The BeamNG development team have released version 0.5.4 of BeamNG.drive bringing with it the Ibishu Miramar car and Utah environment.
The Ibishu Miramar is a Japanese car from the 60's, the introductory model features a 1.6 litre engine that produces 82 bhp, the car is available either as a 4-speed manual transmission or as a 2-speed automatic. You can see the Miramar in action in the video below.
As mentioned previously, this latest update also sees the introduction of the Utah environment which features some truly stunning scenery and geological features. You can tackle the Utah environment both on and off road as you soak up the beautiful vistas which looks like driving heaven to me. Take a look at Utah below.
You can check out the full list of changes in version 0.5.4 of BeamNG.drive below.
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BeamNG.drive version 0.5.4 changelog
Highlights
Added new map: Utah
Added reversed depth buffer to solve clipping/flickering issues on levels
CPU render optimizations, frame rate stability significantly improved
Physics
Added getAirDensity and getAirDensityAtSeaLevel functions to vehicle LUA
Increased stability of clutch at high torque situations (most visible at low gears)
Fixed denormal constants in vehicle LUA
Vehicles
Added ‘Camo’ skin for D- and H-Series
Added white steel wheels to T-Series
Added new turbocharger options for T-Series, ranging from 300 to 400 horsepower
Added bug shield and front lip to D-Series
Added new custom off-road wheels
Added tow hitch to all cars
200BX: Fixed beams deforming too much when trying to set alignment. Improved setup of 200BX drift (should hold drift angle more easily)
Burnside: New leaf spring design. Increased body and frame stiffness
D-Series/H-Series/Roamer: New leaf spring design front and rear. Improved rigidity of van rear door opening. Reduced D15 frame stiffness for more accurate twist. Made spindles non removable. Fixed HD fuel tank not igniting. Improved stiffness of cargo box and flatbed
Sunburst: Made rally lights functional/breakable
T-Series: Separated wheels/tires. New leaf spring design. Fixed large breakGroups/deformGroups causing lag in crashes. Improved stiffness of visor and air horns on the cab
Fixed some self-collision instability on some cars
Changed bump stop damping to work on compression only (on some cars, WIP)
Fixed some broken tire pressure variables (tuning menu was not affecting the tire)
Fixed some tires still having mesh breaking disabled. Was causing mesh stretching
Removed “propulsed” arguments from vehicle jbeams. Was causing problems when wheels or differentials were removed
General Bugfixes
Reduced zbias on decals and roads
Reduced memory usage on level load
Fixed the game not downloading a mod via the scheme URL when not started first
Fixed broken meshes when using recovery mode
Game Engine extensions now use subfolders
Logging on vehicle loading is only enabled if Advanced mode is switched on
Fixed broken Ground models: Attributes had typos. Added error checking for that to prevent similar problems in the future
Improved support for really long log messages.
Fixed null audio provider selected by default
Terrains / Scenarios
Updated Jungle Rock Island to use soft vegetation like Utah
Fixed bridge on Jungle Rock Island destroying tires
Fixed water visuals on some levels with lowest render quality settings
Input
Revamped Force Feedback UI app, showing all information related to rate control and force limiters
Added support for force feedback linear response correction curves, with force deadzone detection (see Controls > Force Feedback menu)
Fixed camera drift when using certain controllers
Fixed gamepad menu navigation not working correctly in Controls menu
User Interface
Updated game credits
Fixed highlighting in Partconfig
More options
Added option for ‘competitive scenario conditions’: will allow to change vehicles etc during scenarios
Misc
Fixed nodegrabber not working if CEF development console was open (‘-cefdev’ parameter)
Added notice when user has reached beginning of recovery path
JBeam / Lua
Oil thermostat is analog now
Torque curve app displays flywheel values now instead of raw jbeam inputs, fixed various bugs with the app
Improved beam debug visibility and added deformgroup mode
Added oil starvation logic: when a car is upside down, the engine is going to be starved of oil eventually
Modding changelog
Deprecated textures with size non-power of 2 or smaller than 16 pixels.
more changes over at JBeam_changelog