fans will be delighted.
So, the Hirochi sounds the part in BeamNG now and there are several new engine sizes, body styles and liveries to choose from, including an estate version for when you want to do some rallying but have to visit IKEA afterwards.
The Sunburst feels great to chuck around, with its total traction helping save many an oversteer moment and it’s great to see it looking resplendent with all-new textures, physics and a new Jbeam model to improve its damage effects, something I’ve tested extensively…
The Sunburst ready to rock at West Coast USA’s drift area
Rally
Most of v0.35’s teasers have been rally-focused and the full release doesn’t disappoint on that front. There are new rally variants for the Cherrier FCV, Hirochi SBR4, Ibishu Pessima Mk1, Ibishu Covet, Ibishu PX-Series and ETK I-Series, with new rally-based props available in the World Editor, including bales, signs and barriers.
BeamNG’s Rally mode has undergone a bit of refinement too, with audio now added to the pacenotes system. Players can choose from two voices (both British male voices, with one sounding more ‘intense’ than the other) to call out the notes, with the pacenote generator now featuring more accurate calls when a route has been selected via GPS.
There are now wagon versions of the Sunburst.
Players can change the timing of the calls and choose to turn off visual cues completely, with an initial countdown of 3s or 5s selectable. The pacenote generator hasn’t yet been implemented in Rally mode just yet, though.
A new anti-lag system has been implemented for rally vehicles too, with pops and bangs now sounding more realistic for these race-tuned off-road monsters. To add to the rally fever further, realistic mud flaps are another new feature.
This was someone else’s fault.
New rally stages
But perhaps the biggest change to Rally mode is the addition of five new rally stages. SS Cliffside, SS Orchard Hill, SS Facility Road, SS Backroads and SS Rockwood all join the fray, offering more mixed surface, asphalt and gravel tests to the game (SS Rockwood and SS Orchard Hill are my current favourites).
For the most part, they run surprisingly well considering they’re an early beta feature, but don’t expect silky-smooth performance every time just yet. The increased focus on rally content is a clear sign of where BeamNG is headed in future, however, and, as a rally game fan, BeamNG has always felt like it would suit the discipline. The potential shown here is clear.
A bit of rear-wheel-drive rally action never hurt anyone…
However, for me, BeamNG’s suspension model is currently too unforgiving. Bumps, dips and crests cause unpredictable reactions from your car’s dampers and suspension. Witness how a Rally1, Rally2 or Rally3 car soaks up road imperfections: modern rally cars are untroubled by all but the most extreme terrain.
Force feedback also felt a little on the numb side for me when using a steering wheel; I simply couldn’t feel the car’s weight shifting as I can in Richard Burns Rally (using the Rallysimfans mod) or, to a lesser extent, EA SPORTS WRC.
It’s massive fun though, especially when you pendulously dance your car on the limit to hook up a perfect sequence of corners, mud flaps quivering away in the wake of that flat-four burble.
Magic.
Drifting
The art of drifting receives some attention too, with the addition of a bespoke drift track on the West Coast USA map.
The drift map is rather small but contains multiple routes to hone those powersliding skills, with special opportunities for those satisfying wall taps. I feel like more could have been done here, though, as the area lacks variety. More elevation drops and wider sections would provide a more forgiving introduction to novice drifters, for example. It’s a solid starting point, though.
Road cars still feel weighty.
BeamNG also lacks the appropriate level of tyre smoke to make drifting look cool too, but my biggest gripe with this map was its poor graphical performance. Despite never having an issue playing BeamNG at 60 fps in the past, v0.35 has run poorly for me so far (I used an early access version of the game, so this may be solved by the time the build drops publicly).
Seven new drift zones arrive with v0.35 (four in Italy, two in Utah and one at the Automation Test Track), while drift mode gets an overhauled scoring system, new sounds and two new specialised UI apps.
A bit of sideways action on West Coast USA’s new drift track
Career mode
BeamNG’s Career mode has undergone a surprising change in v0.35, with each branch renamed.
So, wave goodbye to Motorsports, Labourer, Specialized and Adventure, as these are now replaced by Belasco Motor Sports Association, Logistics, Apex Performance Metrics and Freestyle respectively.
The changes are largely ephemeral, however, with no apparent deviations from previous incarnations of Career mode in terms of mission structure.
Not much has changed in Career mode
BeamNG.drive new career mode branches
Apex Performance Metrics – A test-driving career featuring driver challenges
Belasco Motor Sports Association – Time trials, AI racing, drag racing and drifting
Logistics – Delivery missions
Freestyle – Stunts, evasion missions and police missions
Career mode changes are largely skin-deep
Honourable mentions
Drag racing fans will now see more realistic performances from their AI opponents in v0.35, as their reaction times are now completely randomised, with Hirochi Raceway now featuring its own drag strip.
The new building architect tool in the game’s World Editor should now make it much easier for players to create more complicated buildings at a quicker pace, with an earlier teaser revealing how simple it is to build outlandish creations.
A new radial menu has also been implemented, which groups actions together to make it easier to navigate,
BeamNG.drive’s rally-themed v0.35 update edges the game ever closer to being a solid rally title. Having an audible co-driver is a huge step forward as is the introduction of five new rally routes.
For the most part, they work well (although default co-driver calls are a tad late for my liking) and are great fun to chuck a rally car around on, but I still feel granular detail is missing from the game’s FFB production.
Rallying is still great fun, however, and the new rally stages are a step above those already in-game, mainly thanks to genuinely interesting layouts.
Accidents happen in BeamNG.
Although I experienced a few performance issues with the early build of v0.35 (including replays failing to load and general jankiness), the reworked Hirochi Sunburst provides a big hit of rally fever to make up for it. The new flat-four engine layout and exhaust note are peak ‘90s Group A rally nostalgia (alongside proper mud flaps!).
Bobble-hatters will love this.
BeamNG.drive v0.35 changelog
Vehicles
REMASTERED VEHICLE: Hirochi Sunburst
Added New Drivetrain – Flat 4
The drivetrain of the Sunburst has changed from a transverse inline 4 to a longitudinal flat 4
Features 1.6, 2.0 and 2.5 liter displacements, with options for factory and aftermarket turbocharging
Available in FWD, AWD, and RWD options
Added Wagon bodystyle
A widely requested wagon body with plenty of room for activities
Remastered model and textures
Increased detail and accuracy with all-new textures for body, interior and mechanicals
Added new configurations
A wide variety of new configurations, including a generous selection of factory models, and heavily modified versions for racing, drifting and rallying
Updated JBeam
Fully refreshed JBeam and physics model, with improved deformation and handling/suspension
Added new customization parts
Vastly expanded aftermarket customization options, including body kits, interior, liveries, and more
Added Polizia, Belasco Police, Itasha, Two-Tone, and Beater liveries
Rally Additions
Added new and improved rally parts and configurations for:
Cherrier FCV
Hirochi SBR4
Ibishu Pessima MK1
Ibishu Covet
Ibishu BX-Series
ETK I-Series
Added new rally-themed props
Crowd Barrier
Rally Signs
Soft Track Barrier
Track Flag
New variants of the Bales prop
Autobello Piccolina
Fixed instability on front mount oilcooler and tube bumper
Autobello Stambecco
Retuned deformation
Added collision to cargo area
Bruckell LeGran
Fixed an issue where the trunk would occasionally fail to open when a spoiler is installed
Fixed emitter positions for tail light
Bruckell Moonhawk
Updated the grille material to make it transparent
Updated JBeam to better align with the standards set by other vehicles
Updated models and materials for lights
Updated Detective configuration
Burnside Special
Updated bigblock engine to match Barstow, Bluebuck, and Nine
Updated 3D model with fixes to the trim, window glass, and chopped roof
Updated models and materials for lights
Cherrier FCV
Reduced rear wheel shake when sliding using handbrake
Prolonged handbrake slides on rally variants of the Vivace could occasionally induce a rear-wheel vibration build up. Damping has now been added to the control arm to mitigate this effect
Retuned handling of rally configurations
The asphalt variant received several minor tweaks
The gravel variant was re-tuned with stiffer springs and a lower ride height for more responsive handling
Increased rally suspension anti-squat property
Added Apex Rally livery
Fixed race pedal box clipping with floor
Fixed headlight flare positions
Fixed names of engine long block options
Tweaked behavior of the 1.6 race turbocharger
Civetta Scintilla
Fixed an issue where doors wouldn’t open properly if the windows were rolled down
ETK 800-Series
Added Polizia livery
Added Police livery
Added Belasco Police livery
Added Carabinieri livery
Gavril Barstow
Fixed incorrect maxRPM parameter on some tuning engine blocks
Updated models and materials for lights
Gavril Bluebuck
Updated interior materials
Added double beacon light bar option
Gavril D-Series
Reduced bump steer of off-road suspension
Updated models and materials for lights
Gavril Grand Marshal
Added new PBR textures for the interior panels and carpet material
Updated JBeam to improve rear wheel stability
Gavril H-Series
Reduced bump steer of off-road suspension
Added Ambulance (Alternative) livery
Fixed incorrect rear light bar on police configuration
Gavril MD-Series
Fixed front bumper getting stuck in front tires
Fixed an issue that caused the stock exhaust to become unbreakable
Updated models and materials for lights on pickup bed
Improved interior camera to use the cab’s structure for position reference
This allows the camera to follow the cab’s rotation when cab falls off
Updated suspension to make break-offs possible
Added the ability to make frame black rather than colorable
Added animated steering shaft
Gavril Roamer
Reduced bump steer of off-road suspension
Gavril T-Series
Moved clutch pedal prop to manual shifter part, in order to remove it from trucks with automatic transmission
Added the ability to make frame black rather than colorable
Added animated steering shaft for conventional cab
Hirochi SBR4
Added Folk livery
Updated the grille material to make it transparent
Updated JBeam to better align with the standards set by other vehicles
Improved engine pipes to make them more realistic
Fixed numerous 3D model issues
Added new PBR interior panels and seat textures
Ibishu BX-Series
Fixed issues with the rear bumper that could cause the car to get stuck on it after a crash
Ibishu Covet
Retuned handling of Track configuration
Ibishu Hopper
Updated interior materials
Updated materials for interior panels, seats, and rollcage
Ibishu Miramar
Fixed an issue with 3D model smoothing
Added rubber window trim
Improved engine textures
Reworked JBeam structure to better reflect the visual design of the car’s chassis
Updated rubber bumper guards to make them removable
Added Safari Rally configuration
Ibishu Pigeon
Retuned roof strength
This was done with the help of the new Roof Crusher Tester prop
More cars will follow with similar changes in future updates
Soliad Lansdale
Fixed inconsistent mirror prices
SP Dunekicker
Added BlastR livery
Wentward DT40L
Updated display materials to PBR. This also fixes the wrong display color
Common
Improved vehicle police parts
The halogen light bar has been updated with smooth fading lights which go along with the reworked flash patterns
It also now has a selectable color slot instead of duplicates with different colors
The LED flashers and beacon lights on some vehicles now also have selectable colors
All halogen spotlights and flashers have been updated with the smooth fading pattern (previously only present on the Bruckell Nine police car)
Visual improvements of vehicle suspensions
Previously, the majority of our vehicles used to suffer from weird suspension behavior, consisting of parts stretching and clipping with each other upon steering and articulation. This was caused by the suspension JBeam structures having received many changes and improvements through the years, while the visual geometry remained the same, and the two have become desynchronized
We have fixed this issue on the majority of vehicles in this update, by updating the suspension 3D models to match the JBeam structures
This change also affects some of the common wheels. This does not affect vehicle handling, but might cause small visual issues with mods
Added TorqueJointNodes to cars with front wheel drive transaxles
TorqueJointNodes increase the fidelity of torque reactions by simulating the effect of half-shaft joint angles
The feature has existed on the Ibishu Pessima for some time but has now been rolled out to other front wheel drive cars:
Cherrier Vivace
Ibishu Covet
Bruckell LeGran
Soliad Wendover
Soliad Lansdale
Hirochi Sunburst
The addition causes some subtle changes to torque steer which may be felt with a force feedback wheel
Cleaned up mixed use of Tarmac and Asphalt terms
Vehicle configuration and parts names now use Asphalt exclusively rather than mixing the two terms
Added backside to license plates with European format (52-11)
License plates used to have a mirror version of the front, now it looks more appropriate as the backside is gray
This was implemented in US format (30-15) in v0.34
Fixed errors with police lightbar interior triggers
Fixed several typos in configuration descriptions
Fixed several JBeam issues with the common ambulance upfit
Fixed literally unplayable™️ value field in several JBeam files
Unified part naming
Body Colored and Bodycolored → Body-Colored
Colourable → Colorable
Updated naming of all horns and sirens with more descriptive names (QoL improvement)
All vehicles now have fully collidable interiors and improved steering column deformation behavior
Added new generic customizable tow hitch
Introduced first on the Hopper and Sunburst, will be added to other cars in the future
Trailers
Container Trailer
Improved frame and suspension rigidity
Tiltdeck Trailer
Fixed trigger positions on 30ft Gooseneck
Small Box Utility Trailer
Improved wall edge collisions
Tanker Trailer
Fixed incorrect Kingpin node spacing. Nodes were spaced too far away from the plate surface, causing difficulty coupling to the trailer and excessive trailer roll
Simplified Traffic Cars
Updated Hirochi Sunburst to the remastered version, with new wagon configs
Reworked and improved roof deformation on all traffic vehicles
Updated traffic Gavril D-Series to use new remastered lights
Fixed deformation on the rear of vehicles with the Cargo Box upfit
Updated JBeam on Gavril H-Series roof rack for better deformation
Fixed ETK 800-Series XC drivetrain to match its proper counterpart
Made the strength of the Gavril Roamer’s body better match its proper counterpart
Improved deformation on the rear of the Cherrier Vivace to reduce spiking
Fixed an issue with some traffic vehicles using incorrect horns
Levels
West Coast, USA
Implemented numerous updates to roads. These roads and surrounding areas have been improved, rebuilt, or added
Improved areas
Added new drift track
Updated Drag strip area
Updated Dirt track area
Improved overall drivability around race tracks
Improved collisions
Major updates on collisions in the city area
Improved collisions on different other structures
Updated shrubs, pines and oak foliage libraries
Hirochi Raceway
Added new drag strip area
Italy
Improved foliage libraries
Added new optimized foliage material
Improved collision meshes
Improved LoDs
Improved imposter settings
Common
Added new rally-themed static props
New tents
Modular fences
Sensors
Furniture
Gameplay
Rally Mode
Rally Mode is currently work in progress and not yet feature-complete.
Your feedback is welcome. Help us improve and shape the future of Rally Mode, by reporting issues and leaving your feedback in the official Rally Mode thread of our forums.
Audio Pacenotes
Added co-driver voice with initial choice of 2 different voices, both available in English
Improved on-screen visual pacenotes
Added 5 new rally stages
SS Cliffside – A long twisty asphalt route around the mountains of Italy
SS Orchard Hill – A short asphalt hill climb stage in the hills of Italy
SS Facility Road – A complex road through the majority of the Automation Test facility, with a few short gravel roads
SS Backroads – A reimagined classic time trial from the origin of East Coast USA, mixed surface and a real test of skill
SS Rockwood – A technical and twisty route across Small Island USA
Added customizable options under Options → Gameplay → Rally Mode
Voice selection
Co-driver timing (with keybindings available)
Three or Five second countdown options
Enable or disable visual and audio pacenotes
Improved the stage selector
Fixed broken ordering By difficulty
The stage selector menu now sorts stages by difficulty by default
Drag Race System
Added randomness to the AI reaction time
Bracket racing lights now are delayed based on the selected dial time
Staging detection now uses all wheels of the vehicle
Added new winning lights at the end of the drag race
Updated the lane naming system. Now it’s numerical instead of left/right based. This allows creating drag races of more than 2 lanes
Added new Drag Tree Lights App
General Fixes
AI will now use 100% throttle. This was preventing AI from activating the NO2
Fixed disqualification lights not showing when jumping the start
Added 12 new drag missions to career mode
Added new Drag Race on Hirochi Raceway
Freeroam Mode
3 New missions
Sportsman Tree Drag Race
Pro Tree Drag Race
Heads Up Drag Race
Added 7 freeroam drift zones
Added 4 new zones in Italy
Added 2 new zones in Utah
Added 1 new zone in Automation
Drift System
Added 2 New Drift UI Apps
One to show the total score
One to show information about the current drift
Added new drift sounds: they directly reflect the scoring system
Updated the scoring system
There is now a Tier system. The more points accumulated – the higher the tier
Combo has been changed. There is now a soft cap at 10x, and a hard cap at 25x
There are a few more drift events to achieve “precision drifting” and “reverse drift” in
Tweaked the back-end multipliers such as how much drifting close to a wall accounts for the score earned. Same for drift angle and drift speed
Implemented new drift statistics in the drift challenges end screen
Improved the crash detection logic. Now it accounts for G forces on top of vehicle damages
Reworked orbit camera dynamic pitching
Added new dynamic camera pitch for orbit cam based on speed
If you prefer the old behavior, go to Options → Camera → Orbit and set Camera pitch at speed to 0
AI Race Challenges
Improved start position logic for AI race challenges
Enabled unlimited opponent vehicle amount when editing AI race challenges. This removes the old limit of 9 AI racers
Added 2 new missions
Strut Brace Loop
A fast asphalt loop through East Coast USA that will put your suspension to the test
Garage Gauntlet
This time trial sets you on a complicated route around the Shuffleboard Logistics compound
The route tracks back over itself, so there are no arrow signs
You will need to learn the route before being able to push for a fast time
Look out for checkpoints behind you if you can’t see the next
Fixed bus display sign for bus mode
User Interface
Added new radial menu (replaces the old one)
New visual appearance and full gamepad support
Now opens by default with E key or Xbox-Dpad-Up, instead of Esc
Actions are split between vehicle-related actions and gamemode-related actions
Actions are further grouped into categories, which can be navigated using the shoulder triggers on gamepad
Remembers recently used actions for quicker access
Improved Vehicle Configuration Menu (replaces the old one)
Part selector tab updates
New search remade from scratch
State saving for the game session. Now previously expanded slots will expand automatically when you open part selector or switch between cars
Further performance improvements
Updated Tuning tab usability
Added Debug tab
Shared visual styling across all tabs
Various small improvements
Improved UI Navigation System
UINav is a system to control how UI reacts to bindings such as gamepad or wheel buttons
This system now tracks what bindings are in use in the current screen to display them on the bottom bar with an appropriate contextual label
Various improvements to existing system, such as better scope tracking in some cases
Added shortcuts to level selector
Freeroam level selector now features a shortcut to your most common maps
Up to 4 entries are now included at the top: most recently used item, followed by the 3 most commonly used items
This is shown for freeroam levels, as well as the spawnpoint selector afterwards
Updated the Replay App
Converted the app to Vue as part of the ongoing UI components improvements
Updated the app styles to improve responsiveness at various dimensions, and to prevent clipping issues
Added a scrollbar for those cases when the app size is too small
Improved Challenge Start/End Screens
Start/End screens got another visual upgrade
Now using a page-system that shows relevant information one after another (can be skipped)
Improved animations and sounds
Show missiontype-relevant information (for example timeslip for drag missions)
Fixes and optimizations
Improved BngInput
Improved BngSlider – now it features proper scoping (for gamepad) and has built-in input field and revert button
Improved BngDropdown
Remade Tabs from scratch to be more performant and usable
Added new BngButton styles
Fixed multiple translation service bugs and optimized its performance
Fixed issues with popovers when popup is shown
Fixed BngList issues with scroll-to-index and initial state
Fixed crash in BngMultilineInput
Fixed BngScopedNav to update function names and removed unused functions
Fixed BngTooltip positioning
Fixed BngSelect usage in some cases
Implemented deprecated DOMSubtreeModified event emulation for AngularJS compatibility
Other various fixes and improvements
Fixed the mod repository menu claiming that repository issues exist when they don’t
Credits menu
Added External Contributors section
Improved visuals and text alignment
Updated the list with the new names and titles
Improved official translations
Updated all translations
Fixed an issue with incorrect labeling of official translations. Locale identifiers are now mapped to correct language display names
Early Preview: Career Mode
Career Progression Overhaul
Overhauled the Progress Screen in the Career Pause Menu. Introduced a new Career Path structure that replaces the old “Branches” system with a more intuitive Career Paths format
Accessible through the new progress screen, which is now called Career Paths, to view your advancement across all Career Mode gameplay
Four Core Career Paths Introduced
Apex Performance Metrics (APM): The premier test-driving career path — structured, professional vehicle evaluations
Belasco Motorsports Racing Association (BMRA): All things racing: Time Trials, AI Races, Drag Racing, and the new Drift Series
Logistics: Formerly delivery gameplay — now a dedicated path for commercial driving and cargo hauling
Freestyle: The sandbox of skills — includes stunts, Barrel Knocker, police chases, evasions, and more
Progression & UI Improvements
Updated Scoring and Rewards screens for better clarity and feedback
Progress is easier to track, even if gameplay content is still in early development stages
Career gameplay systems are still under active development. Balancing, progression speed, and challenge content are subject to frequent updates
Added new Part Customization menu
The new menu merges Part Shopping and Part Inventory
The old Part Shopping menu in the computer is now called Part Customization
You still use it for buying new parts, but it can now also add parts from your inventory and remove parts from your vehicle by selecting Empty
Added new system for evaluating and classifying vehicle performance
Introducing our new Performance Index (PI) system that automatically rates your vehicle based on acceleration, speed, power, and basic handling factors
Enables class-based AI opponents and race entry requirements
Greatly improves race balancing compared to the previous “fixed car vs fixed opponents” system
The test will be enhanced in the future to include a handling test
Currently career-mode exclusive (not available in freeroam)
Enjoy upgrading!
Implemented procedural vehicle groups
Added procedural vehicle groups by performance class for AI races (work in progress)
Opponent vehicles will be matched to the player vehicle according to performance class
Updated Dollies to not use up inventory space anymore
Fixed an issue where parts could be broken after restarting a mission
Fixed an issue where the vehicle could still show as “damaged” after a repair
Input and Force Feedback
Tweaked force feedback strength and smoothing for many steering wheels
This affects mostly Logitech and Moza configuration presets, making them more consistent with each other across the board
If you have already customized FFB to your liking in the past, then these changes don’t affect you and you don’t need to do anything. However, if you want to discard your changes and give these new settings a try, you can reset your controls back to our defaults at any time, and redo any possible customizations you had (such as max lock angles and others)
Added input mapping for Madcatz M.2.X pro
The force feedback Strengh slider range has been halved (from 1000 to 500)
All official vehicles are consistently tuned to avoid ‘clipping’ under normal driving conditions with values of around 300-500. Using higher strength values means you’ll suffer clipping, losing detail, and being more prone to suffer unwanted oscillations and vibrations
If any mod vehicle you use has too low force feedback with the new values, please use vehicle-specific force feedback coefficients to compensate and bringing it back to reasonable levels: you can either use the vehicle-specific modifier in Tuning menu, or you can contact the mod author for a global fix that will benefit all users
Extremely minor improvement in input latency. Will be unnoticeable in most cases, but every bit counts
Fixed directional-pad buttons not registering their first button press after the gamepad/wheel/joystick was connected (this bug affected all devices except Xbox-compatible controllers)
Better handling of excessive input events coming from a connected controller. Should not affect normal operation, only loading screens and alike
Fix for input devices with a trailing number
Vehicle Systems
Implemented new Anti-Lag system
Bypass type Anti-Lag inspired by rally vehicles
Novel approach for sounds, anti-lag pops and bangs are part of the FMOD event for better integration
Automatic arm/disarm based on userinputs
Added completely new CVT logic
Now based on a throttle to target RPM mapping
Torque converter locking is now automatic based on user inputs
Implemented CVT S mode with fixed gear ratio emulation
Usually outperforms other multi-gear transmission types at the cost of driving joy
Driving Dynamics
Added support for actively locking center differential with driving dynamics setup
Fixed some driving dynamics data points not resetting correctly after a vehicle instability
Increased allowed roll/pitch values in driving dynamics before trust falloff starts
Fixed incorrect roll/pitch values in driving dynamics math
Custom Electrics
Implemented custom electrics default values and reset ability
Enabled the use of custom electrics across multiple parts
Implemented support for custom electrics values that do not update on their own, but have a default value and reset
Powertrain
Improved support for roughly idling vehicles
Added viscousExponent to viscous differential simulation, it allows a non linear increase in torque in relation to rotational speed difference
Implemented rally inspired active center differential controls
Added API to retrieve powered wheels from powertrain
Improved manual and sequential transmission clutch behavior in neutral gear
Controller
Added ability to use a custom input electric for the lightbar controller
Fixed post-crash-brake not resetting correctly when continuing to drive after an event
Implemented functionality to disable cruise control after a post-crash-brake event
Fixed dual axis lever shifter animation not working correctly with no transmission installed
Fixed handling of explicitly defined colors when applying aged colors
Fixed gradient lights color override not working from JBeam
Made radial menu entries content support dependent
Implemented support for torsionbars to break breakgroups
Recalibrated caster measurement to be relative to the ground plane rather than the chassis plane
Launcher
Revamped the Manage User Folder menus
Making them more intuitive to navigate even if the functionality is the same
Added an option to free up storage space from old backups
Available under Manage User Folder → Manage old versions and backups
Here you can easily locate, check the size, and delete folders from old versions you no longer need
It also shows basic categories of their files (caches/replays/mods/others) and how much space they are using up
This menu is work in progress, and will continue being improved in future updates
Updated Clear Cache menus
Updated file locations
Performing a Cache Clean will now leave the old files in a different place
Now they will be placed in userfolder/0.35_backup_datetime/* instead of userfolder/0.35/backups/version/datetime/*
Cache cleaning will no longer leave empty folders behind, it will remove them instead
Added or replaced icons in several menus, to improve their looks as much as is technically possible given the constraints they suffer
Added detection of unsupported Windows versions
We do not prevent you from attempting to run in old unsupported versions of Windows
But if you do, and then the application crashes, some basic heuristics will try to determine if the crash happened due to the Windows version. It’ll then display a dedicated informational dialog
The goal is merely to inform unsuspecting users that might not yet be aware that support for old Windows is discontinued
Fixed several submenus triggering a sound that feels like an error
Improved logging
Log files are no longer deleted by cache cleanups
Cache cleaning (either deep or normal clean) will leave the log files untouched, since they don’t affect the stability of the application
Keeping the log files means they can be included as part of support reports. This way, our Support Team has more information at their disposal if you reach out for help
Implemented more frequent writing of the log file and improved logs, to help solve issues if the launcher itself were to crash
Fixed the launcher log file being left behind when you move the userfolder location (due to being in active use by the Launcher)
Implemented slightly better detection of failures to launch the simulator
Fixed several cases where the launcher would show an interactive dialog, even if the non-interactive command line argument is provided. This helps with automated testing and other use cases
Various Launcher operations were ignoring files if their name started with a dot; this has been fixed, so they will now be treated the same as any other file
Removed support for -clearSetting and -clear command line arguments. They were dangerous features and not too useful in practice
Fixed crashes that happened in some cases if the Launcher was unable to write to its log file
User folder migrations (which happen after a major update) will no longer create a shortcut file in the old folder, as part of cleanup efforts
Fixed launcher crashing
Launcher would refuse to start if it could not open its log file. Would result in beamng:// links to not work the first try
Audio
We are in the process of rebalancing powertrain volumes at the moment and some vehicles may sound unbalanced.
Added new UI sounds
Added new engine starter/shutoff sounds
Improved ambient sounds
Improved RAM footprint
Fixed traffic surface sounds cutting in and out
Added new powertrain audio for modified/race flat 4 engines
Added new powertrain audio for modified i4 BX
Added anti-lag audio for rally Vivace and Sunburst
Fixed the vehicle cockpit filtering not always working as expected, missing completely in some cases
Game Engine
Implemented customization for framerate limiter
The 30 FPS framerate limiter (applied while the main window is out of focus) can now be customized – in addition to enabling/disabling it, you can now pick custom framerates
Fixed a crash when opening some corrupted or empty replays
Fixed a rare corner-case scenario where crash reports were not correctly generated nor uploaded
Added informational logs when the crash detection and reporting system is unable to initialize correctly
Updated LuaJIT, assimp, and CEF libraries
Fixed a category of language-specific crashes
When using an incorrectly crafted translation of user interface messages, the application might crash to desktop. The translation system is now robust to these mistakes
For example, if a label referenced 3 numbers in English language, but some translation is referencing 4 numbers due to a human mistake, then in some rare cases, the application could crash for users of that particular language
Added a -nosfx command-line option to force a dummy audio output (no sound)
Improved profiler
Cleanup: deprecated core/performance, replaced by proper profiling macros
Fixed wrong push/pops
Added name to profilerPopEvent function calls
Added -profileVehicleLoading to generate simple profiling report for vehicle spawning. See vehicle_spawn.html
Added -startupProfiling, see level_loading.html
Improved performance in shipping builds to not jump to C all the time
Added lustach- lua template library – to easily work with HTML templates
Added command line argument -noui – skipping the loading screen and creating any HTML UI
Fixed a crash in websocket when only using websocket. Added guard against invalid protocol access: BNGWebWSServer.getOrCreate
Fixed memory leak when switching vehicles
Improved cache for collada files (.dae): more resilient against errors, better caching, prevents duplicate entries
Significantly improved vehicle loading time
The system now uses the new and optimized file format for the .cdae files. See documentation for further details.
This file format caches some of the data that was previously calculated upon loading, resulting in reduced loading times (i.e. tangents)
It also utilizes compression for large files, which further improves the loading speed
Optimized vehicle loading by properly caching the meshes. This decreases lag during parts changing
Optimized importing of raw collada files. It should be faster now, and large files should finish quicker
Implemented better catching of errors during vehicle loading
Improved and optimized resource management of meshes throughout the game engine
Improved log messages
No more strange names in them
Shorter and more precise
Fixed some log spam
Improved mesh loading
Replaced mesh.cs file with the new mesh.dae.asset.json file to describe the Mesh’s meta data
mesh.cs files are still supported for backward compatibility but should not be used anymore
Rendering
Vulkan stability improvements
Vehicle AI & Traffic
Improved Lane Change behavior
Enhanced calculation of exit point distance for lane change maneuvers during highway exits
Improved other vehicles awareness performances
Reduced false positive for other vehicles awareness
Awareness of other vehicles has been refined, prioritizing those that pose a higher risk from a traffic and safety perspective
Added vertical curvature consideration for velocity profile calculation
The road’s vertical curvature has been considered when planning the speed profile
This should help to minimize aggressive driving behavior that could cause the wheels to lose contact with the road
Improved the performances of velocity profile calculation
Improved brake and throttle control logic
Improved road geometry awareness
Improved side to side collision avoidance for competitive driving
Improved trajectory planning for competitive driving
Implemented Lane Change aborting
Lane change maneuvers have been improved by enabling their cancellation during highway exits and at non-T intersections if side vehicles are detected that could obstruct the intended path
Tweaked traffic vehicle respawning logic
The system now uses player vehicle position and rotation more often than the camera position and rotation
Tweaked police pursuit values
The pursuit offense Reckless Driving should be easier to trigger
Made slight changes for police visibility value
Fixed issues with the police siren at the start of pursuits
Changed default parking spot probability for parked cars
This means that parked cars get more scattered by default, opening up spaces in smaller parking lots
Added custom police vehicle group for Italy map
Physics
Fixed physics core’s rotation API orthonormalization to be the same as game engine’s one
Changed collision recording to only record lastCollisionIds for the main vehicle node clusters
Fixed nodegrabber applying excessive forces when in extreme slow motion
Reduced deformation trigger Lua call overhead
Added guards in obj:getAirflowSpeed and obj:getGroundSpeed APIs to avoid numerical NaN proliferation
Fixed intervehicle couplers blowing up when passing through soft materials (e.g. shrubs, mud)
Improved vehicle spawning: ability to spawn the vehicle without physics
World Editor
Flowgraph Editor
Moved the Clear button from the menu bar to the state properties window. This can prevent accidentally clearing the active graph in the editor
Improved Examples
Fixed typos and logic issues in the existing examples
Added new example scenario: Simple Race
Fixed issues from Set Variable and Get Variable nodes
In some cases, these nodes would get stuck with errors while using the editor
Cleaned up names, descriptions, and data for various nodes
Removed the requirement to have vehicle spawned to play a path cam
Fixed trajectory id clash in the Script AI Editor
This issue was occasionally causing Script AI trajectories to get overwritten by newly recorded ones
Fixed a rare bug where the initial vehicle rotation was wrong in the Script AI Editor
This would occasionally cause the vehicle to start out backwards or under the terrain
Traffic Manager
Reordered the vehicles options as ‘standard’, ‘simple’, then ‘parked’
Updated the wording on the (non-drivable) props to: The object is currently undrivable
Fixed an issue with loading script AI .json file: On Vehicle Manager – Script AI mode – Parameters
Race Editor
Added Simple Drag mode for easy moving of Pathnodes with terrain snap
Added tools for recalculating Segments, cleanly renaming Pathnodes and Segments, and calculating distance
Rally Editor
Improved pacenote editing and stability
Supports the following types of Audio Mode:
Voicepack – Audio files of possible pacenotes, shared across missions
Mission-specific (audio files must be provided by user)
Structured – Pacenote text generated automatically
Freeform – Write any text for pacenotes
Custom – Associate any audio file with the pacenote
Allows per-pacenote overriding of Audio Mode
Added AI-route based Driveline Mode
Improved co-driver management
Added Slow Corner designation that causes pacenote playback to delay until the slow corner is passed
Fixed the ‘ALL’ button of Asset Browser searching in the current level’s folder, rather than searching all folders
Modding
Building Architect tool
A new procedural tool to generate and modify buildings working directly in World Editor
The Building Architect tool is now available to the community for initial testing and feedback. Please be aware of the following limitations in this release:
Save the work: Buildings created using BAT are not saved using the World Editor save action. Users need to use the Save button in the tool window to retain their work and Load button to call back the project. Alternatively user can use the export button to save the mesh as a Collada (.dae) file. (More info can be found in the public documentation)
External Optimization Required: For modders that wants to use the buildings created with Building Architect exported buildings need to be optimized outside the game using 3D modeling software (e.g., Blender).
Your feedback is invaluable in helping us enhance the tool for future releases!
Biome tool has been updated with new features
Introducing the live lasso update that give user the chance to move the lasso area points and see the placed forest object updated live
Place Field: user can create a very specific forest objects arrangement mimicking a field with proper setup values
Place Edges: a mask/lasso area driven by procedural method for automatic edges placement
Added New Roof Crusher Tester prop – for modders
This prop is used to replicate the IIHS vehicle roof strength test in order to achieve realistic roof deformation on vehicles
Usage tutorial is available in the documentation
Added a new collision density visualizer
The ground model debug tools now include a way to easily view the geometry density of static collision triangles. This is related to physics collisions, and not to the graphics detail of visuals
Using excessive triangle detail in the physics engine, together with vehicles that are moving in the general surrounding areas, can lead to a massive loss of framerate
This tool helps modders who want to work on optimizing their maps: you can more easily locate areas where you might be exceeding reasonable amounts of coltris, and then act accordingly (switch from visual mesh to dedicated physics mesh, disable collision entirely if unneeded, etc)
JBeam workflow change: Support beam breakGroups
We have implemented a change to support beams on official vehicles and we encourage modders to do the same on their mods. The change is not visible to casual players, but it’s important for correct cluster behavior, which will be vital for future gameplay
Support beams on vehicle body panels now use their own breakGroups, in order to break at the same time. This only affects parts that can commonly fall off without immobilizing the vehicle – wheels, engines and other driveline parts are not affected
This change requires retuning the longBound parameter of the support beams. The value needs to be big enough for the beams to not break while the part is still attached, but small enough for the beams to be broken as soon as it has fallen off to the ground. To help with the tuning, we have added a new beam debug mode: “Support Only”, which will only show support beams, and only if they are not broken. This way you can precisely see the point when they break
The image below demonstrates the degree of extension the support beams should survive before breaking. This also applies to connections between multiple parts, you might have to set different breakGroups for their support beams. Beams of hinged parts should survive for as long as the part can physically rotate
To use, you will need to install the desktop entry by running the BinLinux/BeamNG_install_desktop_file.sh script
Run Physics Benchmark is now functional on Linux
Added BeamNG application icon
Should work out of the box on Ubuntu, for other distributions you may install the desktop entry first
Added a workaround to deal with AppArmor limitations and CEF on Ubuntu 23.10 and higher
If BeamNG crashes for you at startup, you may run BinLinux/BeamNG_add_apparmor_profile.sh to install the profile
Updated SDL2
Improved presentation of SDL2 initialization errors (more information is shown)
Fixed free-standing imgui windows input when the main simulator windows was out of focus
Fixed a crash while running as root (strongly recommended not to do that). The CEF sandbox has to be disabled in this case
Fixed Engine.Platform.exploreFolder in Lua
Fixed a security issue in LuaJIT
Fixed CEF crash on Johnson Valley (and possibly other large maps)
JBeam
Added more JBeam node transformation features
Added nodeRotate##, allowing you to rotate a node position around a defined point, and even flexmeshes and props
Parameters:
## – Number (0-99) that specifies the order of application (optional)
x – Rotation around X axis in degrees
y – Rotation around Y axis in degrees
z – Rotation around Z axis in degrees
px – X-coordinate of pivot point (optional)
py – Y-coordinate of pivot point (optional)
pz – Z-coordinate of pivot point (optional)
If no pivot point is defined, the rotation is done around the origin
e.g. “nodeRotate1”:{“x”:-45, “y”:0, “z”:0},
e.g. “nodeRotate2”:{“x”:-45, “y”:0, “z”:0, “px”:0, “py”:0, “pz”:0.7},
Added the ability to specify the order of node transformations of nodeRotate##, nodeOffset##, and nodeMove## by specifying a numeric suffix
Number from 0-99
Order of node transformations with the same suffix is: nodeRotate##, nodeOffset##, nodeMove##
No number specified has the same order as 0
e.g. “nodeRotate1”: {“x”: 0, “y”: 0, “z”: 45}
e.g. “nodeMove2”: {“x”: 0, “y”: 0, “z”: 0.2},
e.g. “nodeOffset3”: {“x”: 0.1, “y”: 0, “z”:0},
e.g. “nodeRotate4”: {“x”: 5, “y”: 0, “z”: 0}
Node transformations are intrinsic, meaning that translations and rotations apply around the axes of the previously transformed frame. For example:
a “nodeRotate1”: {“x”: 0, “y”: 0, “z”: 45} would rotate the frame around it’s Z axis by 45 degrees
a subsequent “nodeRotate2”: {“x”: 15, “y”: 0, “z”: 0} would rotate the newly oriented frame around it’s X axis by 15 degrees
Wheel Debug Info improvements
Camber and caster measurements are now done relative to the surface the vehicle is on, instead of in the past being relative to the vehicle’s ref nodes
JBeam debug visualization fixes
Fixed an error when visualizing vehicles w/o rails/slidenodes
Prevent calling nil function bdebug.recieveViewportSize() when bdebugImpl.lua module is not loaded in that was producing errors
Fixed most visualizations being 1 frame behind
Major rework of the ability to spawn, save and load the same part into different slots
This will allow us to clean the wheels chaos in the future
The parts are now saved with the path in the tree structure for the .pc files if we detect an overlap
Vehicle construction now happens in two steps: this allows us to not spawn the physics for a while when the user is doing quick changes on the parts. See core_vehicle_manager.autoSpawnPhysics
Fixed vehicle flying to infinity when a spawning error occurred
Lua API
Added cached getObjectByID
Added a cached version of getObjectByID, similar to getPlayerVehicle
Prefer to use this over be:getObjectByID – this will reduce the workload that your mod creates for the LUA garbage collector, which means your mods will generate less stutter in framerate
Added crashDetection Lua API, and related Flowgraph nodes
crashDetection.lua enables user to track multiple vehicle for crash detection
Using this new extension, 5 new Flowgraph nodes have been added, search for crash when looking for a new node in Flowgraph
Fixed an issue with “Relative” camera where it could ignore the first setOffset and setRotation calls
Renamed vehiclePoolingManagermodule to vehicleActivePooling
Breaking changes related to JBeam
JBeam field partOrigin is now deprecated and will be removed in a future update, please use partPath instead
partPath format: “/slot/slot/…/part”
e.g. node.partOrigin → node.partPath
core_vehicle_manager.getVehicleData(vid).vdata.activeParts has been renamed to core_vehicle_manager.getVehicleData(vid).vdata.activePartsData
Key: partOrigin (format: “part”)
Value: Part data structure
core_vehicle_manager.getVehicleData(vid).vdata.activeParts now is a table of:
Key: partPath (format: “/slot/slot/…/part”)
Value: partOrigin (format: “part”)
core_vehicle_manager.getVehicleData(vid).chosenParts and core_vehicle_manager.getVehicleData(vid).config.parts has been replaced with core_vehicle_manager.getVehicleData(vid).config.partsTree
Each node in the tree contains:
id (slot id)
path (format: “/slot/slot/slot/”)
suitablePartNames (array of part names allowed to be inserted)
unsuitablePartNames (array of part names that are in the slot’s allowTypes but also in the denyTypes
chosenPartName (if part equipped)
children (table of the equipped part’s slots, nil if it has no slots)
partPath (format: “/slot/slot/…/part”)
Added obj:getAbsNodePosition(nodeId) to vehicle lua. It returns the absolute position of a node
Added onSetClusterPosRelRot vehicle main.lua hook. It can be used to take actions whenever a vehicle is moved or rotated
Added Lua functions median3, median4, median5 which calculate medians of 3,4,5 in a branchless way
Added Lua functions pointBB2d and lineBB2d. They return an axis aligned bounding box of a point and line
Fixed Lua encoding of negative infinity of function jsonEncode
Added Lua function triangleClosestPointUV which returns the barycentric coordinates of the closest point on a triangle of a given point
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