Here below, you find the full changelog of notable fixes and additions.
General
- Added 1994 Permafrost Truck and SUV bodies
- Fixed -safemode launch option not finishing loading all preview assets
Car Designer
- Added third dimension flip option for 3D fixtures
- Added Y & Z Axis flip 90 buttons to fixtures and consolidated X flip into 1 button
- Added a saved button toggle for default fixture 2D/3D vs custom 2D/3D spawning modes
- Added chassis material & chassis carpet material paint slots
- Added basic display for current track camber, slope, roughness
- Power & Torque Graph now correctly displays in poster mode, without stress lines
- Improved test track gear changes to be much smoother in RPM terms
- Distance mode now moves 3D fixtures in a plane of equal distance from the camera
- Camera now remembers last used camera (freeroam vs locked)
- Fixed another (the final?) instance of fixtures teleporting after specific sequence of actions
- Fixed car model year selection not taking techpool into account, nor updating on year change
- Fixed fender morphs resetting between sessions
- Fixed gearbox with 8 ratios having the same PU/ET as 5 ratios
- Fixed instance where a car causes track simulation failure
- Fixed engine placement changes not checking for engine fitment or rear suspension validity
- Fixed mid transverse and mid longitudinal issues with wrong gearbox art
- Fixed distance input for 3D placement converting numbers in strange ways
- Fixed issue where mesh of a placed fixture would not load
- Fixed solid axles sometimes spawning twice, or spawning wrong meshes
- Fixed morph sliders acting inconsistently & not updating when reset
- Fixed unchangeable material slot on headlight fixture SW_03_A
Engine Simulation
- Fuel maps are now a function of manifold absolute pressure instead of throttle
- Simplified fuel maps generated for engines without EFI
- Removed fuel map emissions optimization for carburetted engines with cats
- Added quality effect for manifold and header volumetric efficiency
- Implemented Boost By RPM option for smart-boosted engines
Engine Designer
- Added a new BSFC graph with normalized torque (y) vs RPM (x)
- Tweaked unlock years of twinscrolls ('91) and VTGs ('03)
- Tweaked unlock years of sequentials ('83) and compound turbo ('87) setups
- Changed scalability settings to help keep to higher engine level of detail (LODs)
- Fixed issue with emissions calculation which was making negative emissions possible
- Fixed boost limit not working for advanced boost control on superchargers
- Fixed intake piping bug for certain supercharged configurations on 60 deg. V6/8/12
- Fixed issues with boxer sequential turbo piping
- Fixed certain configuration piping not being removed on engine change
- Fixed various instances of pinched spline pipes
- Fixed various intake and header art issues
- Fixed there being orange cylinders in the mounting of centrifugals
- Fixed superchargers / turbos not updating when changing their geometry
- Fixed change in engine family quality not triggering a recalculate
- Fixed exhaust pipes connection being broken by engine scaling
- Fixed emissions grade missing from catalytic converter tootips
- Fixed changing catalytic converter type not triggering an exhaust system rebuild
- Fixed inline engine centrifugal superchargers having incomplete engine art
- Fixed turbos meshes not disappearing when changing to supercharger on incomplete engine
- Fixed MFI emissions grade being wrong
UI Fixes
- Improved forced induction stage UI interactions
- Improved turbo slider UI performance
- Improvements to Power and Traction graph showing more data
- Coming back from a photoscene now drops you on the panel you were on before
- Moved custom paint sliders to be next to each other
- Fixed relative cost widget having wrong tooltip
- Fixed icon missing on paste from clipboard button in the Car Designer Manager
- Changed naming of Turbo option in visibility widget to Aspiration
- Fixed comparison engine emission standard always showing N/A in side stats
- Fixed coloring of WES standard change in engine side stats
- Fixed issues with car trim cloning in grid mode
- Fixed fuel economy change coloring the wrong way around for L/100km
- Fixed markets manager and car designer missing the tick button to exit up
- Fixed individual part reliabilities being displayed wrong
- Fixed car stats field in car manager not populating when returning from car designer
BeamNG Exporter
- Overall improvements to the new softbody export functionality
- General improvements to exported car stability
- Improved car crash deformations
- Fixed issue with exporting soft body being stuck on finalizing export
- Fixed engine starter not having enough torque in some cases
- Fixed wheel rims partially exporting as white
- Fixed vanilla automation script decal causing errors in BeamNG exporter
- Fixed radiators being indestructible in exports
- Fixed 3D-placed exhausts not getting exhaust routing to the fixture
- Fixed exhaust routing sometimes going really low
- Fixed it being impossible to stall cars due to constant torque below idle RPM
- Fixed all engines exporting with their bounding box placed too low
- Fixed turbo pipes not exporting
- Fixed default camera positions in exports
Beyond that, we have been working on many more things than the ones listed. Campaign is being fixed up to make it reappear in the Al Rilma updates, as well as major engine simulation improvements regarding the handling of ignition timing for non-EFI systems. Beyond that there are many more things to address, but we'll get to that.
Cheers!