Search results for the phrase «Skoda Octavia (A7) 2018»: 2 matches
NEWS
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22 Oct 2025 at 11:55
BeamNG.drive Update 0.10
Our first update focusing on audio!
Audio
Procedural track
Connect any two nodes
Support for direct drive steering wheels
Playback menu
New radial menu
Dynamic field of view option for increased speed sensitivity
Transbrake for cars with brakes
Improved shifting logic
Added new car engine mixing to avoid sound phase issues and improve quality
Built-in customizable BeamNG plugin for controlling new car engine sounds
Improved FMOD sound library integration
Exposed engine mod parameters (equalizer, volume control)
Added internal filter for all vehicles
Added filter changes depending on camera angle to the vehicle
Added new asphalt roll and skid sounds
Added starter motor and noise-absorbing gears
Setup of new 2D and 3D ambient sounds
Created ambient zones (SFX Spaces) and ambient 3D emitters on all maps
Added dynamic reverberation for tunnels on all maps
Added dynamic environmental reverberation for remote driving
Significantly reduced audio latency and smoother sound
New vehicles and parts:
Added "Box Utility" trailer (regular and large)
Dryvan: added "Loading Ramp" part. Added "Beam Industries" decal
Old General Pessima: Ported exhausts from Hatch. Added "Racing Livery" decal
Hopper: added "Windshield Bar" and "Spare Wheel"
Torque converters and flywheels are now separate parts with various selection options
Added 265/35R18 Race tire for 18×11 wheels
Physics:
Added ability to connect two nodes
Improved initial connection stability
Pressure modeling for tires, balls, drops, etc.; now fully volumetric
Added Lua function "getRelativeAirDensity" returning air density relative to sea level air density
Improved aerodynamic debug visualization. Now shows independent normal, drag, lift lines, and angle of attack. Normal line length is related to surface area at the point
Groundwater hydrodynamic friction no longer limited
Wheel angular velocity calculation now more accurate using full numerical precision
Displayed parameter "torqueArm2" used by wheel torque reaction
L-beams are now anisotropic, allowing different compression/expansion parameters
Added "beamPrecompressionTime" parameter for beam beams, allowing gradual beam compression over duration
Added beam deformation limits (using "deformLimit" and "deformLimitExpansion" parameters) to reduce vehicle stretching
Added perpendicular and orthogonal functions to mathlib.lua. They return a vector perpendicular to a given vector
Improved vehicle memory recovery
Minor speed optimizations
Improvements and fixes in physics core sound APIs:
Added dead zone support at path ends in bindings
Updated bindings for SpeedLink Drift OZ steering wheel
Added input map for Heusinkveld Engineering Sim Shifter Sequential
Added input map for SimXperience AccuForce steering wheel
Added force feedback support for SimXperience and OpenSimWheel simulators
Improved default force feedback settings for Logitech G27 and G29
Added new binding for switching to previous camera, not just next (not assigned to any key or button by default)
Added new binding for editing UI applications (shift + alt + U)
Added support for direct switching to any camera via bindings (default row numbers), regardless of enabled state
Normalized force feedback strength between vehicles
Enhancements for input handling for vehicles without engines
Changed clutch speed for kbd/button for more forgiving offset
Artificial Intelligence:
Improvements to AI racing line calculation. Now considers vehicle position and direction.
Optimized AI racing tires (converges faster)
Improvements in AI path routing
Fixed BeamNGWaypoint radial route calculations (manual waypoint)
AI settings now persist when restoring vehicle ("i", "r")
Improved AI steering: calculates target position using circular interpolation on AI path nodes, creating more accurate movement trajectories.
Added ability to specify road drivability that AI considers during pathfinding.
Added ability to set desired drivability for AI in JSON scenario files
Fixed AI traffic in Rock Island jungles
Exceptional AI depth fixes in Rock Island jungles
Fixes and additions to AI roads on the US East Coast
Added new onAiModeChange callback
Implemented selective vehicle tracking in vehicle ("common": {"enableTracking": true})
Added support for ball as AI target
Replay:
Added playback menu to control panel and main menu
More consistent arrow key search shortcut behavior
Added informative text when playback does not open correctly
More efficient search
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