NEW MAP: Johnson Valley
Introducing Johnson Valley – a top-tier destination for those in search of an off-road adventure, inspired by both its real-life counterpart in Southern California and the neighboring Kelso Dunes. Whether you’re an experienced off-road enthusiast or a beginner looking for a thrill, Johnson Valley has something for you. This blazing landscape is [b]10km² in size[/b], and features an abundance of obstacles, including rocky paths perfect for rock crawling, winding dirt trails that test your stamina and endurance, towering sand dunes that will push your reflexes to the limit, and for drag racing connoisseurs – the [b]longest straight paved highway among all our maps[/b]. Several points of interest can be found scattered throughout the map, including a nearly town-sized RV base camp filled with hundreds of objects, a ranch, and a remote pit stop zone. And near the edge of the map you will find a Tyrannos gas station, ferociously guarded by Wrecksy, your friendly neighborhood T-rex and the brand’s charming mascot. [previewyoutube=szswknoz2lQ;full][/previewyoutube] This project proved to be a challenge for the team. We began with boots on the ground, collecting photos of the area for future reference, getting lost numerous times in the process, and having fun interviewing locals and other lost visitors. [url=https://beamng.com/game/news/blog/beamng-drive-v0-27/](see our website for more concept art and in-progress images)[/url] When the development kicked off, it was clear that matching shapes to the real-world terrain would not be easy. Once the concept art was finalized, we started generating shapes in our terrain generation tool, followed by processing them through erosion filters and feeding different pieces back into the generator to produce the final shapes that resembled our references the most. [url=https://beamng.com/game/news/blog/beamng-drive-v0-27/](see our website for more concept art and in-progress images)[/url] The reproduction of dirt roads was also a major obstacle. With procedural generation, it was simply impossible to achieve the level of aesthetic and functional realism we strive for. This meant that most trails had to be sculpted manually, meter by meter, with rigorous testing at each stage. [url=https://beamng.com/game/news/blog/beamng-drive-v0-27/](see our website for more concept art and in-progress images)[/url] This map also [b]features a selection of new rocks[/b], placement of which has been very tricky – in no small part due to gameplay requirements we won’t spoil for you yet. And the final boss on this quest was of course optimization. To put Johnson Valley in perspective, it originally had [b]16 times the detail density of Italy[/b] (which is already one of our most complex maps). The team worked hard to maintain the desired level of quality while keeping the area playable on a wide range of hardware configurations. The RV camp is another excellent example of this; a variety of trailer designs was required, but the number of textures used had to be kept to a minimum. The end result is 23 unique layouts, all of which are made using only three textures and specific modules. In addition to the map, we are providing a complete fleet of new vehicles ready to help you punch your way out of any situation.NEW VEHICLE: SP Dunekicker
[previewyoutube=zs0FnrLYwDg;full][/previewyoutube] This [b]desert truck[/b] is based on authentic purpose-built racing trucks and is as close to the real deal as you can get. Its wheelbase, track width, corner weights, engine power, and suspension geometry are all substantially [b]influenced by real-world data and design input from several industry experts and baja racing hobbyists[/b]. When all of these elements are combined with the revolutionary bypass shock technology, this vehicle becomes the most accurate reproduction of desert truck handling and performance ever accomplished in BeamNG.NEW VEHICLE: SP Rock Basher
[previewyoutube=4zJE2YDCMBw;full][/previewyoutube] Inspired by the [b]high-horsepower rock-bouncers[/b] of the Eastern United States and the [b]extreme performance rock racers[/b] of the West, the Rock Basher highlights the strengths and differences of both designs. The [b]solid-axle version[/b] has a low center of gravity and gobs of suspension articulation for extreme angles and near-vertical ascents. The [b]independent suspension version[/b] has plenty of travel to soak up the big bumps in the desert, but is still very capable in the rocks. These differences have resulted in extensive debate as to which design is superior, but the truth is you’ll have to decide for yourself. The interactions between rock obstacles and vehicles have been extensively reworked and refined for the most realistic rock-crawling and rock racing experience possible, and the new Johnson Valley map comes with rock crawling lines that will challenge even the most experienced drivers.NEW VEHICLE: Autobello Autobuggy
[previewyoutube=YZ86Jg-bsGA;full][/previewyoutube] This chassis was inspired by a unique class of desert cars [b]based on the original baja buggy suspensions[/b] from the 1960s. Class 5 race cars stay true to the original suspension design with modern engines and shock technology. This combination of limited suspension performance and speed produces a unique driving experience that demands the highest level of skill and knowledge of desert terrain. This vehicle especially showcases the flexibility of BeamNG suspension technology, and how it can function at all levels of off-road performance.NEW VEHICLE: Autobello Stambecco
[previewyoutube=wTPYtaFhxGU;full][/previewyoutube] This rugged utility vehicle is offered with either a [b]4x4 or 6x6 drivetrain[/b], and integrates several distinguishing characteristics that let it shine among the lineup. It comes with a choice of [b]air-cooled gasoline or turbocharged diesel engines[/b], and a number of different body styles. Thanks to its [b]portal hubs[/b] and a high ground clearance, it excels in a wide range of off-road operations. In addition, the Stambecco is our first vehicle to feature [b]dynamic tire pressure control[/b], allowing some models to make per-axle adjustments to tire pressures while driving, aiding with exploration of rough terrain.NEW VEHICLE: FPU Wydra
[previewyoutube=4R36m6dJoqE;full][/previewyoutube] This adorable all terrain vehicle is more of a kayak disguised as a car. And after all, a kayak is like a racecar: they’re the same when spelled backwards! It enters the lineup as the first vehicle to use the [b]new centrifugal clutch, skid steering[/b], and to top that off – it’s our first [b]amphibious vehicle[/b]. Powered by an 800cc [b]3-cylinder turbo-chargeable engine[/b] and housed in a fiberglass body, this little sidekick can comfortably cruise you through tight and swampy terrain with its 8 wheels and unrelenting character. It’s [b]also available as a 4x4 variant[/b], and the following is the story of how this vehicle came to be from the perspective of BeamNG lore. The 8x8 Wydra prototype was first constructed by a passionate team of imaginative engineers, and was eventually converted into a rugged 4x4 configuration optimized for traversing challenging, waterlogged environments. While the vehicle was a huge hit when it was first introduced to the market, several injuries ensued when people rolled over the car owing to its high center of gravity, — nearly bankrupting the creators in the process.NEW: Bypass Shock Absorber Simulation
The newly implemented simulation of bypass shock absorbers is a huge milestone towards achieving our goal of delivering the most authentic driving experience possible. To fulfill the progressive damping characteristics necessary for off-road racing applications, real-world bypass shocks are both position- and velocity-sensitive. To meet the challenge, [b]we expanded the system from 2 adjustable zones to 5 and switched from a damping rate-based system to a velocity-based system[/b]. With the previous generation’s bypass shocks, each zone functioned like a separate shock and the bypass adjusters in the tuning menu changed the damping rate in the bypass zone. With the new system, the damper rate is constant and the velocity “split”, or the velocity at which the damper starts working, is what changes for each bypass zone. This method simulates fluid bypassing the damper piston and shifts the velocity of the damping curve just like a real bypass shock does, [b]including a realistic reproduction of the characteristic valve snapping sound[/b] (also known as clappity-clickety-tappity-clank for the non-technical folk in the audience). It’s important because the bypass shocks are very soft over small bumps, allowing the suspension to flex and conform to the terrain. When the vehicle hits a large bump, the bypass shock kicks in and keeps the suspension from bottoming out while lifting the chassis in preparation for the next one. That’s why desert vehicles can float over massive whoops and holes, and it’s super exciting that we can simulate it in BeamNG! [url=https://clan.akamai.steamstatic.com/images/6559579/eac6e4471c116a7279440bb7ba845673a7d1a9f5.png]
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Our new approach [b]also allows for complete in-game customization of each bypass zone[/b], which opens up a whole new world of suspension tuning mechanics that even the most experienced suspension tuners can appreciate. These shocks were co-developed with off-road industry professionals and are the product of hundreds of hours of research and development. From the chassis flex to the control arms, to the bump stops and the shocks—every part is individually simulated at a component level. As the result, we are very proud to deliver one of the most comprehensive off-road suspension suspension simulations yet used in a game.
