BeamNG.drive recently received a hotfix for several issues related to vehicles, traffic, and the game engine. Update 0.25.4 is aimed at fixing major issues identified during the release of Update 0.25.
Vehicle Fixes
Update 0.25 added a new supercar packed with a V10 engine called the Civetta Scintilla, which is highly customizable. This vehicle had an issue that caused the mods to go haywire, and the developers found the root issue is in the unused test thrusters from root jbeam. So, they just removed them to fix the problem. However, it also disabled the unused test thrusters, which might be a concern for some players. Also, the issue with the duplicated rear suspension dampers for the Civetta Scintilla is fixed in this update.
Traffic Fixes
In this update, the developers addressed an issue where the police/suspect values were poor because they would frequently despawn. Now, the police should despawn less than before, which should result in better traffic chases.
BeamNG.drive Hotfix 0.25.4
- Bruckell Moonhawk
- Fixed “Body Colored Trim” - color changes no longer affect each other
- Fixed some trim pieces not being properly affected by “Body Colored Trim” skins
- Common
- Fixed incorrect light colors and patterns on European Police lightbar
- Small Island: Fixed AI decal road
- Polished “Island Rally Cross Club Race B” and C missions on Small Island
- Removed “Island Rally Cross Club Race A” from Small Island
- Minor adjustment to Chase mode logic; AI will avoid getting confused if driving directly beside the player
- Improved police/suspect values to make gameplay more enjoyable (less despawning)
- Improved road type comparisons for the traffic respawn logic
- Fixed "toggle traffic" binding throwing an error if the traffic module is not loaded
- Filtered out spawning large vehicles for traffic (due to physics instability and other issues)
- Garage Mode: Prevented resetting and making the vehicle drivable
- Fixed duplicate packed texture
- Fixed missing texture for BNG materials
- Fixed file becoming corrupted when exporting more than 200 meshes
- The recently added function queueObjectLua(...) must now be called through be:queueObjectLua(...) instead
You can read more about the update here.