Massive improvements to engine simulation, the BeamNG Exporter, plus tons of fixes to the designers and UI in general, plus plenty of additional content made it into this patch.
General
- Added Tahara car bodies (2012)
- Added Copy Cat car bodies (1992)
- Added Bento car bodies (1980), replacing 80sCityCar bodies
- Added 180 new fixtures: 23 Basic Shapes (Deformation), 57 Hollow Shapes (3D), 50 Single-Sided Shapes (3D), 50 Outline Shapes (3D)
- Made .engine files export as human readable
Car Designer
- Added body dimensions to the morphs list UI
- Made the hoist lower/raise disable while fixtures are conforming
- Fixed fixtures being unable to interact with after interrupted hoist animation
- Fixed an issue where fixtures would become invisible
- Fixed superchargers not hiding when when the player turns intake visibility off
- Fixed test track sim having issues with fast cars not following the ideal line
- Fixed test track sim not taking into account road camber
- Fixed fixtures not mirroring on the test track
- Fixed body dimension values not adjusting with morph sliders
- Fixed selecting a different fixture type not saving an undo step
Engine Simulation
- Improved initial engine mass flow estimations, affecting all aspiration types
- Improved supercharger calculations to use more accurate flow calculation
- Improved supercharger bypass valve action
- Improved throttle size calculation to consider engine resonances
- Improved engine volumetric efficiency calculations
- Remodelled cam curves for lower engine volumetric efficiency at low RPM
- Tweaked volumetric efficiency progression for head choice
- Added octane penalty for low flow and low RPM conditions
- Improved calculations for valve timing overlap effects and VVT
- Reduced overlap for engines with turbos
- PD-supercharger size now directly affects maximum throttle flow
- Tweaked volumetric efficiency and fuel efficiency calculation balance
- Tweaked over-pressure stress progression to superchargers
- Buffed early roots supercharger volumetric efficiency by about 10%
- Fixed clutched centrifugal superchargers behavior as they go beyond 1 Bar boost
- Fixed manifold / header maximum flow to be independent of set boost limit
- Fixed carb boost limit tuning logic and combustion efficiency progression with boost
- Fixed carbs pulling extra fuel on boost to be boost limit independent
- Fixed PD SCs becoming super efficient when super large
Engine Designer
- Added advanced boost control for superchargers
- Disabled boost control for superchargers unless they use advanced control
- Removed control type "None" for twincharged setups
- Improved scale for boost gauge during engine testing for high boost values
- Fixed issue with stage switch RPM for sequential turbos
- Fixed dual exhaust being unlocked with just 1 pair of turbos on compound setups
- Fixed issue with valve float reliability display UI / inconsistent calculations
- Fixed emissions optimization slider locking to reset to zero
UI Fixes
- Fixed inconsistent tooltip for engine size fitment
- Fixed km to mile conversion being incorrect in reliability UI
- Fixed temperatures conversion to Kelvin
- Fixed switching between roots and screw resetting all supercharger tuning
- Fixed power density reliability / stress calculation not updating correctly
- Fixed issue with text input for compressor size of centrifugal superchargers
- Fixed and changed turbo pressure graph to show relative pressure not absolute
- Fixed issue with UI not updating max rear tire width correctly on morphing
- Fixed front tyre width being wrong in tooltip
- Fixed singleplayer car challenges having camera in engine bay
- Fixed issue with stress numbers display as they approached 100%
- Fixed singleplayer challenge mode ending with empty results table
- Fixed issue with flow bench for compound turbos
Multiplayer
- Cars and engines can now be exported from MP scenario results screen
- Improvements to the multiplayer server backend and state-machine
- Fixed demographic requirements & scored stats not showing their target value
- Fixed readying up being possible before receiving the multiplayer scenario
BeamNG Exporter
- Completely new way the softbody mesh is generated, improves deformations and hitboxes. It makes utes as well as unusually shaped cars a lot more accurate. It is activated by default but can be turned off in cases where it is not working as intended yet.
- Big improvements to Ackermann steering geometry, enhancing stability and cornering feel. Currently implemented for struts and double wishbone, not fully implemented for live axle yet.
- Overhauled the way swaybar stiffness is translated from Automation to Beam
- Fixed suspension subframe linking to the chassis
- Adjusted steering rack position on Macpherson Struts
- Stiffened up the chassis
- Fixed washed-out textures (really now)
- Fixed missing texture for differential in BeamNG exports
- Fixed cast iron material exporting as flat red
Important Note: you can switch off the new softbody generation in exporting of cars in case the new method fails. Your examples of cars with issues using the new method will help us fix and improve things! So please share your findings.
We're continuing to work on everything that isn't quite right yet and are starting to get campaign back up and running too. More improvements and fixes coming your way soon!
Cheers