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
