The long-anticipated and teased release of BeamNG.drive’s 0.34 update is finally here. It includes a brand new drift mode style that measures your angle and steering lock to provide appropriate points, as well as a brand new pre-war vehicle named the Bruckell Nine.

The Bruckell Nine

The Bruckell Nine is one of the most versatile and unique vehicles added to BeamNG.drive. The Nine comes with, you guessed it, nine different body styles – two coupé options, a sedan, a roadster, two van variants, two pickup styles, and a driver seat on a body-less frame. Within all of these options, the Nine offers extensive customization and tunability, and that is before the modding community has gotten their hands on it!
The Nine debuts with a reassuring number of period-appropriate customizations and modifications available; however, modern options are also available if you fancy turning your Nine into more of a resto-mod. These include a hot rod variant and previously mentioned resto-mod parts, glass tint, and mechanical components.

The vague and loose handling of a 1930s vehicle is very much experienceable through both Force Feedback on a wheel and vibration on a controller, but modernized configurations bring smoother handling with advanced suspension and wheel upgrades, ideal for racing enthusiasts or those looking to test speed limits.

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The new Bruckell Nine hauling Lumber with the duel-axle trailer

Long-awaited Freeroam Changes​

However, the BeamNG development team has treated us to more than just the new Bruckell Nine in the 0.34 update. With an impressive-looking new UI and drift angle calculation changes, the long-awaited drifting improvements have finally surfaced.

What’s more, the freeroam has changed with it. Seven new ‘Drift Zones’ are now on the West Coast USA map. These will undoubtedly play a part in BeamNG’s career mode in the future.

Keep your eyes peeled for blue road signs to activate the drift zones. These new signs signify the start of a drift zone. Start sliding at the sign, and watch your drift points climb. The new system tracks your high scores and can even set progressive goals to beat in your favourite drift builds.

New World Editor Tool: Biome​

This time-saving creation allows players to do what would usually take days in a matter of minutes. The trick is to use the Biome tool’s layering and mask controls and the many adjustable parameters to add and create foliage and rocks around your custom map.
This is a fantastic addition for those who struggle to create realistic and accurate surroundings for custom BeamNG maps. We would love to see how our community can utilise these new creative tools. Let us know in the comments down below if you are in the process of making something for BeamNG!

Full Patch Notes for BeamNG.drive 0.34​

Vehicles​

New Vehicle: Bruckell Nine

  • Authentic 1930s pre-war car
  • Featuring a double side-opening hood, thin tires, vintage ‘Ahooga’ horn, stylish curvy fenders/running boards, and spare wheels mounted on the outside of the vehicle
  • Available in pickup (short and long bed), panel van (standard and extended), coupe, sedan, and roadster body styles
  • Features a base model powered by a flathead I4 engine, with Deluxe options offering a flathead V8, fancier exterior, and leather interior
  • Standard, modified, restomod, classic and modern hot rod, race and drag configurations
  • Transverse leaf spring suspension, friction shocks, steering play, narrow wheels and lack of swaybars make for unique period correct driving experience, but realistic modernized suspension is also available for improved handling
  • The vehicle offers a lot of customization options, with many skins, alternative parts, colored glass tint, selectable colors of suspension parts, chopped body variants, and other accessories
  • Bruckell Bastion
    • Fixed an issue with tie rod and knuckle alignment
  • Bruckell Moonhawk
    • Fixed incorrectly tuned engine characteristics
  • Burnside Special
  • Civetta Scintilla
    • Fixed missing exhaust mesh on Stage 3 Diesel Turbo
  • ETK 800-Series
    • Fixed trunk cargo box instability
    • Fixed an issue with the mesh on widebody sedan doors
  • ETK I-Series
    • Tweaked glass materials
    • Fixed inverted steering with drooped suspension
  • Gavril Barstow
    • Fixed incorrectly tuned engine characteristics
  • Gavril Bluebuck
    • Fixed incorrectly tuned engine characteristics
  • Gavril Grand Marshal
    • Added new “Slider” config
    • Added new body kit and other aftermarket parts
    • Fixed an issue with fender light flares appearing when they shouldn’t
    • Tweaked afterfire sounds
    • Tweaked glass materials
  • Gavril MD-Series
    • Fixed several off-center trigger positions
  • Gavril Roamer
    • Remastered lights and glass on all models
    • Fixed duplicate material warning
  • Gavril T-Series
    • Fixed several typos in part names
    • Fixed wrong fuel tank straps on Long Haul Custom configuration
    • Fixed missing torque reactions on the concrete mixer barrel
  • Ibishu BX-Series
    • Various mesh tweaks
    • Added more rear brake power to factory variants
    • Increased front ride height of base variants
    • Fixed an issue with tie rod alignment
  • Ibishu Pessima (1989)
    • Tweaked glass materials and glowmaps
  • Soliad Wendover
    • Fixed wrong parts on Gambler config
  • SP Dunekicker
    • Fixed wrong mesh on supercharger intake pipe
  • Wentward DT40L
    • Reworked bus kneeling system with the new cross-flow support
  • Common
    • Police parts
      • Added police, undercover, and emergency beacon lights, light bars and flashers to many vehicles that didn’t have them before
      • Added antennas and halogen flashers to older police vehicles
      • Added interior triggers to some police vehicles which control the beacon lights and light bars
      • Updated modern light bar: selectable flash patterns, glass colors and accessories, better optimization
      • Updated several outdated police vehicle configurations
      • Fixed issues with some light bars projecting light into the vehicle interior
      • Fixed several common halogen light bar issues
    • Wheels
      • Added “Alder Webster” wheels
      • Added 16×4 steel wheels
    • Tires
      • Added Bias Ply tires for 16×4 wheels
      • Added new “Vintage” tires
      • Added new “Vintage Heavy Duty” tires
      • Reduced grip of front drag skinnies
      • Corrected 195/75R14 sliding friction value
    • Steering wheels
      Autobello Piccolina’s “Corse” steering wheel can now be equipped on all cars
    • Fixed accidental lowercase letters in various part names
    • Fixed unplayable literally™️ of order words for ETK 800- and K-series steering rack names
    • Fixed off center orbit and chase cameras on many vehicles and props
    • Renamed “Cargo Box Floor” slot to “Cargo Box Slots” for clarity
    • Fixed several typos in cargo load box names
    • Fixed double commas in JBeam files – while they didn’t affect in-game behavior, they could lead to parsing issues with third party tools
    • Fixed many console errors and warnings across most cars that didn’t actually affect anything but still appeared in console
  • Trailers
    • Box Utility Trailer
      • Reduced max available track width
    • Large Box Utility Trailer
      • Load position variable range depends on load now to prevent clipping
  • Simplified Traffic Vehicles
    • Added Cherrier Vivace, ETK K-Series, Hirochi Sunburst, Soliad Wendover to the list
    • Finished adding simplified interiors for improved GPU performance
    • Updated Gavril Roamer to have new light materials from its main counterpart
    • Fixes and improvements for parked vehicle’s wheels
  • Props
    • Cones
      • Added skins that make the cones colorable
      • Added several new presets
    • Hay Bales
      • Added a small hay bale square

Levels​

  • West Coast USA
    • Refreshed Belasco Motorsports Park’s parking lot and surrounding area/roads
    • Added new off-road gravel course next to the BMP track
    • Added new off-road sections near the start of the bridge on the mainland
    • General off-road improvements across the map
  • Showroom
    • Added a new third background option for zone B
  • Common
    • Added new bus shelters that better align with the aesthetics of the maps on Italy, West Coast, East Coast, Utah, and Jungle Rock Island
    • Added new bus route map textures for the new bus shelters
    • Memory optimization
    • Various updates to roads, forest, terrain, decalroads, AI decalroads and collision meshes
    • Updated trees_oak, trees_douglasfir, trees_beech, trees_aspen, tree_italy, ECA_coast_bush libraries in East Coast, Hirochi Raceway, and ETK Driver Experience Center

Gameplay​

  • General
    • New UI for the start, end, and details screen of the challenge. Applies to most major challenge types
    • Most challenge types now use the “Move to start” logic instead of the old countdown
    • Fixed and tweaked various prefabs across the gameplay system
    • Fixed an error that could appear in older mission mods that include time of day changes
    • Added Environment setup module to missions
    • Time of day can be set for missions (if enabled for the given mission)
    • Fixed race path for Hirochi Raceway – Long Circuit
    • Added new Bracket Racing mode for Drag Race System
    • Added timeslip app to the end screen of missions
    • Added Dial panel to the start screen of Bracket Racing missions
    • Added time dials to all configs
  • New Challenges
    • Bootleg Runner on Utah
    • Hotrod Club on East Coast, USA
    • Vintage Hauler on Small Island
  • Drag Racing
    • Added Dial Racing mode. Set your target time before the race, and try to get closer to it than your opponent, without overshooting
    • Added History: Check the results of previous races near the drag strip
    • Improved automatic opponent selection
  • Drifting
    • Improvements
      • Near wall detection now uses a scanner algorithm instead of fixed raycasts, resulting in improved performance and accuracy
      • Scoring has been changed from time based to distance based, so much slower drifts for a given distance, don’t reward the players more than a fast drift over the same distance like before
      • Improved the system to reduce point exploitation from reverse drifting
      • The drift debug menu (accessible via gameplay_drift_general.setDebug(true)) has also been upgraded with new information
    • Additions
      • Added drift specific UI. It now shows scoring information of the current and previous drifts, drift angle, and features improved styling
      • Added drift related quick messages such as “Long drift!”, “Close call!”, and “Big angle!”
      • Added Drift Zones. Look out for the blue signs next to the road and start drifting as you pass them. Keep drifting without stopping or crashing to increase your score. Available in Freeroam and Career Mode on West Coast, USA
  • Added an experimental early preview of the new Rally Mode, featuring visual pacenotes (audio pacenotes not implemented yet). Feel free to share your feedback here

Early Preview: Career Mode​

  • General
    • Walking markers now activate as soon as you step into them, you don’t need to stop walking first
    • When loading an outdated save file, all parts and vehicles will be sold and the money will be added to your save file
  • Computer and Vehicle management
    • Vehicle value will be lower now if the vehicle is damaged
    • Refactored part shopping to allow removing of subparts of the parts you are buying from the shopping cart
    • Added a search field to the part inventory
    • Added new menu for selling multiple parts at once, accessible from the part inventory
    • Fixed several issues related to controller navigation in computer screens
  • Bugfixes
    • Fixed payments that are free being blocked if the player had less than 0 money
    • Several more bugfixes
  • Gameplay & Progression
    • Updated Branches and Skill structure. Some skills removed, others moved around
    • Added “Series” System. Progress through groups of challenges. Unlock new series by completing challenge objectives
  • Challenges
    • Added rewards for Drag Race challenges
    • New Time Trial Challenges
      • The time trial challenges have been completely overhauled, with 34 new time trials spread across 8 unique racing series
      • The new time trials feature a diverse range of course layouts, including brand new off-road tracks, to thoroughly test drivers’ skills and versatility
      • The time trial challenges have been balanced to provide a smooth progression from beginner to advanced difficulty levels, ensuring an engaging experience for players of all skill levels
      • In addition to the standard time trial events, a new “Endurance” format has been introduced. These grueling challenges task players with maintaining high speeds and precision control for over 10 minutes of continuous racing, creating an exciting high-risk, high-reward scenario for experienced drivers
    • Added 2 new beginner-friendly drift challenges on West Coast, USA

Input & Force Feedback​

  • Cleaned up and rewrote part of force feedback internals for more robustness
  • Fixed incorrect smoothing and magnitude of force feedback when using the native Linux port
  • Fixed a rare potential crash to desktop when unplugging a force feedback device
  • Improved the pointing accuracy when using box-shaped vehicle triggers (door handles, levers, etc.)
  • Assigned/updated default controls for Cammus C5, Thrustmaster T128, T248, T598, TSS Handbrake/shifter, and TH8S shifter add on. Some Thrustmaster pedals may need to be assigned manually in Options > Controls menu

Vehicle Systems​

  • Implemented support for dimming lights state and halogen bulbs
    • Lights can now scale their output based on their input value
    • Glow maps can fade in and out based on their input value
    • Added a simplistic effect of starting an engine on the light output
  • Reworked electrics handling
    • Implemented support for custom electrics values
    • Implemented support for custom electrics smoothers
  • Implemented support for animating dual axis props (like an automatic gear shifter)
  • Linear Motion sounds
    • Added support for sounds with no looping part
    • Fixed triggering endstop events after init
    • Optimized cost by omitting execution of non-used features
    • Added support for movement direction agnostic handling in FMOD
  • Fixed Advanced couplers internally desyncing if actuated from radial menu
  • Improved logging for JBeam expression in case of issues
  • Pneumatics
    • Fixed pneumatic actuator sounds playing right after init
    • Fixed an issue when decoupling a pneumatic supply from a consumer where an undefined behavior could lead to a drained or overfilled air tank
    • Added an ability for variable cross-flow patterns between different actuators groups
  • Fixed overwriting plastic break event not working correctly
  • Added support for per-node break sound events
  • Improved handling of engine redlines and rev limiters
  • Added implementation for materialOverride attribute on props

Audio​

  • Added rotor noise for T-Series Concrete Mixer
  • Improved responsiveness of UI sounds
  • Improved bus door sounds of Wentward DT40L
  • Improved hydraulic and pneumatic sounds
  • Fixed wrong sound location of various interior sounds
  • Normalized loudness of various audio assets
  • Added new wet asphalt skid sounds
  • Added new audio for i4 flathead engine/exhaust. This does not rev high, so have mixed in a current i4 for the higher RPMs – we will continue to look for better source material
  • Added new audio of v8 flathead engine/exhaust

User Interface​

  • Introduced new Main Menu, built with Vue
    • Currently featuring a layout similar to the old one, with several small visual improvements, but all the underlying code has been revamped
  • Revamped navigation bar (bottom bar with the controller tooltips) for the Main Menu and other UI screens in Vue, currently integrated as an overlay on top of older Angular screens that haven’t been updated yet
  • Added Career Save Slots cards, built with Vue
  • Vehicle Parts Configurator
    • The Vue Vehicle Parts Configurator was improved (cleanup, QoL fixes including better label naming, and auto-update enabled by default)
    • It is now is set as the default mode (previously under the ‘New UI’ button in the Vehicle config screen)
    • The debug section of this interface is still available under the old UI and will be transferred later
  • New UI app for Drift Mode
    • Built with Vue
    • Featuring real-time scores, flash messages, an animated drift score multiplier, and drift angle visualization
  • New Start and End mission screensfor career and scenarios (made from scratch in Vue)
    • These scenario control screens are now using a standardized set of reusable UI elements
  • Updated numerous Vue components and core modules with better logic, improved performance, visual fixes, cleanup, and other enhancements
  • Updated official translations
  • Fixed an issue with missing community translations (thanks to .nokau for reporting)

AI & Traffic​

  • Improved speed profile generation for traffic mode
  • Improved crash awareness
  • Improved lane detection
  • Improved road inclination estimation
  • Improved vehicle traffic light decision distance
  • Improved road detection accuracy on intersections
  • Fixed an issue with lane change: limit lane boundary displacement
  • Fixed lane change issue when AI is starting
  • Fixed a bug in park vehicle awareness
  • Fix for more accurate AI vehicle positioning when starting
  • Fixed bugged headlights when vehicle pooling is enabled
  • Fixed notification message when suspect vehicle is using simplified traffic
  • Implemented behavioral tweaks for civilian and police traffic vehicles
  • Fixed a bug in plan error smoothing
  • Fixed some cases whereby the vehicle was indecisive on stopping at yellow light
  • Fixed cases whereby the vehicle did not initiate a traffic light stop soon enough resulting in running the light
  • Uncontrolled intersections: better detection of T-junction with right of way so that vehicle does not stop on those

World Editor​

  • NEW: Biome Tool
    • A tool designed to create foliage on the entire map in a procedural way, utilizing mask controls and adjustable parameters, it allows you to populate the map with diverse foliage elements effortlessly. Using the Biome Tool, you can do in minutes what used to take days, check the official documentation to learn more
  • Resource Checker
    • Improved UI
    • Fixed various issues
    • Added ability to check how materials are used in the level
    • Added ability to export DDS textures to PNG
    • Added ability to check collision mesh data in the level
  • Added edit mode for Traffic Manager
    • A work in progress, it allows for easy placement and control of traffic vehicles, props, and signals
  • Improved functionality of Vehicle Selector Util
  • Minor improvements for: Vehicle Groups Manager, Traffic Signals Editor

JBeam Debug​

  • Parts shown/hidden status now influences which JBeam gets visualized in JBeam debug visualizers
  • Vehicle Config > Debug > Parts Selector now fully synced with the Parts Tree (no more sync button)
  • Now able to open Vehicle Editor Shift+F11 apps outside of the Vehicle Editor (except for “Scene View” app)
  • Improved torsion bar debug visualization
  • Improved bounded beam and support beam visualizations
  • Added more collision triangle visualization modes
  • Added length property to highlight-ed beams
    • e.g. [“rf1r”,”rf2r”, {“highlight”:{“radius”:0.01, “col”:{“r”:255,”g”:0,”b”:0,”a”:255}, “length”: 10}}],

Experimental Linux Support​

  • Fixed an error which had caused BeamNG to crash while loading big levels for the first time due to too many open files
  • Fixed the crash on every exit
  • Fixed a bug which caused the BeamNG window to hang after resizing it
  • The CLI console.x64 now works in headless environments (without a graphic environment)
  • Fixed the console to print real hardware/software data on Linux and fixed color output
  • Fixed the console exit on Ctrl+D
  • Fixed a crash that could happen while using io.seek
  • Added the -nocefsandbox to disable the CEF renderer sandbox (needed to run in Docker)
  • Fixed a crash when an error happened in vehicle Lua during the initialization phase
  • Added obj:getGhostEnabled() function to vehicle Lua. It returns if the object is a ghosted state (where it only collides with itself and the scenery)
  • Added obj:getRollPitchYawRad() to vehicle Lua. It returns the Roll, Pitch and Yaw angles of the object in Rad
  • Added spring2 and damp2 parameters to torsionBars. The extra parameters allow to have different spring and damp rates for the different torsionBar twisting directions
  • Fixed a few minor memory leaks (shouldn’t have a noticeable impact, having a extremely slow leak rate)
  • Corrected message about unsupported Linux distributions for our native Linux port
  • Continued an ongoing internal simplification of input subsystem, laying the ground for future features
  • Fixed crash in World Editor while showing a preview of grayscale 16-bit PNGs
  • Added GBitmap.fromBuffer API function
  • Rewritten the GLTF exporter not to use FFI
  • The Windows debugging console now uses full RGB colors if the Windows version supports it
  • Implemented several security and sandbox improvements
  • Fixed the game freezing after finishing playing back certain Replays opened from the Main Menu
  • Fixed crash on exit related to game console window
  • Fixed several crashes associated with replay
  • Fixed incorrect CPU core count
  • Improved console window placement
  • Added new command line argument to test big levels: -levelOffset X Y Z, i.e. -levelOffset 100000 0 0 would move the whole level 100 km on X axis
  • Improved support for large maps in several subsystems
  • Fixed camera being unstable at huge distances

JBeam​

Lua​

  • Created new module: Traffic Utils; it provides spawn search and other common functions
  • Vehicle AI logic now exists directly in the race module

What do you think about BeamNG.drive’s latest update? What do you want to see in the next update, 0.35? Let us know in the comments down below!


Nota: El contenido ha sido traducido por Google Translate, por lo que algunos términos pueden ser imprecisos

Fuente: https://www.overtake.gg/news/beamng-drive-0-34-revamps-drifting-alongside-new-pre-war-vehicle.2690/