Beamng drive update 0.28 is now rolling out on PC (Steam). According to the official Beamng drive 0.28 patch notes, the latest update brings various new changes, improvements, and fixes.
Since the last patch, players are facing several problems with the game. Today’s Beamng drive patch 0.28 will fix a few of these issues.
Check out more details below.
Beamng drive 0.28 Patch Notes – April 4, 2023
Vehicles
- REVAMPED VEHICLE: ETK 800-Series and ETK K-Series:
- ETK common
- Added new ETK V8 Engine with naturally aspirated and twin turbo options
- Updated existing ETK inline 4 and inline 6 engines and many more drivetrain related parameters
- Added ttSport specific carbon ceramic brakes
- Added new gauge options
- Added new shared ttSport seats
- Added ETK “Rennspecht” T20 Wheels
- Added ETK ttf5 Wheels
- ETK 800-Series
- Added sedan bodystyle
- Added new widebody ttSport models
- Added “Rennspecht” parts
- Added new engine options
- Added new skins
- Updated and improved quality on several meshes and materials
- Updated all configurations
- ETK K-Series
- Added new widebody ttSport models
- Added new “Turbo Rabbit” widebody kit
- Added “Rennspecht” parts
- Added new engine options
- Added new skins
- Added modern race steering wheel
- Updated and improved quality on several meshes and materials
- Updated all configurations
- ETK common
- Autobello Piccolina
- Added openable panels
- Added interior collisions
- Autobello Stambecco
- Fixed engine not breaking when torn from vehicle
- Bruckell Bastion
- Added openable panels
- Added interior collisions
- Added animated automatic shifter and missing sequential shifter
- Bruckell LeGran
- Added openable panels
- Added interior collisions
- Fixed dashboard warning lights setup, the panel above the gauge cluster is now used instead of generic lights
- Fixed some license plate positions
- Fixed missing european rear license plates
- Bruckell Moonhawk
- Added openable panels
- Added new engines: 309cui V8 and 448cui V8, with new meshes
- Added power bulge hood
- Burnside Special
- Added openable panels
- Cherrier FCV
- Added openable panels
- Added interior collisions
- Civetta Bolide
- Added openable panels
- Added interior collisions
- Civetta Scintilla
- Beamng drive update 0.28 added openable engine cover and frunk
- Fixed race coilovers being very easily deformed
- Fixed an issue with gauge exterior temperature values not converting
- ETK I-Series
- Added openable panels
- Added interior collisions
- Fixed clutch pedal clipping
- Gavril Barstow
- Added openable panels
- Added interior collisions
- Gavril Bluebuck
- Added openable panels
- Gavril D-Series
- Added openable panels
- Added interior collisions
- Improved inner bed collions
- Gavril Grand Marshal
- Added openable panels
- Gavril H-Series
- Added openable panels
- Added interior collisions
- Gavril Roamer
- Added openable panels
- Added interior collisions
- Hirochi SBR4
- Added openable panels
- Added interior collisions
- Fixed incorrect glowmap source for SBR4 brakelights
- Hirochi Sunburst
- Added openable panels
- Added interior collisions
- Ibishu 200BX
- Added openable panels
- Added interior collisions
- Ibishu Hopper
- Beamng drive 0.28 added openable panels
- Added interior collisions
- Fixed mismatched differential ration on ZXT configurations
- Adjusted ZXT configuration descriptions to match their actual equipment
- Fixed Dune Edition configurations using race final drives – now they use 4:10
- Ibishu Miramar
- Added openable panels
- Added interior collisions
- Ibishu Pessima
- Added openable panels
- Added interior collisions
- Ibishu Pigeon
- Added openable panels
- Added interior collisions
- Ibishu Wigeon
- Added openable panels
- Added interior collisions
- Soliad Wendover
- Added openable panels
- Added interior collisions
- SP Dunekicker
- Fixed issues with suspension when using 17×8 wheels
- Common
- Added ability to define valid ignition levels and the preferred ignition level handling method in jbeam
- Added heuristic to automatically set valid ignition levels for trailer-like vehicles
- Fixed an issue which caused roller & spinner props to not function correctly with “off” ignition level
- Added debug mode for sound source locations (ctrl+Kby default)
Levels
- REVAMPED MAP: Automation Test Track
- Added new materials and updated the old ones to PBR
- Improved track surface materials
- Updated and improved buildings
- Updated bridges, dams, and tunnels
- Updated/improved terrain and added some new terrain materials
- Updated/improved brackground
- Updated groundcover, added new grass materials
- Updated all forest vegetation, added new poplar trees
- Updated asphalt and dirt roads, added new road edge materials
- Beautification pass on all the natural environment of the map
BEFORE
AFTER
BEFORE
AFTER
BEFORE
AFTER
BEFORE
AFTER
- East Coast, USA
- Fixed several floating issues, mesh errors, and removed broken assets
- Fixed spiky terrain
- Fixed “Pessima Introduction” scenario missing decalroad
- Garage
- Added spotlight and standing light to garage props
- Gridmap
- Fixed several errors
- Hirochi Raceway
- Fixed racetrack mesh issues
- Johnson Valley
- Italy
- Fixed traffic spawning near the port area
- Fixed annotation errors
- Fixed overlapping buildings
- Small Island, USA
- Fixed texture fetch error
- Utah, USA
- Fixed missing collisions on rocks
- Fixed color on the median line
- West Coast, USA
- Fixed several issues with assets, terrain and decalroads placement
- Fixed traffic decalroads in garage zone
Gameplay
- Added Stats tracking system
- Enabled mod vehicles to be spawned in garage mode
- Fixed ‘A rocky start’ campaign camera getting stuck looking at the player instead of looking at the falling vehicle
Missions
- Beamng drive patch 0.28 added 19 new Missions across multiple maps:
- Automation Test Track: Mixed Rally Stage, Factory Fetcher, BeamNG Sports Race, Forest Fumble, Trail Glacier, Hill Top Test Course
- East Coast USA: Log Launch, Fearless, Tackle Time, Classic Escape
- Hirochi Raceway: Derby Race
- Johnson Valley: Crankshaft Pass, Pit Robber, Shortcourse A, B, & C, Highway Drag Strip
- Italy: Pasta Master, No Way Out
- Updated and improved barriers and decoration for Time Trials on East Coast USA, Utah and Italy.
- Mission Attempts can now be automatically recorded, when enabled in the settings under Options > Gameplay > Automatically record mission attempts
- Reminder: Recording does have a big impact on performance
- Improved and cleaned up Mission backend code
- Added ability for custom placement of police vehicles for the start of Evade missions
- Added groundmarkers user setting for several mission types
Game Engine
- Refactored the vehicle placement code. Should work a little better now in off-road terrain
- Added a warning when selecting Windowed mode, informing those who have enabled G-Sync for windowed applications that they may experience severely decreased framerates
- Fixed an issue with Render Views not being able to debug draw: drawBox, drawSquarePrism, drawSphere, and drawCylinder now
- Debugdrawer now only renders in main view by default and not in Render Views anymore
- Mod Support:
- Added a new tool at the bottom-right in Repository > Mods Manager tab, “List possibly broken mods”. This feature will do its best to find activated mods that conflict with the game or with other mods.It is not perfectbut can provide useful hints:
- For normal players: this tool could help you narrow down which enabled mod can create issues after game updates, or when installed at the same time as other mods
- For modders: this tool could help you notice which files from your mod are conflicting with the base game files, or with files from other currently-enabled mods. The more files overwritten by your mod, the easier it can create issues after the game updates, or after the other conflicting mod gets updated
- Added a new tool at the bottom-right in Repository > Mods Manager tab, “List possibly broken mods”. This feature will do its best to find activated mods that conflict with the game or with other mods.It is not perfectbut can provide useful hints:
UI
- Improved Overview Map mode:
- The player icon is now an arrow that shows the vehicle direction
- Adjusted POI merge radius to make selecting easier
- Pressing the map button again now skips the transition animation
- Increased the visible distance to fix artifacts in some maps
- Fixed an issue where the transition sound ended too abruptly
- Fixed an issue where the black level border could be seen for one frame at the start of the camera transition
- Adjusted camera speed and controls with the controller
- Added fading audio for the Fade Screen process
- Improved Police Info app
- Improved Fade Screen module by adding a phase that is displayed while a mission is loading; supports a title, subtitle, text, tips, and image
- Revamp of Parts Manager icons, more visually consistent tree layout, proper indentation, highlight when hovering mouse over parts that can be expanded, added a bit of transparency to the rest of the vehicle when hovering over a part, uninstalled parts are now listed with a light grey tint to help locate them faster
- Performance Graph:
- Added several new tracked sections of CPU use to theshift+ctrl+FPerformance Graph menu, moved some from “Update” section to CPU
- Tweaked several section names
- Tweaked the hover-over tooltip of Performance Graph menu: it’ll now keep the sections in a fixed order, and a time bar will appear on the left to help better gauge the impact of each of them. This helps keep the text readable, as it’s not jumping up and down anymore
- Fixed Audio cost being tracked as part of 2 different sections
- Minor fix to the heuristics behind the bottleneck detector
- Fixed JSON export ‘PostRender’ time being the ‘Render’ time instead
- Implemented more intuitive naming of parking brake bindings
- Revamped the tooltips shown when hovering over the various binding and force feedback settings
- Fixed several issues with Anti-Aliasing settings
- Anti-Aliasing mode now applies correctly
- Anti-Aliasing can be turned off now
- Localization:
- Updated translations
- Fixed missing translation support for Parts Selector > Debug tab label
- Fixed many binding labels having no translation support – they will be localized in a future update
- Fixed a missing header translation in the Credits screen
- Fixed broken translation fall back for ‘de-BA’ locale: systems reporting that language will now default to German instead of English
- Various small UI fixes across the game:
- Fixed an issue where the camera would rotate with the mouse after taking a screenshot
- Fixed an issue with Time Trials not starting if start button clicked too quickly
- Fixed an issue with bindings list jumping to the end after saving/applying a new binding
- Fixed stuttery behavior of the UI slider in Options > Graphics > FPS Limiter
- Fixed several outdated references of “documents folder” in the game Launcher
- Fixed inconsistent upper-case in some labels
Powertrain
- Beamng drive update 0.28 added ability to have a hydraulic pump connected all the time
- Fixed electric hydraulics controller not turning off the electric motor after use
- Improved turbo spooling behavior when in revlimiter (fixed or temporary)
- Fixed incorrect rpmspin calculation for rotating props
- Improved turbo wastegate PID control
- Fixed an issue where bump-starting wasn’t possible after briefly engaging the starter motor without actually starting the engine
Vehicle Systems Controller
- Beamng drive 0.28 fixed wheelslip based shift prevention sometimes ignoring a wheel
- Improved topspeed limiter PID control
- Increased default clutch speed for manual transmissions in arcade mode or when using the clutch assistant
- Fixed loss of clutch control during shifting
- ABS, ESC, TCS, parking brake lights now turn off when the ignition is fully off
- Fixed five different common bugs with older (EV) mods that prevented them from working as designed
- Beamng drive 0.28 implemented ability to create multi-latch systems such as racing hoods
- Reduced wasted idle frames during manual shifts, increasing shift speeds slightly
- Added ability to turn on brakelights during one-pedal-driving when decelerating
Input & Force Feedback
- Added optional Logitech Trueforce effects. Only works if your Logitech wheel supports it and you are running the Windows version of the game. If your system does not support Trueforce, the game will automatically fall back to the traditional force feedback system. Further tweaks and options are planned for future updates
- Added search tags to camera left/right bindings, so people typing “look left” or “view left” can still find the relevant controls
- Fixed steering lock degrees not being selectable with newly created ‘Steering’ bindings. Previously you need to first create and save the binding, then open it again. Now it’ll show directly when first assigning it
- Fixed force feedback options not being displayed when editing ‘Steering’ binding from Options > Controls > Bindings tab. Previously they were shown only when editing the binding from Options > Controls > Force Feedback tab
- Added or improved default configurations for the following hardware:
- Fanatec Podium Wheel Base DD1
- Fanatec Podium Wheel Base DD2
- Fanatec GT DD Pro
- Fanatec CSL DD
- Fanatec CSL Elite Wheel Base
- Fanatec CSL Elite Wheel Base 1.1
- Fanatec CSL Elite Wheel Base+ PlayStation 4
- Fanatec ClubSport Wheel Base
- Fanatec ClubSport Wheel Base V2
- Fanatec ClubSport Wheel Base V2.5
- Moza R9 Base with CS V2 steering wheel
- Moza CRP Pedals
- Moza HBP Handbrake
- Moza HGP Shifter
- Moza Universal HUB with pedals or shifter
- Sim-Plicity SW20 Steering Wheel in “Game mode”
- PXN V12 steering wheel
- PXN V10 steering and parking brake bindings
- Added a new bindingshift+ctrl+Wto help vehicle modders, this will directly open the Parts Selector > Debug tab menu
- Added a warning if the force feedback Update Type is set to ‘Full’. There’s a misconception that ‘Full’ is better than ‘Fast’, but ‘Full’ is only a last-resort fall back for a handful of steering wheels (such as outdated/buggy steering wheel firmware versions, etc), and can impact the game framerate
- Reorganized the force feedback options section
NEW
OLD
- Minor tweaks and rephrasing of Options > Controls > Force Feedback “Tips” section
- Fixed incomplete grey-out of force feedback UI widgets when force feedback is disabled
- Fixed some tooltips not showing up in the force feedback options section
- Fixed inconsistent visuals of binding icons shown in ‘Bindings’ versus ‘Force Feedback’ UI tabs
- Fixed a small memory leak in the force feedback subsystem
- There’s been a minor, partial revamp of the core input system. This has no effect on you (the final user), but makes bugfixing and future improvements a bit easier
AI & Traffic
- Implemented ray tracing based environment awareness for three way turns
- Improved traffic AI response to emergency vehicle lights and sirens
- Implemented several various optimizations in traffic code
- Increased tire friction on Simplified Traffic vehicles
Cameras
- Added option for
Driver
camera to look where the vehicle is going, such as while drifting - Fixed an issue where the “look back” mode could become stuck
- Fixed an issue where the shadows in the driver camera could look blurry when driving fast
- Increased granularity of the “Follow vehicle direction” slider of Orbit Camera
Audio
- Improved interior sounds (shorter and cleaner assets, EQ and volume adjustments, volume re-balancing)
- Added additional interior sounds for greater variety
- Added latches sound support for all vehicles (except Gavril T-Series)
- Added distant chase tone to unmuffled i4 and i5 exhausts
- Beamng drive 0.28 added bell sound for entering petrol stations
- Re-normalized all engine/exhaust samples and normalized event volume curves to compensate
- Added cabin filter coefficient support for all vehicles. Please note, this is not dynamic in real time, however, if you change vehicle parts which affect the filter – the coefficient will update
- Internal glass impacts (such as windscreens, door windows, etc.) are now not filtered by the cabin EQ. External glass impacts (such as headlights, rooflights, etc.) now use new events
extglassbreaksoundx
(where x is a value of 1 to 10 based on size of glass) and are filtered by the cabin EQ - Changed default volumes for gear shift sounds from 1 to 0.5 and rebalanced in FMOD to give headroom for volume increases where required
- Fixed playback of loose files
Render
- Started the process of revamping the material’s shader generator, aiming to simplify and streamline future development. More improvements will be implemented in future updates
- Improved the precision and stability when rendering objects at large distances from the map’s origin coordinates
- Reduced GPU memory used by terrain materials
- Fixed visual artifacts in the terrain materials
Bananabench
IMPORTANT
Due to improved physics detail in the Gavril D-Series vehicle (used in bananabench), the bananabench scores will be lower by about 10% compared to previous versions of the game.
World Editor
- Added an SFX Previewer which lists all available sound events that exist and allows you to play them
- Fixed crashes when loading another level from within the editor
- Made Zones selectable by clicking zone fences
- Added search by persistent ID for scene tree
- Added jump to the selected item when clearing search filter in scene tree
- Added undo/redo functions for Sites Editor
- Improved Terrain Painter Performance
- Fixed
hitTest
being called every frame in Sites Editor - Fixed Forest Editor Copy Error when no ForestItem is selected
- Fixed Inspector ID & PID Copy Issue
- Fixed Terrain Tools Grab Brush
- Fixed Material Editor throwing error while viewing a common material
- Fixed Terrain Height Change Undo Does Not Update Decal Roads
- Beamng drive patch 0.28 fixed SpawnSphereMarker Invisible Issue
- Fixed minor bugs in Race/Path Editor and Traffic Signals Editor
- Improved AI Path/Plan Tests editor, by creating a feature that tests multiple AI vehicles
- Changed to only save JSON prefabs. There is backward compatibility support for old Torque script prefab files. The editor will still unpack and pack Torque script prefabs
- Added utility functions to convert CS prefabs to JSON prefabs
Flowgraph Editor
- Added node
Static Object Touch
to test for vehicle static geometry collisions - Improved various audio and traffic nodes
Vehicle Editor
- Added a hotkey to enter Vehicle Editor directly withshift+f11
- Editor is now split into two modes: “Static” and “Live” Editor (these editors are toggled using the play/stop button)
- Improved Static Editor Render Views camera controls
- Render Views in Static Editor do not allow for raycasting to be able to pick objects in the 3D scene
- Added axis gizmos to Static Editor Render Views
- Added a “favoriting” mesh feature in flexmesh debug app
Jbeam Debug
- Added torsionbar debug modes
- Coltri debug mode transparency added
- Added node debug text mode which allows you to render custom text at specific nodes (ctrl+Kandctrl+shift+Kto cycle)
- Mesh transparency system revamped to allow transparency syncing between Parts Manager UI, changing mesh transparency withctrl++/ctrl+-and JBeam Debug UI transparency buttons
- Added ability to only show JBeams of a specific JBeam part with “Part Selected” combobox
- Parts manager UI highlight state bug fixed
- Cleanup of JBeam Debug UI
Lua
- Refactor of the Free camera:
getCamera
can’t be used to set camera position or rotation anymore (usecore_camera.setPosRot
instead)- many other camera related functions will be deprecated but will suggest the correct function in a console warning
- More rigid input value checks for
advancedCouplerControl
- Improved error logging for
advancedCouplerControl
- Created new core module
Extended Triggers
; this module can load “triggers.json” from a level, and can show or hide objects when triggers are entered or exited in the map - Exposed
BeamNGVehicle::getNodeAbsPosition(nodeID)
to Lua to get the world position of a node - Fixed
onVehicleSpawned/onVehicleSwitched
events being called too early when some vehicle data have not been fully initialized yet.
Download free Beamng drive update 0.28 on PC.