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Beamng.drive reddit
Beamng.drive reddit






PostCrashBrake logic now also disables after reaching a certain speed.a now sends the controller’s jbeamData on all reset/init events.

Beamng.drive reddit code#

  • Add support for detaching locked and welded couplers via code.
  • Allowed to use “and/or” in jbeam expressions.
  • Fixed a crash when a vehicle material used a deprecated feature.
  • This will reduce the depth of mud/sand pits in certain maps
  • Reduced depthmap scaling unit from 1.5cm to 1cm.
  • beamng.drive reddit

    Tweaked groundmodels to maintain more grip at small slip speeds.Fixed dynamic collision bug that caused certain triangle penetration events.Optimized static collision initialization.Created new decals for asphalt holes and cracks.Created new textures for wood, plastic, normal edges, trim metal, trim plastic, concrete and cracks alphas.Added decal roads for dirt paths and damaged asphalt.Added auto repair building, convenience store and petrol station.Added campground with caravan, tents, BBQ roofs and main office.

    beamng.drive reddit

  • Added ranger station with parking facility.
  • Improved AI pathing in tunnels and on bridges.
  • Added more crawling opportunities along the cliff.
  • Modeled interior for tourist center + some exterior elements.
  • Improved cliff models to have back faces + randomly rotated many in the map to provide more variation.
  • Added mine shafts to numerous locations.
  • Improved all bridges and tunnels (correct texture pixel density and new materials).
  • Improved dirt cliff road to be more interesting.
  • Improved sky settings for better day/night cycle and lighting.
  • This variation will be released at a later date.
  • You may notice a rock-crawler variation of the Hopper in some videos and screenshots.
  • The alt+down key binding has been deprecated as alt+up can be used to toggle slow-motion.
  • Some vehicles do not yet have updated thumbnails.
  • Thumbnails using new lighting changes are still being generated.
  • Not all content has been adjusted to take advantage of the new lighting and rendering changes yet.
  • New lighting see blogpost: Color space lighting and HDR rendering.
  • We hope you enjoy the new and improved features as much as we enjoyed making them. As usual you can find the whole list of changes below. This is just a high-level summary of what is being released in build 0.18. In addition, our physics engine has received several bug fixes, tweaks and improvements that have resulted in better performance. There have also been a lot of improvements to loading times thanks to optimisations in various areas of the game. Overall we are very happy with the way BeamNG.drive looks as a result of these improvements to our tech and we hope you will be too. This is still very much a Work In Progress effort and expect many parts of the game to look different to what you may be used to. The overall appearance of the game has changed for the better as a result of these lighting changes. Our audio team has added new groundmodel effects for mud, metal and wood along with transmission whine for most vehicle models.ĭelving even deeper under the hood you will notice we have made extensive changes to our rendering system.

    beamng.drive reddit

    The AI system has gotten several improvements and adjustments to improve the behaviour and handling of AI controlled vehicles. The venerable pickup, the first vehicle to be included in BeamNG.drive, has received a much-needed jbeam and visuals pass along with its colleagues the Van and the Roamer. On the vehicle side we’ve turned our attention to some of the older vehicles and given them some love. The map has been completely renovated, featuring improvements to foliage and road textures, new and improved buildings as well as abandoned mine tunnels for you to race through. With the long nights of winter bearing down on us we’re escaping to the warm, sunny open spaces of Utah in this update. The 2019 Winter Release – BeamNG.drive v0.18






    Beamng.drive reddit