metroidfox
Active member
There was only one brief mention of it in the forums, so I'm creating a real thread for this because it really deserves it.
https://www.beamng.com/
[yt]7vGYVUCmxeI[/yt]
https://www.beamng.com/
[yt]7vGYVUCmxeI[/yt]
Wow, so this will have realistic physics AND a fully open world full of various terrain to drive over?
AND Crysis type graphics (they're shown in the video)?
Definitely looks interesting.
Alpha version 0.11 – The Coast is Clear
BeamNG.drive’s first major urban environment!
The time has come to release our most ambitious map so far, together with plenty of improvements such as clutch thermals, horn and siren sounds, afterfire effects, and much more.
Additionally, you will now be able to browse and download new mods from BeamNG.drive itself, and easily keep them all updated with one click.
Highlights
West Coast USA:
In-game Mod Repository (Including automatic mod updates)
Added simulation of engine flywheel and drivetrain torque reactions
Physics
Improved overall physics performance by around 10%
Improved heightmap interpolation. This smooths road surfaces and improves overall driving experience
Improved reaction force calculations of collisions between vehicles. This improves tilt-board and carrying heavy loads
Improved tiremark placement
Added dampCutoffHz option to normal and bounded beams. This option simulates band limited damping, increasing the amount of damping that can be stably used
Wind now affects particles
Improved the pressure calculation of initial inflation of wheels
Fixed pressure physics: previously pressure stopped decreasing above 88 meters
Fixed objects not moving while paused
Powertrain
Implemented clutch thermals with overheating clutches when being abused
Stability improvements for torque converter lockup clutch
Stability improvements for automatic transmission one-way clutch and park mode
Added realistic Nitrous Oxide Injection support including varying bottle sizes, purge visuals, exploding engine blocks on too much torque
Fixed various small issues with the engine thermals in reverse rotation
Fixed fuel tanks being able to be overfilled from jbeam
Improved DCT shifting and fixed various bugs
Implemented physics based afterfire sounds and visuals
Added simulation of engine, flywheel and drivetrain torque reactions
Added sequential gearbox
Improved calculation of virtual inertia for powertrain shafts without any child
Implemented “Line-Lock” feature for drag races
Improved exhaust tree algorithm to support multiple start nodes, multiple trees per car and merging of trees
DCTs and Automatics now shift down in M mode if the RPM drops far enough
Improved shift times of Automatics and DCTs
Implemented different styles of rev limiters (RPM based, time based, smooth)
Fixed vehicle controller aggression detection being unaware of players using keyboard-drift filter
Fixed minor aggression calculation issue while revmatching
Vehicles
Nitrous Oxide parts added to the vehicles
Brake Line Lock parts added to the vehicles
Engine torque and inertial reactions added to the vehicles
Sequential gearbox added to SBR4 Hillclimb, Sunburst Rally and Hillclimb, Pessima Hillclimb
Timer-based rev limiter added to 200BX, Covet, ETKI, 90s Pessima, Sunburst
Door and tailgate glass are now removable parts
Tire load sensitivity and softness properties added to all tires now
Suspension damping increased on many vehicles particularly with race suspensions
Suspension geometry tweaks on the cars to improve handling
Vehicle engine mounts improved for better reaction to torque/inertia
Vehicle exhausts improved for better particle emissions/afterfire and more believable motion
burnEfficiency tables added to all engines for more dynamic fuel consumption
Hill-holding behavior stronger on automatic transmissions
Automatic transmissions now lose some torque during shifting
Added “gearboxNode” tag to gearboxes (used for gear grind sound)
Clutch thermal masses added to all vehicles (affects clutch heat tolerance)
Added UI Names to vehicle powertrain devices (for better looking messages related to powertrain)
Fixed mesh stretching when engine removed from certain vehicles
Changed vehicle info to include gearbox types
Off-idle torque curve tweaks for various cars
Fixed a jbeam issue where driveshafts breaking would stop brakes from working
Fixed tire pressure variable not affecting some tires
Default node treadCoef to 0.25 (vehicle body will have more sliding friction against dirt/mud)
Adjusted European Lightbar textures
Barstow: Added drift steering, rear suspension tweaked to reduce roll steer, “Drag” version suspension tuning, fixed steering limiters causing car to drop at full lock, fixed oil temp gauge
Burnside: Rear body and frame rigidity increased, “Drag” version suspension tuning
D-Series and H-Series: Suspension tweaks to reduce roll steer, added crawler transfercase parts, D-Series “Pig” config uses i6 and crawler transfer case
Grand Marshal: Front subframe strength increased, front end deformation improved
Moonhawk: Added drift steering, rear suspension tweaked to reduce roll steer, “Drag” version suspension tuning
Hopper: Frame rigidity/deformation improved
80s Pessima: Front axle shafts less likely to break
T-Series: Added ABS, changed tires to 24 rays for smoother rolling, fix tie rod mesh stretching, various rigidity and damping improvements, various optimizations for CPU performance
Semi Trailers: Added ABS, fixed trailer jacks exploding, changed tires to 24 rays for smoother rolling
Large Tilter jbeam redesigned to reduce clipping
Added Mod Slot to Boxutility, Boxutility_Large, Caravan and Piano
Added blue-green tint to car glass
Reduced vehicle memory bookkeeping
Fixed particles spawning 1 frame behind their emitting node
Wheels with numRays = 0 are ignored now
Terrains
Added old asphalt and prepped asphalt ground models for terrain creators, tweaked “slippery” ground model
Hirochi Raceway: Bridges lowered and transitions smoothed
Jungle Rock Island: Spaced back some bushes encroaching on the road
User Interface
In Game Repository
Reworked Vehicle Damage app
Added N2O button to Simple Powertrain Control app and adjusted positioning
Better naming/grammar for car, level, and scenario descriptions
Sliders in the camera options menu no longer change values each frame but rather once you release the slider
Added BBCode parsing to scenario menus
Fixed Engine Damage app
Fixed bug where Tachometer app would sometimes not initialise correctly
Fixed issue where certain languages would result in text overflowing on menu buttons
Torque Curve app can now show data for certain configurations such as N2O, Turbo etc
Fixed physics instability message not showing up until pause was toggled off
Added ability to use mouse scroll wheel even if BeamNG.drive window isn’t focused
The FPS limiter can now be toggled on/off without losing the value of choice
Added UI translations for binding filters
Fixed inability to click buttons when mouse axes were incorrectly assigned to nodegrabber
Added warning log when the user’s Steam language is not recognized
Improved stream sending logic, minor speedup
Added ABS mode setting, allowing you to have an “Arcade ABS” on any car
Improved the readings of the engine dyno app
AI
New Speed Planner. Plan resolution increases closer to the vehicle (will accomodate overtaking in the future)
Adjusted (exposed) Agression limits (max is now 2)
Adjusted lateral/longitudinal acceleration learning curves
Manual mode refactoring (separated user input validation from manual mode path creation)
Ability to define road directions and one way roads in Navigraph
Made path finding road direction sensitive
Simplified random path finder
Lua
Fixed memory: In 64Bit systems, Lua’s memory is not limited to 2GB anymore
Fixed all functions receiving the dtSim estimated for the next graphics frame, rather than for the current frame
Fixed getNodeVelocity game engine LUA function returning bogus values
Fixed ini settings ignoring some lines containing certain characters (such as underscore)
Mod settings will now be saved in Steam cloud, rather than local storage only
Big ESC/TC performance overhaul, ~30% speedup
Improved vehicle reset times by not having to fully initialize wheels and powertrain on reset
Improved ESC throttle cut by having a virtual rev limiter during ESC action
Added temporalSigmoidSmoothing to utils.lua, it simulates a point moving with inertia
Added volume to obj:setEngineSound function
Added obj:getAirflowSpeed, obj:getFrontAirflowSpeed and obj:getAltitude core functions
Added tableIsEmpty to utils.lua
Sounds from obj:playSFXOnce function. follow the node on which they were spawned
Fixed zero pitch values to work again
Fixed bug regarding equality check with floats in quadtree.lua
World Editor
General improvements in editor performance
Optimized scene view selection/unselection/removal, can be 60x faster for maps with huge amounts of elements
Fixed editor scene view selecting random extra elements in maps with huge amounts of elements
Fixed editor not properly selecting/unselecting scene view elements when clicking them in 3d view
Fixed alt + scrollwheel changing both camera speed and brush size in editor
Fixed broken ‘v’ binding in the editor (Bounds Selection)
Fixed cloning of objects: everything can be cloned now, stays in the same folder
New level file formats: work in progress. Use with caution.
Graphics Engine
Optimized render of decal roads
Reduced memory usage of levels
Added “Smart” vertical sync option: it turns vsync ON when your framerate exceeds the monitor refresh rate, and OFF when it falls down again
Added VSync graph to the render stats menu
Fixed 30FPS limit not working when BeamNG.drive window loses focus
Fixed incorrect bounding box of vehicles, causing vehicles dissapear in some cases
Fixed hotloading of meshes for forest items
Fixed wrong normals on imposters when using BC5 textures
Input
Added support for speed-sensitive steering limits, available at Options > Controls > Filters
Fixed incorrect forces on Thrustmaster devices. Users that have used the 100 Hz workaround should now revert back to Automatic update rate
Optimized input system when no XBox controllers are plugged (very minor speedup)
Added force feedback ‘Update Type’ option. Only users of direct drive wheels should need to tweak it
Fixed broken replay seeking and flexmesh bindings, each keypress was incorrectly logged up to 5-10 times
Deprecated ‘slua’ context from input actions. Please use ‘tlua’ instead
Cameras
Added multiseat mode to orbit camera
Improved orbit camera manual rotation after a vertical fall
Fixed orbit camera not zooming in/out smoothly
Improved ‘external’ camera spawn locations in tunnels, upcoming uphills and landings
Fixed incorrect FOV angle after onboard camera is reset
Reduced inertia effect of ‘external’ camera when vehicle travels at speed
Improved how ‘external’ camera chooses which vehicle part to focus on while stationary
Fixed ‘external’ camera vibrating in slow motion
Fixed ‘external’ fan camera behaviour depending on the framerate and on slow motion speed
Replay
Added ability to cancel recording (you can press alt+shift+r, or use the new button in the replay UI app)
Added the map location to filenames
Optimized replay-related bookkeeping during normal gameplay (very minor framerate improvement)
Optimized tiremarks and broken beams recording and playback
Fixed dangling sounds (e.g. skidding effects), broken beams, prop data and material changes after stopping a replay
Fixed particle and sound positions being off by one frame during playback
Fixed frame timestamps losing accuracy when recording 20+ FPS while using 1/100x slowmotion
Fixed tiremarks sometimes being duplicated in replays (one duplicate per vehicle)
Fixed replays spawning and then removing an unnecessary vehicle when opened from the main menu
Fixed tiny memory leak when stopping a replay
Audio
Added horn sounds, and siren sounds for emergency vehicles
Several minor filter, volume, reverb and distance attenuation adjustments
Improved skid sounds by adding a second layer with higher frequencies
Added new vehicle wind event
Added new surface layer “tire pops” for very slow speeds on asphalt
Added different environmental reverb settings depending on map
Added afterfire events
Added blow-off valve events
Added UI sound events; UI sounds not anymore effected by interior filter
Added new snapshots and sidechain compression for specific sounds to better cut through
Added new vehicle fire sounds (burn and ignition)
Added new tire burst events
Added new UI sound for “take picture”
Added environmental sounds and reverb zones for West Coast, USA
Added traffic environmental sound for garage in day time
Misc
File System rewrite
Support tool will now automatically copy the generated report ID number to the clipboard
ProceduralMesh: ability to create 3D geometry via lua 🙂
Known Issues
Main menu sounds might be buggy after exiting a level
Also, two cool desktop backgrounds for you here 🙂
First Hotfix for 0.11 –
Worked the weekend to fix some problems for you 🙂
Fixes
Fixed broken turbo/vacuum sounds
Fixed memory corruption that prevented 32 bit Windows to work correctly
Fixed West Coast USA getting out of memory error on 32 bit Windows
Fixed mirrored skin on Ibishu Hopper right door
Fixed unmapped skin beneath the windshield wipers on Burside Special Chopped & Channeled body
Fixed flickering brake light with engine turned off
Fixed vehicles being in the wrong orientation after resetting a scenario
Removed old untested multiseat prototype scenario
Better default configuration for the Logitech G29 steering wheel
Excluded mod_info from levels and vehicles folder
Display player numbers on top of their vehicles when multiseat mode is enabled
Fixed force feedback Update Type option being ignored in direct drive steering wheels
Fixed sound issues with slow motion
Fixed sound related electric motor errors
Fixed GridMap and Utah spawnPoints
Fixed mod mount priorities
Fixed reduced/unstable friction between vehicles (fixes slippery trailer and similar issues)
Ignoring certain errors that some old mods throw, to allow them to load
Fixed orbit cam’s dynamic FOV jumping when resetting the cam
Fixed advanced bindings being misleadingly greyed out, now all bindings share the same color
Adjusted maximum torque ratings of Van/Fullsize V8 and 1st gen Pessima 2.0 DOHC
Fixed DetailedDamageApp
SimpleDamageApp now stays visible if damage has occured
Fixed missing transbrake icon for radial menu
Fixed invisible quad exhaust, spoiler and diffuser on the Bolide 390GTR
Modern light bars added to the Grand Marshal
Concealed flashers and siren added to the Grand Marshal “Unmarked”
Gavril Grand Marshal: Added ‘Belasco City Police Department’ configuration
Tweaked drag tires and drag strip groundmodels
Added a user interface error message when download fails
Added “Subscribe” and “Open in game repo” Buttons
Fixed fatal vehicle lua exception in AI random mode
Fixed AI vehicle handling in scenario “Airfield Showdown” (jungle rock island drag race).
Known problems
Banana-bench does not work atm :/
New vehicle: Wentward DT40L bus:
Accompanying bus gameplay modes:
Added “Hustle and Bustle” bus campaign mini-chapter
Added dynamic track creation tool: Track Builder
More vehicle sounds:
Gameplay
New “Bus Routes” gameplay mode
Added “Hustle and Bustle” bus campaign mini-chapter
Added Track Builder
Fixed some issues with ‘Tanker Delivery’ scenario
Improved some language in scenario descriptions
Improved “Airfield Showdown” scenario
Improved navigation line
Vehicles
Added the new bus vehicle Wentward DT40L, featuring various skins, airbag suspension, pneumatic doors and “JATOs”
Added ETK800/ ETK K stage 1 turbo delivering around 440HP
Added ETK K “Trackday” config with better tires, suspension and brakes, spoiler and a stage 1 turbo
New race tires for 19×9 and 19×10 wheels (ETK wheels)
Added new engine tuning options – Engine Management/ECU, Engine Internals
200BX: Street tuned config uses sport brakes
Barstow: Fixed rear suspension unstable with 15×8 Magnum wheel
Bolide: Fixed issues with exhausts
ETK800: Reduced vehicle polar inertia, fixed shaking during burnouts, engine breaks more easily in crashes
ETKC: Reduced vehicle polar inertia, fixed shaking during burnouts, engine breaks more easily in crashes
ETKI: Improved suspension geometry, fixed rear suspension unstable at times, reduced crash strength in the rear, Knallhart uses race tires and RP02 wheels
Grand Marshal: Base tire grip tweaked, Police configs gets sport steering
Hopper: Steering instability fixed, reduced stiffness of sway bars
Miramar: Fixed spoiler shaking laterally
Pickup/Roamer/Van: Added extra node to front axle for better collision, fixed heavy duty tire unstable and causing truck to bounce
Semi: Improved collision of flatbed, strengthened 5th wheel attachment, added 10 speed automatic transmission, added airbag suspension controller, reduced torsional stiffness of frames, reduced rear suspension roll stiffness. Changed rear tire model to real duallies!
Small trailers: Brake fix, instability fix
Sunburst: Reduce body polar inertia, fix skidplate collision issue, fix Sunburst Sport RS using race DCT
Brake stiffness increases to all cars to suit higher stability of new brake code
Improve rigidity of mirrors on some cars
Drag tire grip balancing
Rally configs not using ultra light flywheels anymore
Reduced some overly high locking rates on limited slip differentials
Add/improve jbeam for intercoolers
Unified engine part slot order for all cars
Added support for dampCutoffHz in pressureWheels
Added wheelAngle property for pressureWheels, allows wheel to spawn at chosen orientation
Fixed an issue with the Roamer ‘roofrack’ materials
Fixed an export issue with ‘grille_d.dds’ texture
Physics
Braking torque is applied in a more stable and effective way now. Threshold braking is much easier now.
Improved antisticking of collisions
Increased max limit of vehicles/objects to 100
Performance optimizations
Added “beamLongExtent” property to Anisotropic and Support beams. It works in the same way as beamLongBound but with meter units
Added “precompressionRange” beam property. It works in the same way as beamPrecompression but with meter units
Added “longBoundRange”, “shortBoundRange” to Bounded beams. They work in the same way as beamLongBound and beamShortBound but with meter units
Added “boundZone” property to Bounded beams. It controls the boundary zone range (in meter units) of a bounded beam. Default value is 1m
Bounded beam internal forces are capped now to increase their stability
Fixed brake pre-tensioning that was causing vehicles to rock back and front while stopped
Fixed breaking of triangles defined inside the quad jbeam section
JBeam
Intakes and Exhausts modify engine torque
Engine internals can change torque rating, RPM limit, and modify base torque curve
Implemented an expression based system for jbeam variables, allows for much better and easier customization with user-set tuning variables
Expression system has support for various math related function such as min, max, floor, ceil, case, random, etc
Can be used to tie multiple jbeam values to one tuning setting with varying logic
Terrains
Additional construction equipment models for West Coast roadblocks
Optimized parts of the city on West Coast (LoD tweaks)
Opened bridge on West Coast and added tunnel loop
Various building, sidewalk and road mesh bugfixes on West Coast
User Interface
Added multi-part highlighting
Tuning variables improved: Set brake bias directly, change ride height in real units, and more!
Added Bus Line app
Added wheel power/torque figures to engine dyno app, cleaned up other uses of “wheel” data in the apps and made sure they actually use the correct values
Added JATO fuel indicator to Simple Powertrain Control app
Improved labels in ‘Display Shadow’ option
Reduced jumpyness of vehicle selector scroll
Reduced perf impact for some minor apps
Reduced likelyhood of endless loading screen
Fixed apps sometimes spawning over the loading screen
Fixed bug where the positions of the items in the vehicle selector would change positions on scrolling
Fixed Debug visualisation not reseting when choosing None
Audio
Added experimental FMOD modding support. More info coming soon.
Implemented a new set of vehicle sounds: indicators, lights, back-up beeper, air brakes, pneumatic doors, air suspension, additional horn and siren sounds and realistic flat tire sounds with correct relation to wheel speed
Engine starter sounds are now based on loops with a dedicated start and stop sample rather than a series of single sounds
Added option to follow Windows default audio device on game startup (enabled by default)
Fixed empty selected option after disconnecting audio device and restarting game
Manually chosen audio device will be remembered across game restarts, even if it’s temporarily unplugged
Refined the skid sound parameters for earlier onset of sound but softer increase in volume
Various tweaks improving volume, reverberation and filters
Cleaned up ambient zones, sfx emitters and reverb zones
Added “Horn” part to all cars
Fixed slow-motion applying to UI sounds
Improved support for engine sounds using FMOD Studio
World Editor
Fixed heightmap importer for 8-Bit images
Fixed heightmap exporter
Fixed camera autofit binding (F key)
Fixed lag when material editor try to find a missing textures
General cleanup of old/broken editor cameras
Powertrain
Added “dynamic” brake lights feature that makes the brake lights flash when braking with ABS and enables the hazard lights after coming to a harsh stop
Completely reworked the ABS logic for much better brake response and feeling
Reworked engine torque curve handling, there are now 4 different curves available (existing “base” torque, a multiplier table for that base torque, an intake modification table and an exhaust modification table), different curves can be set from different parts for much increased modding potential, allows for detailed torque curve changes without redefining the full curve in every part
Torque converter lockup is now disabled during shifts (unless sport mode is selected) and smoother in operation
Added “RPM” and “spin” values for turbocharger for use with animated props
Time based rev limiter gained an RPM fallback, this increases usability when drifting with grippy tires
Throttle input rate is now considered when calculating shift aggression
Combustion engine rev limiters can now be adjusted in a broader range without affecting the torque curve
Rebalanced engine thermals
Increased compatibility of the electric motor device with the latest ESC improvements
Retuned all ESC/TC setups for ongoing vehicle changes
Fixed AWD Pessima not working correctly after reset
Fixed S transmission mode disabling post crash braking logic
Fixed an issue where the turbocharger assumed and efficiency of 100% outside its defined range
Fixed an issue where the automatic transmission would start in a too low gear after going through N while driving
Fixed dynamically altered brake torques not being reset properly
Fixed some issues with drum brake thermals, rebalanced thermals due to changes in brake code
Reduced effectiveness of some radiators
More off-idle torque for various engines
Remove deprecated “absThreshold” value from vehicles
Mod repository
Added a fallback to offline data if connection drops (works only if mod is mounted)
Game will now automatically create the ‘mods’ folder on the first run
AI
Various fixes for random pathfinding
Various fixes for map span pathfinding
Create aliases for manual waypoint names that have been merged
User input validation in manual mode checks against node name aliases
Misc
Added Steam Big Picture support: skip launcher and enforce fullscreen
Very minor speedup when switching to another vehicle
Optimized decal loading from disk
Fixed rare crash on level load
Performance warnings are now acknowledged only for the current computer (rather than all computers sharing your Steam account)
Lua
Implemented pneumatics controller to control anything with pneumatic cylinders (rather than hydraulic simulation with hydros), can be used for airbag suspensions, low riders, bus doors, etc
Work on Lua debugger adaptor
Added new controller.getControllerSafe API that can be called in a fire and forget way without checking if a controller actually exists
Added “obj:getFrontPosition()” to vehicle Lua, it returns the position of the front of the vehicle
Added “obj:getObjectFrontPosition(objId)” to vehicle Lua, it returns the front position of another vehicle
Added “obj:getObjectInitialWidth(objId)”, “obj:getObjectInitialLength(objId)” to vehicle Lua, it returns the initial width and length of another vehicle
Added “clamp”, “smoothmin” functions in Lua mathlib
Added “getRotationTo”, “rotated” methods to mathlib:vec3
Added experimental “castRayStatic(rayStart, rayDir, distance)” fast function to both vehicle and game engine Lua. It returns the distance to closest ray hit with static geometry or ground
Added “obj:getDirectionVector”, “obj:getDirectionVectorUp” to game engine Lua
Added sceneGetCameraFrustum
Added Frustum.isBoxOutside , Frustum.isBoxContained and Frustum.isPointContained member functions
mainLevel.lua has proper alias in global table now
New base: fixed texture hotloading
Fixed BNG Trigger Box contain
Fixed debug of trigger box contain, fix debug build of player.cpp
Graphics Engine
Improved caustics postfx: now fades out after a certain depth
Improve smoothness of road splines in Utah
Added support for explicit UVs channels in Material’s textures
Render code refactoring
Particles are now correctly affected by custom gravity values
Disabled turbulence effect (wavying screen) when underwater
Improved imposter UVs usage
Improved fire particles texture
Improved default dynamic reflecion settings
Fixed detail texture in Materials
Fixed dynamic deferred decals on Lowest settings
Fixed frozen particle effects when choosing extreme slow motion speeds
Fixed Relative camera flashlight staying on even after switching to another camera
Fixed material switching. It was affecting dashboard indicators of certain vehicles
Fixed two invalid color correction ramps files (for Postfx usage)
Input
Added Neutral Gear binding (e.g. for keyboard users)
Added 8th Gear binding
Fixed various force feedback bugs affecting multiseat mode
Fixed rare dangling forces after modifying force feedback configuration
Replay
Note: the internal replay format has changed and old files won’t be readable any more
Drastically reduced replay sizes. Compression could increase up to 1x-5x depending on the situation
Added option to ignore vehicle transparency feed during playback in Options > Other > Replay
Improved interpolation technique, providing generally much smoother playback (can be turned off in Options > Other > Replay)
Minor optimizations of playback
Fixed playback randomly freezing in replays
Fixed random inability to seek to the end of the time bar
Fixed various bugs with files bigger than 2 gigabytes
Fixed rare desynchronization of broken beams and materials
Fixed small memory leak when opening many replays
Known Issues
Bus stops look out of place on some maps
Randomly some sounds do not follow slow motion
Performance UI is missing some graphs
Waypoint counter doesn’t update in some scenarios
Optional scenario waypoints can disappear after selecting them and retrying a scenario
Sometimes vehicle’s props are not visible when using Part Manager
Bus brakes are applied after exiting bus route with Freeroam button. Reloading the vehicle (CTRL+R) would help as workaround
[yt]zDd_O7rw6us[/yt]We are now working with the developers of Automation to get you in the driver seat of your Automation designs. Export your car from Automation to BeamNG.drive with a single click and take it for a spin! The styling, sound, and mechanical details will all be making the conversion to our game. Not only that, we will be hosting your creations in our mod repository so you can share them with all players of BeamNG.drive.