BeamNG.drive v0.5.0

seeders: 301
leechers: 203
Added on February 13, 2016 by makhababuin Games
Torrent verified.


  • Game: Drive
  • Platform: PC
Available in versions:

BeamNG.drive v0.5.0 (Size: 1.35 GB)
 BeamNG.drive v0.5.0.exe1.35 GB


Description

Features:

Added experimental multiseat mode (requires one controller per player, can be temporarily enabled for Freeroam mode in Options > Gameplay)


Added turbocharger simulation (realistic turbine up, downspool and turbo lag. Characterics are configurable, from small and responsive to big and violent. Comes with two debugging apps)
Added ‘1-click mod installation’, (To enable this feature on your account, click the ‘Add Content’ button in the freeroam/scenario screen)


Added ‘NodeOffset’ feature: you can offset parts of a vehicle, such as wheels or trailers, to make them compatible with different vehicles
Added support for loading .jbeams from vehiclescommon
BeamNG.Drive Remote Control app for Android (Drive using your smartphone!).
Vehicle tuning system (adjust camber, toe, tire pressure, ride height, track width, and other properties in the vehicle configuration menu)
Added tire popping sound effects
Added initial support for vehicle-specific bindings (such as cannon targeting controls, opening doors, etc), and updated some official vehicles to use them
Added ‘Keys’ app for vehicle-specific bindings
Added custom skin slots for vehicles (e.g. license plates, interior, engines, etc)
Added material opacity map (syntax: opacityMap[0])
Added material color paletter (e.g. change vehicle colors dynamically)


ESC now reacts more realistically to quick steering changes
Changed the way unpacked mods work: you can either use the Mod Manager to unpack zip files, or put the mod contents to “userPath/mods/unpacked/modName.zip/” folder


Vehicles:

New vehicle: ’88-’91 Ibishu Pessima


Wheels and tires separated out into a new global system. If the lug nuts line up, you can put any wheel on any car, and any tire that fits on that wheel. Lots of new possibilities!
Separated wheel and tire flexbody groups. No more wheel mesh deforming from the tire deforming
Improved tire deflation
Added several new wheels
Completely retuned suspension (200BX, Barstow, Bolide, Covet, D-Series, Grand Marshal, H-Series, Moonhawk, Pessima, Roamer, SBR4, Sunburst)
Soft bump stops have been added to our modern cars to replicate those common on newer designs. Use of these bump stops allows more control of body movement without overly stiff spring rates.
Sway bars replaced with a better design that doesn’t bind or give weirdly changing anti-roll stiffness
Alignment and bump steer tuned more accurately using new alignment debug tools
Race and rally coilovers have new more digressive damping curves and are now height-adjustable
Reworked most cars’ torque curves to have more low end torque and replaced fake turbos with real ones
Added breakable inter-part collision triangles to reduce the likelyhood of vehicles sticking together in collisions (200BX, Covet, D-Series, Grand Marshal, H-Series, Pessima, Roamer, SBR4, Sunburst)
Added colorable interiors to many cars (choose from several presets in the parts configurator)
Moved Roamer into its own vehicle, thanks to the ability to use common jbeams, so there’s no redundant data


H15 can now tow the small flatbed trailer


Roamer: New non-offroad sheriff variant added with pushbar, added alternate interior colors


200BX: New gear ratios, new “Turbo Rabbit” fender flares, front bumper lip, new 6 speed race transmission, improved anti-stretch beams, police variant changed to use automatic, new lights textures to fit better with Pessima and Covet, new “blade” style wheels for the Type-LS


Covet: Properly modeled turbo and intercooler, new 4 speed manual transmission for DX, new gear ratios, fixed skidplate using wrong engine, new hubcaps for LXi to replace alloys, new “blade” style wheels for the ZXi


H-Series: Improved heavy duty rear suspension, improved muffler jbeams, retuned gear ratios, cargo area filled with collision triangles for reliable hauling, H15 cargo doors open and close
D-Series: New D15 extended cab and D35 heavy duty variants, retuned gear ratios, fixed DS Custom suspension deforming beams, bed filled with collision triangles for reliable hauling, added alternate interior colors


SBR4: Improved anti-stretch beams
T-Series: Fixed missing driveshaft on long frame T65, fixed messed up coltris and breakgroups on exhaust stacks
Moonhawk: Improved col tris in the front for less sticking, separated shock and spring parts, fixed binding driveshaft, added alternate interior colors


Bolide: Glass strength tweaks
Barstow: Fixed missing material on supercharger parts, fixed right door glass breaking too easily, added “Drag” coilover option, fixed binding driveshaft, separated shock and spring parts
Grand Marshal: Fixed c-pillar area deforming too easily, fixed binding driveshaft, retuned gear ratios, separated shock and spring parts, added alternate interior colors


Pessima: Front end deformation improvements, fixed c-pillar area deforming too easily, remade stanced version without stanced parts using the new tuning system
Sunburst: Front end deformation improvements, moved front license plate forward 1mm
Added RPM guard to DCT transmissions to keep RPM below redline (prevents downshifting to too low of a gear at high speed)
Fixed messed up glass damage textures on Covet, Grand Marshal, and D15
New glow colors for gauges


Optimized and improved chrome lettering materials and textures
Fixed some more wobbly steering wheels
Fixed incorrect speedometer limits on some cars
Fixed cement mixer discharge chute not opening
Added alternate 36 inch tall orange cone


Physics:

Small optimizations (~2%) of physics core
Vehicle collision optimizations
Improved performance of tire marks
Tire angle of contact affects tiremark size
Arcade automatic now lifts throttle between shifts
Optimized breakgroup breaking code, reduced impact lag in heavy collisions
Added ‘one way’ triangle breakgroups
Added support for “disableTriangleBreaking” beam property which prevents triangles from breaking when the beam breaks
Terrains:

Fixed Level of Detail (LoD) issues on Hirochi Raceway
Fixed colour depth maps saved in 2D instead of 1D
Fixed gridmap loading some resources from other maps
Fixed some scenarios which had broken waypoints
Scenarios:

Added “Nimble Pessima” scenario, highlighting the Pessima ZX AWS’s four-wheel steering abilities
Added “Hypermiling” scenario, where only the most environmentally conscious drivers will reach the finish line
Added 5 multiseat demolition derby scenarios: “Concrete”, “Regular”, “Varied Ground”, “Mud Pit” and “The Pit”


User interface:

Added available vibration/force feedback motors in controls menu (under ‘force feedback’ tab)
Improved vehicle configurator design
Scrolling in the vehicle configurator does not scroll tabs too anymore
Background of race countdown app is now completly transparent
Re-added PostFX manager button graphics menu
Added numerical values to the sliders in photomode
Race timers now using lua timer instead of their own
Race time comparison now shows comparison between the first checkpoint and the current one compared to previous round, so one knows if their lap will be better or worse
Added turbo activity debug app
Added JS logging checkbox
Bugfixes:

Fixed incorrect steering axis inversion with Thrustmaster TX Racing Wheel
Fixed ‘ffb-not-bound’ message always showing unless using steering wheel (or a device that identifies itself as such)
Fixed ‘ffb-not-bound’ message not updating when user removes bindings or unplugs controllers
Fixed inability to detect POV hat buttons in the controls menu
Fixed inability to use vibration-only DirectInput controllers (such as Genius Twin Wheel)
Fixed keyboard keys sometimes getting stuck while opening any menu
Fixed support for multiple bindings in the same control (e.g. activate both parking brake and clutch with a single press)
Fixed inability to start scenarios when throttle and brake are assigned to the same axis (e.g. joysticks)
Fixed Digital Speedo showing wrong value for speedunit
Fixed photomode not hiding UI, calibrated camera speed slider
Fixed Racetimer not resetting when leaving the scenario’s end message screen
Fixed some vehicles not resetting their internal variables (e.g. cannon barrel angle)
Fixed dynamic collision bugs. These bugs heavily degraded slow-mo collisions
Fixed crash on level load with old DirectX10 Nvidia drivers
Fixed switchable materials for vehicle props (gauge needles will glow properly now)
Fixed missing shadows on lowest graphics setting
Fixed various issues with mod manager
Fixed scenario logic not unloading correctly when changing scenarios
Fixed camera positioning when vehicles are reset and physics are frozen
Fixed performance timers not working when on a slope
Fixed non working ABS lights
Fixed crash sounds always playing at full volume. Now the volume properly depends on the severity of the crash
Fixed missing values in some controls parameters
Fixed scenarios autostarting if reloaded twice
Fixed inability to add new bindings without removing others in some cases
Fixed buggy graphic resolutions selector
Fixed problem with tachometer units
Fixed some crashes (when running out of memory on 32-bit OS) not logging information to disk
Fixed incorrect line endings in launcher log file
Running with -cefdev now creates cefdev.log correctly in user folder and opens chrome console at startup

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1.35 GB
seeders:301
leechers:203
BeamNG.drive v0.5.0

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