Released New Release Candidate Update - Client 7969457

Just have a look at the release notes for BeamNG.drive's latest "minor" update that's just dropped: https://www.beamng.com/game/news/patch/beamng-drive-v0-24-1/

I know they have a slightly bigger dev team, but it's still relatively small (~30). If BeamNG could get a decent tyre model, FFB and timing, then they'd be light years ahead of rF2.

So whilst here we have an update with driver labels or helmets, here's the actual list of things BeamNG.drive changed in this "minor" update:
Vehicles
  • NEW VEHICLE - Bruckell Bastion
    • Full-size sporty RWD sedan
    • Longitudinal V6, V8 engine options with various super- and turbocharging choices
    • Many customization parts, wide body kit, spoilers, roll cage, AWD option and more
    • A good variety of configurations including many factory models as well as ‘Drag’, ‘Drift’, ‘Police’, ‘Track', an insane ‘Redtail" version and more
    • Modern driving and safety systems keep all the power under control
    • Full-size sporty RWD sedan
    • 20 Configs:
      • Police (with all new detailed interior)
      • Track
      • Street tuned
      • Drift
      • Drag (most powerful car so far)
      • Taxi
      • Base
      • Sport
      • Sport GT
      • Battlehawk
      • Luxe
      • Offroad
      • Redtail
    • Features
      • Longitudinal V6, V8
      • Supercharged, turbocharged
      • Many customization parts, wide body kit, spoilers, roll cage, AWD option and more
      • Modern driving and safety systems

  • REVAMPED VEHICLE - Civetta Bolide
    • Complete remaster
    • Totally new jbeam, model and textures
    • More realistic proportions, styling, details and mechanics
    • Can split into 3 sections in heavy crashes
    • Revised configurations including turbocharged, targa top, US-spec, rally and race models
    • More options for customization
    • New center-lock wheels tailored to the Bolide
      • Beta Revoluzione
      • Civetta Intrecciata
      • Dreid CVTA
    • New purpose-made supercar tires
https://www.beamng.com/game/news/patch/beamng-drive-v0-24-1/#levels
Levels

  • REMASTERED LEVEL - ETK Driver Training
    • New vegetation
    • Updated terrain materials to PBR
    • Updated asphalt road materials to PBR
    • Improved many meshes such as rumblestrips, wind turbines and buildings
    • updated graphics and 3D assets for advertisement billboards
    • Added a large background mesh
    • Improved AI pathing
    • Added Night Lights
  • Derby Arenas
    • Updated terrain materials to PBR
    • Updated asphalt road materials to PBR
  • East Coast, USA
    • Fixed LoD of rocks to reduce pop-in at distance
    • Fixed bumpy terrain in the gas station zone
  • Gridmap
    • Updated terrain materials to PBR
    • Updated asphalt road materials to PBR
    • Fixed tread mark texture from 16 bit to 8 bit
    • Fixed popping on tire stacks
  • Hirochi Raceway
    • Updated terrain materials to PBR
    • Updated asphalt road materials to PBR
    • Added Night Lights
    • Fixed popping on tire stacks
  • Industrial
    • Updated terrain materials to PBR
    • Updated asphalt road materials to PBR
    • Added Night Lights
    • Fixed bushes with collision issues
    • Fixed popping on tire stacks
  • Italy
    • Fixed building rotation
  • Utah
    • Added Night Lights to the Campsite
  • Common
    • Updated the thumbnails of all the levels to 800x600 resolution

Derby_before.jpg



ETK_before.jpg




https://www.beamng.com/game/news/patch/beamng-drive-v0-24-1/#missions
Missions

  • Added a new Mission Type Delivery with 10 Missions, available on East Coast USA, Industrial, Italy, Jungle Rock Island and Small Island
  • Added 3 more Drift/Gymkhana Missions, available on Automation and Industrial
  • Added A Leap of Faith Mission on West Coast USA
  • Added Longjump Over the Jungle Mission on Jungle Rock Island
  • Added 4 new Arrive Missions featuring the new Bruckell Bastion on West Coast USA
  • Added a new Drag Mission to Airport on Italy
  • Fixed an issue with mission marker disappearing

https://www.beamng.com/game/news/patch/beamng-drive-v0-24-1/#scenarios
Scenarios

  • Fixed player vehicle incorrectly refreshing at the start of scenarios
  • Fixed and relisted East Coast USA - Car Delivery scenario
https://www.beamng.com/game/news/patch/beamng-drive-v0-24-1/#traffic
Traffic

  • Added additional error checking when creating vehicle groups
  • Fixed traffic personalities interfering with user AI modes (vehicles will keep the given AI mode after respawning)
  • Vehicles now pull over to the correct side of the road on RHD maps such as Automation Test Track
https://www.beamng.com/game/news/patch/beamng-drive-v0-24-1/#input--ffb
Input & FFB

  • Fixed default Logitech G25 and G27 clutch pedal bindings
  • Fixed an issue where you couldn’t reliably select a radial menu item with the mouse when a controller was connected
https://www.beamng.com/game/news/patch/beamng-drive-v0-24-1/#audio
Audio

  • Tweaked turbo BOV volume curves as the range was too large resulting in most BOVs being too quiet
https://www.beamng.com/game/news/patch/beamng-drive-v0-24-1/#powertrain
Powertrain

  • Fixed parkingbrake interfering with ABS operation in rare circumstances
  • Fixed linelock taking parkingbrake input into consideration
  • Improved linelock operational messages to help better indicate its state
  • Fixed oil starvation behavior with negative gravity
  • Added support for variable supercharger bypass valve settings
https://www.beamng.com/game/news/patch/beamng-drive-v0-24-1/#controller
Controller

  • Fixed incorrect behavior when the default forward gear was changed by drive modes
https://www.beamng.com/game/news/patch/beamng-drive-v0-24-1/#ui
UI

  • Fixed Show custom vehicles in vehicle selector not working
https://www.beamng.com/game/news/patch/beamng-drive-v0-24-1/#world-editor
World Editor

  • Forest Editor: Added dialog to create a forest brush tool when there is none
https://www.beamng.com/game/news/patch/beamng-drive-v0-24-1/#flowgraph-editor
Flowgraph Editor

  • Changed math.huge to a rational number for the final waypoint speed in AI Follow Waypoints node
  • Prevented vehicle group caching for the “generator” group type in Traffic Custom Group node
 

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now we might have an idea where the ressources went that were supposed to deliver on the RF2 Roadmap. They probably were all used to fix the broken mess of the Nascar game to be able to generate some cash in the X-mas season. I get the logic behind that and would have done the same. The only problem is that it does not seem to have worked out. Difficult to say where it will go from here but thrilling to watch.

My hope is that whatever comes out of this there still will be that Sim where the driving is so satisfying. I am not sure whether this is going to happen. From a business logic pov it might still make more sense to fix the Nascar thing rather than spending on RF2 due to still higher revenue potential. In this case the best thing to happen would be to sell it on to another round of enthusiasts. If they dont make it to easy pickup racing there just wont be enough new players to join.
 
Guys, be carefull with YT videos from Austin. He even admits throughout the video to have no idea about stock market research. Such issues are more complex than 3-minute-videos by a youtuber. Let's atleast wait for the Roadmap before the end of Dec. and we might know a bit more than some guesses from an ex SMS employer. ;)
 
Btw if you check steamdb, daily active player of RF2 and AMS2 are about the same, ACC is a few times more and much more for beam Ng . In that case people are praising AMS2 a lot more than RF2. However there seems to be about same amount of people playing rf2 ). Not sure if it mean anything but I hope rf2 can get better
 
Reading through this thread....I don't know what to say. If the Dev's are reading this and I am sure some are...they are either hanging their heads in shame, or laughing.

I am relatively new to rF2 and it is, without doubt, the best racing sim (game) available. I know it was a bit of a learning curve to get it running properly and to my satisfaction on my PC, but that is to be expected with a sim of this caliber. It is not a console "racing game". It takes a little bit of work and research on the players part to get it running right.

I personally don't have any issues with the so called "lack of progress". But that's just me. I know a lot of you guys have been invested in this "game" since day one, and I am late to the party. I will say, as a newcomer to the rF2 experience overall...it is a amazing sim, better than any other game available on STEAM. Since I started playing this, no other sim comes close. I have faith.
 
I only have one question at this point, how much is 30 USB in USD????? What kind of USB? :D
To all of those that can't appreciate a person having a life and drinking on Monday evening I present to you an official conversion rate:
1 USB == 1 USD

Surprise surprise!
 
We all had. Look at us now...

I understand that, but as a "New Guy" to this game...it is heads and tails better as it is compared to the alternatives available on STEAM. The other games are just as buggy, in different ways. The core driving experience is what rF2 is all about to me. Nothing else compares.

I hope the devs have something up their sleeve to surprise and get everyone excited again. If they don't? Well, it is still better than the alternatives.
 
I understand that, but as a "New Guy" to this game...it is heads and tails better as it is compared to the alternatives available on STEAM. The other games are just as buggy, in different ways. The core driving experience is what rF2 is all about to me. Nothing else compares.

I hope the devs have something up their sleeve to surprise and get everyone excited again. If they don't? Well, it is still better than the alternatives.

We're all still here for a reason, don't worry :)
 
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