With today's patch we have another bunch of fixes that helps us bridge the gap to campaign being done. Lots of fixes and polish all-round, but compared to how much has been done on campaign in the meantime, this seems small in comparison! We are taking several big steps with the campaign that we didn't originally intend to put in the Al Rilma update, but deem it worth adding now to avoid the confusion that comes with half-finished systems interacting. More on our progress in the coming week!
But for now, here is the chunky changelog of Patch 8:
General Fixes
Fixed a crash in the test track sim
Fixed engines with high idle speeds being untestable on the dyno
Fixed a lua error cloning an engine in a sandbox car
Fixed lua errors when regenerating an incomplete manually created car
Fixed loading of additional cars into photo mode not working
Fixed MPV demographic choice showing as Pony Budget in Steam rich presence
Fixed incorrect spawning of turbocharger components and downpipes in certain configurations
Gameplay
Added Dalluha Salt Flats top-speed test track (Note: the track sim doesn't get the correct speed / acceleration values yet, making cars under-perform, we're investigating!)
Improved simulation of CVVL, significantly improving fuel economy
Implemented forced induction weight calculations
Fixed emission optimization slider bug where the range was 0 to 9 instead of 0 to 100
UI Improvements & Fixes
Added leaded fuel ban year to show in regulations UI
Added keybind for "Duplicate Fixture In Place"
Made fuel availability desirability penalty display consistent with other penalties
Made small improvements to the photoscene props UI
Changed settings button to be a pause menu button in challenges
Fixed creating an engine in a car not using the car's target demographic / region as default
Fixed twincharging having its avd. boost controls hooked up the wrong way around
Fixed car and engine name fields not being prefilled
Fixed not being able to see engine graphs fitting an existing engine in a new car
Fixed comparison stats between trims not updating until a recalculation happens
Fixed morphing not updating tire width UI
Fixed previous setup's comparison lines dissapearing for front/rear wing angle sliders
Fixed tooltip for power units selection in the settings menu
Fixed emissions graph mode in car design not showing region year unlock data
Fixed "Locked Fixture" not changing its icon correctly
Fixed detailed stats title header always saying "Drivability" for all stats
Introducing the Kompact 1996 body family - six wheelbases, forty-two variants and lots of morphs!
Content
Added new grm_Kompact 1996 unlock car bodies
Fixed driveshaft clipping through chassis tunnel in various situations
Fixed issues with DCOE centrifugal supercharger configuration intake manifold
Fixed turbos not being correctly rotated in various configurations
Fixed V and boxer engines spawning twin DCOE mount when using single DCOE
Fixed cast mid single turbo issues with non-turbo exhaust connecting pipe
Fixes to clipping issues on boxer engines with compound turbos
Fixed too large downpipe on 1 of 4 turbos of a quad turbo setup
Multiplayer
Fixed kicking a player from the lobby not working correctly
Added steam rich presence string for being in a multiplayer lobby/game
Added ability to join a multiplayer game via the friends list
Fixed issues with UI flow when finishing a multiplayer game
BeamNG Exporter Fixes & Improvements
Improved automatic clutch to avoid synchro damage
Exported cars now select a maximum of 20 breakable fixtures (largest are prioritized)
Fixed cars exporting 10 to 15 % overweight
Retuned engine inertia
Improved strength of live axle rear
Retuned export damping (slow vs fast, bump vs rebound)
As always, we welcome all discussion of fixes, features, and bugs... especially new ones you find!
Cheers!
Changed depots in openbeta branch