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  1. Like
    Aquarious reacted to Type-X for a post, The 2020 Winter Release - BeamNG v0.21   
    Today we’re here to spill some much-needed hot news to your screens with the release of version 0.21! Featuring a complete Jungle Rock Island map renovation, bringing new locations to explore and a myriad of updated roads for that sunny winter getaway, as well as revamped vegetation and a brand-new waterfalls zone.
    If a tropical paradise isn’t up your alley, you’ll be happy to hear that West Coast USA received an improvement pass, including multiple new locations and the addition of two new roads – City and Highway Tunnels.
    The long-awaited Gavril D-Series Remaster Part 2 is finally here with updated interiors, lights, revised configurations, and several new D45 variants. This isn’t all for the D-Series, however, hold on to your pedals because the D-Series Prerunner & Crawler models are now available and ready to conquer anything you throw at them (or them into).
    We’ve also improved our tire model with new tire-ground contact physics. This has slashed long standing limitations in rolling resistance, high speed grip, and cambered tire behavior. With all tires retuned to take advantage of these changes, our vehicles are handling better than ever.
    Last but not least, we’ve polished official localization for the languages listed below; for more information on how to provide feedback and report issues, please keep an eye on the official Discord server.
    Spanish (Spain) French (France) Japanese (Japan) Korean (South Korea) Portuguese (Brazil) Portuguese (Portugal) Russian (Russia) Chinese – Simplified Chinese – Traditional As always, we would like to thank everyone for your continuous feedback, suggestions, and bug reports! We hope you enjoy the update and wish you Happy Holidays!
    Jungle Rock Island Remaster
    West Coast USA Improvements
    Gavril D-Series Remastered Part 2
    Gavril D-Series Prerunner & Crawler
    Bruckell Legran Light Jbeam rework Restructured rear frame to be more physically accurate Front frame tuned for better deformation, new bumper support design Rear doors now have 2 full jbeam segments Fender structure improved, simplified Headlights and taillights are now separate and detachable Fixed roof mesh spiking issues Added disc brakes Added lifted springs and shocks Fixed rear drum brakes using disc thermals Bruckell Moonhawk Added front guard Cherrier FCV Increased amount of added floor strength when a battery is fitted Civetta Bolide Polizia config changed to use same wheels and tires as the 350GT. The previous tire setup did not suit the chassis and proved to be too oversteery Fixed headlights values ETK 800-Series Reduced gear whine volume Redesigned Driving Experience skin
    Replaced old ESC/TC system with advanced Driving & Safety Electronics Added various drivemodes Added ActiveLocking differential Added adaptive dampers Fixed missing windshield node ETK K-Series Reduced gear whine volume Redesigned Driving Experience skin
    Added Driving Academy skin
    Added ETK Signature skin
    Replaced old ESC/TC system with advanced Driving & Safety Electronics Added various drivemodes Added ActiveLocking differential Added TorqueVectoring differential Added adaptive dampers Added adaptive swaybars Gavril Barstow Fixed triangulation issue with front fenders Taillights are now detachable Added front subframe brace Gavril Bluebuck Bodystyle slot replaced with individual bodies Fixed rear wheels breaking off on some offsets Gavril D-Series Updated body material and meshes

    Updated all lights
    Updated glass materials Replaced “Rusty” skin with new “Old Paint (Colorable)” skin
    Updated Park Ranger skin
    Added 423 Sport skin
    Reworked Flatbed

    Added D45

    Added 6.9 V8 Added race N/A intake Added front guard Added rear marker lights for dually trucks Added drum brakes Increased torsional rigidity of heavy-duty frames Modular Desert Truck Parts 3 new custom offroad frames Long travel offroad suspensions, with Independant (4WD/2WD) or solid axle from suspension options all with bypass shock abosrbers Bobtail rear end, dove-cut front and rear ends, or full wide body fenders 2 Pre-Runner configurations: Standard length frame and extended frame 2 Crawler configurations: a crew cab crawler and the Superpig 1 Hybrid 4WD IFS Desert Rock Racer configuration Gavril Grand Marshal Changed drift config to use 6.9L natural aspirated v8 Updated BCPD skin
    Updated Police skin
    Added Police Interceptor skin and configuration
    Added 6.9 V8 Added race N/A intake Gavril H-Series Updated all lights
    Updated glass materials Added “Street Tuned” config Added “Old Paint (Colorable)” skin Added derby config
    Added Rollback
    Added 6.9 V8 Added race N/A intake Added front guard Added drum brakes Fixed cab roof accessory slot Increased torsional rigidity of heavy-duty frames Gavril Roamer Added BCPD skin and configuration
    Updated Sheriff skin

    Updated taillights and signals
    Updated glass materials Added “Old Paint (Colorable)” skin Added derby config
    Added 6.9 V8 Added race N/A intake Added drum brakes Increased torsional rigidity of heavy-duty frames Hirochi SBR4 Replaced old ESC/TC system with advanced Driving & Safety Electronics Added various drivemodes Added ActiveLocking differential Added TorqueVectoring differential Added adaptive dampers Added adaptive swaybars Hirochi Sunburst Renamed old police configuration to Firwood Police Added Generic Police skin and configuration
    Added Police Interceptor skin and configuration
    Ibishu 200BX Fixed headlights values Added “Old Paint (Colorable)” skin
    Added drag configuration
    Added “Trackday Beater” skin Added automatic drag transmission Added adjustable wheelie bar Ibishu Covet Added “2.0 GTz” and “2.0 GTz Special Edition” configs
    Added various sport exterior parts Added 2.0 engine from the Ibishu Pessima
    Added drag configuration
    Replaced beater with derby and skidplate configurations
    Reworked rear end jbeam structure for better node density Front and rear fascias, headlights and taillights now separately detachable Removed “blown” engine and suspension parts Added 5 lug hubs Added heavy duty and ultra-heavy duty engine mounts Added hood exhaust for 2.0 turbo and 1.5 N/A Added headlight air intake Added headlight blanking plates Added drag rear bumper Added lightweight glass Added carbon tailgate and spoiler Added sport brakes Ibishu Hopper Fixed 6 lug locking hub unlockable Reduced braking force of standard brakes to prevent locking too easily Added Sheriff and Park Ranger skin and configuration
    Ibishu Miramar Increased the stiffness of the steering box structure for better steering feel Ibishu Pessima (1988) Added “Old Paint (Colorable)” skin Added derby configuration
    Trunk lights are now removable Fixed collision fighting when door glass is removed Small Flatbed, Box Utility and Large Box Utility trailers Added pre-loaded configurations Wheels  Added “Gavril Momentum” wheels
    Added chrome “GP Wrestler” version Added “Gavril HD350” wheels
    Added “Alder Special 423” wheels
    Added “Wangan-2P” wheels
    Added 13×5 size for TIMS Egota wheels Misc Updated light materials for ambulance and cargobox upfits
    Added Truck It Up skin for cargobox upfit
    Improved colors for Navigation Unit map for better contrast between road and background
    Aerodynamics tuning of all vehicles: Drag, lift and downforce values to more realistic values now that top speeds are not hampered by high tire rolling resistance Minor suspension retuning on various cars to suit improved tires All cars with independent suspension halfshafts: fixed issue where breaking a halfshaft would break off the wheel Added 265/75R16 and 245/76R16 dually rear tires Reworked the texturing on the rock crawling tire (offroadtire_06a) LEVELS
    Adjusted time scale on all levels: It now takes 18 minutes for a full cycle Automation: Fixed several AI path issues Derby Arenas Updated map with new buildings and clutters Reworked the arena with new textures and some small modeling changes Fixed some decals issues East Coast  Fixed floating bushes and tree Fixed some AI road issues Fixed floating trash objects  Gridmap: Fixed a collision issue causing inaccurate collisions Hirochi Raceway: Fixed pole through tents Industrial Site Fixed floating decalroad in container land Fixed port crane width Italy Minor fixes: road markings, deleted stray AI paths Fixes to AI paths to improve the performance of traffic Added anisotropic filtering to container materials  Jungle Rock Island Laid down Peninsula terrain layout Updated industrial site with new buildings and layout Updated Mine zone Built abandoned Fortress and bridge Rebuilt the Airfield (Tower, Hangar, Abandoned control building and airstrip) Rebuilt bridges and tunnels Added the Abandoned Resort Reshaped the area at the Volcano top Added abandoned bunkers and cannons Created waterfalls zone Rebuilt all beaches and coast cliffs Reworked vegetation and road textures Renovated old observatory  Renovated port area  Utah: Improved AI paths to solve some vehicles crashing into obstacles West Coast: Fixed some AI issues on highways SCENARIOS
    Industrial Shakedown Scenario: Updated the ramps models and textures Jungle Rock Island: Revamped existing Time Trials and Scenarios DRIVING DYNAMICS
    Implemented new differential types: Active Locking Differential Torque Vectoring Differential Fixed wrong rear wheel angle calculations Implemented motor torque control for yaw adjustments Exposed drivemode color to electrics ( electrics.values.dseColor ) Adjusted body slip angle calculations affecting throttle control too much in low speed + high steering angle scenarios POWERTRAIN
    Improvement to clutch angle calculation affecting behavior when partially clutched in Fixed “Fundamental Frequency” setting not working in Engine Audio Debug app Pefrormance optimization of various devices Fixed possible NaN source in electric motor load calculation Improved DCT shifting smoothness for low load applications Combustion engine now additionally exposes actual idleAV min/max values Combustion engine now gains ignition issues when damaged Combustion engine now starts to stutter when the fuel tank is almost empty RENDER
    Added new Screen Space Ambient Occlusion with better quality and better performance with high resolutions OLD NEW     OLD NEW     OLD NEW   Added support Sun’s shadows in translucent materials OLD NEW   Added automatic enhancement of shadows when using Driver camera: Shadows closer to the camera will appear more defined OLD NEW   Reduced memory used to render grass by 75% SMAA is now the default Antialiasing mode when using Normal or Higher quality Added ability to adjust color correction strength AUDIO
    Brake squeal for all vehicles – silent for stock vehicles, progressing up to race spec vehicles Discrete volume balancing between all engine/exhaust sample sets in FMOD. New default ratio load/offload curves in jbeam. All engine/exhaust jbeam volumes adjusted to compensate. Direction-based filtering for ambience sounds Rumblestrip improvements Kickup/Skid/Roll tweaks (ongoing) plus higher pitch skid for extra smooth surfaces Support for different tyre size/volume/tread/stiffness altering pitch of asphalt skids (ongoing to include other surfaces, and volume) Reworked ambiences for Jungle Rock and West Coast USA Improved energy calculation of break sounds Implemented brake squeal logic Added brake squeal to glazed brakes to convey their state more easily to the driver TRAFFIC
    Implemented smarter initial spawn points of traffic vehicles Improved respawning of traffic Improved default generated selections of vehicles for traffic Added player infractions to the police mode in traffic; they are listed in the Messages UI after you get pulled over AI
    Bug fix for nan value in traffic avoidance force coefficient Fixed issue where AI could not resolve sharp angle of plan line and got stuck Added AI follow mode for following a target vehicle Bug fix to AI chase mode where the AI vehicle would not update its path under certain high velocity conditions Improved ability of AI when chasing a target vehicle at close proximity Pathfinding: Improved traffic AI pathfinding and following Added a pathinder that calculates a navgraph shortest path between a graph node and a (vec3) position (and vice versa) Added a pathfinder that calculates a navgraph shortest path between two (vec3) positions GAME ENGINE
    Faster file comparison for Texture cooker Fixed old console overwriting console history Fixed GPU performance counter displaying 0 Implemented hot loading of texture for TerrainMaterials Fixed switchable material getting in previous state when recovery was used Implemented error mesh showing if mesh failed to load or is missing (no_mesh.dae) Fixed glowmap that didn’t work in replay Steam Rich Presence: Fixed status not being cleared when disabling Fixed parts list not being refreshed after activating/deactivating a mod Added improved spawning system that prevents vehicles from spawning inside level objects or vehicles
    Optimizations on all parts of the physics core. Now it’s more than +10% faster Added calcCenterOfPressureRel, calcTotalAeroForces, calcTotalAeroTorque core functions that calculate aerodynamic properties of the vehicle Added isNodeColliding(nodeId) core function. It returns if a node is colliding right now with a solid object Added hasNodeCollidedDuring(nodeId, timeDuration) core function. It returns if a node has collided in the last timeDuration with a solid object Fixed a crash in static collision subsystem that happened when a node’s position was at infinity UI
    Fixed minor issues with Traffic UI app Added new differential torque vectoring icon  Added new differential active lsd icon  Fixed ordering of vehicle configs, so that it does not change randomly, in the vehicle chooser Added new icons for electric motors, active locking & torque vectoring differentials in the powertrain app Added new loading screen images Fixed freecam not working in the Navigation app Added a warning to the long-time deprecated Themes feature Photomode V2 Overall improvements to interface Added ability to control various parameters and effects temporarily (reset when closing photomode) Added control for Time of Day Added Filters (color corrections) with adjustable strength. Filters selection can be expanded by adding more textures in art\postfx Added option to toggle Dynamic Reflection Added controls for Ambient Occlusion Added controls for Depth of Field Added tooltips Added button to open the screenshots folder Repository Overall improvements, added icons
    Added button to clear search entry Double-click is now required to use the ‘Delete All Mods’ button Graphics Menu Added tooltips to most settings, improved existing ones Improved look of the Dynamic Reflections settings Improved look of Display settings Added button to reset PostFX settings to default Renamed a few options to be easier to understand Level, Campaign, Scenario and Quickrace Selector Moved search bar location, added button to clear search entry Thumbnails grid will now only show the main thumbnail of the level. The slideshow for the level’s thumbnail has been moved to the description panel Vehicle Selector Improved scaling of top-row buttons Parts Selector Parts’ dropdowns in Vehicle Customization menu now scale vertically along with the available screen space
    Vehicle Save/Load Menu Overall improvements to interface
    Added button to open the current vehicle’s configuration folder Added button to clear search entry Added icon showing the source of configuration (BeamNG, User, Mod) Added ability to delete User configurations by double-clicking the related button Added option to disable automatic thumbnail when saving a configuration Environment Menu Time is now displayed in 24 hours format Renamed Wind Speed option to Cloud Speed Added ability to insert custom values for Fog Intensity
    UI Apps Fixed font issues on ‘Simple Pitch’ and ‘Simple Roll’ apps Navigation app will now move the view according to your speed, improved zoom levels Converted Rangebox and 4WD Mode buttons in Radial Menu to toggles, removing one step to operate them Localization– Updated translations to include missing strings:  Spanish (Spain)  French (France) Japanese (Japan)  Korean (South Korea)  Portuguese (Brazil)  Portuguese (Portugal)  Russian (Russia)  Chinese – Simplified Chinese – Traditional  CAMERA
    Added collision detection for ‘Chase’ and ‘Orbit’ cameras
    Added new steering lock angle behavior 1:1 (can only reach full lock if your steering wheel turns as much as the current vehicle’s) Added dropdown to choose between the three-steering lock behaviors Improved various texts in force feedback menu Added extra logs in some corner cases where an input device fails to work WORLD EDITOR V2
    Added new preferences system and Preferences window (will reset all user editor preferences on first run) Added an autosave level system, found in Preferences->Files Added fine rotation and scale scalars when pressing Ctrl and using axis gizmo Added shortcut Ctrl+Wheel to modify fade icons distance Added smooth camera move and rotate checks in Camera menu Added camera zoom (move forward/back) on mouse wheel Added additional visualization modes for the navgraph Various Inspector droplists are now sorted and work properly (materials, sfx items, etc.) Toolbar now dynamically changes height when there are buttons in the second row Scene Tree Improved scene tree node context menu with various new items (locking, hiding) Added sort menu items for groups in scene tree window node context menu Scene tree items will show (clickable to clear) hidden and locked icons next to them if they are in those states Mesh Road/River Editor Add new nodes with “Shift” and using axis gizmo Forest Editor Added multi selection with Ctrl Added brush keyboard shortcuts (keys 5 – 😎 Asset Browser Added drag and drop to scene for prefab assets Added “Spawn prefab at camera” Material Editor Added Color Palette UV selector Improved Advanced submenu Added vehicle aero debug app to the vehicle editor “Raycast test tool” now includes a mode for static object raycasts Various other bug/UX fixes LUA
    Updated SBR4 spoiler logic to be adjustable by driving modes Fixed wrong default value handling for custom shiftLogic files TwoStepLaunch is now active by default on cars equipped with it Added Tools > “Log gelua profile” option to Performance Graph menu, provides an overview of time and GC costs Fixed performance profiler attributing input costs to physics section Fixed LUA’s global variable detector skipping checks on all extensions. If you’re an author of LUA extensions, you might start seeing new warnings Fixed speedometer getting stuck with a NaN value after a physics instability Added triangleBarycentricNorm, altitudeOBB_Plane, intersectsRay_Plane, intersectsRay_OBB, intersectsRay_triangle functions to mathlib.lua Optimized minheap that is used by AI’s graphpath. It is both faster and does less memory allocations now Added doubleExponentialSmoothing filter Added a function to evaluate whether a position is appropriate for spawning a vehicle as regards to the trajectories of surrounding vehicles. Added ‘type’ field in map edge data. It allows for the definition of different types of roads by use in the map data. BANANABENCH
    Reduced variance of the speed measurements by using the best time out of 100 tests Removed speed measurements with collision disabled. They are not as useful any more PERFORMANCE GRAPH
    Fixed Physics Other calculation (showed huge negative number) Added transparent background
    Moved buttons around to clear some space Stabilized graphs for better readability MISC
    Recovering a vehicle now places it on the ground if possible Fixed issue where certain props could spawn in the air Path Camera: Fixed error in some cases when two markers were on the same position Fixed issue where changing the camera mode could make the game stutter Updated warn textures Cleaned up old PostFX presets, renamed default preset file An up-to-date list of known issues can be found in the dedicated Feedback & Bug Reporting Thread here.
    Instructions on how to update the game here.
    More info: The 2020 Winter Release – BeamNG v0.21
  2. Like
    Aquarious reacted to Type-X for a post, Assetto Corsa - 90's Golden Drift Spot Project #9 - Sakanotsuji Touge (坂ノ辻峠)   
    <90's Golden Drift Spot Project>
    This project is aiming to recreate the legendary drift locations in Japan, from the very popular drifting spot list for drifters from the late 80's til the early 00's. Although it is away from locations introduced by Inital D it's remains a popular drift spot till today.
    PV with Team Gaya Factory drivers
    *This course is created under Lidar data provided by Prefecture government

    The top of Sakanotsuji Touge

    SAKANOTSUJI TOUGE (坂ノ辻峠), is located in Hyogo prefecture around Mountain Seppiko.

    This is the only road connecting between Shiso City and Kamikawa Town, which means not only normal cars, but truck will also passing through this road. However due to the difficulty of this road, it's not easy for truck running.

    The city council had been requesting a construction for Sakanotsuji Tunnel to replace the touge for a while, however the construction still nowhere close to start. That also decrease the usage of this touge, being more able to get overtaken by drifters and racers.

    As for the special condition of this road, it had been a spot for racing and drifting since the autobike boom at the early 90's. However it somehow have done nothing to prevent people racing it, so this place is still getting drifted sometimes.


    - Uphill and downhill layout w/ Time Attack layout
    - Replay Cameras (1 set for each)
    - AI race (yes, AI race finally available)
    - real speed bump (new)
    - grass fx

    ※Encrypt protected by X4fab@Custom Shaders Patch team

    Model/texture by: Sky Flight
    Camera by: Leonardo Rtafia
    Extension config/VAO config: Soyo
    AI race config: Euro

    Special Thanks:
    "Team Gaya factory" test drivers

    Download link: Here
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