BeamNG.drive v0.5.0seeders: 301
leechers: 203
BeamNG.drive v0.5.0 (Size: 1.35 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 Related Torrents
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