BeamNG drive v0 5 4 0 2252
Seeders : 1 Leechers : 5
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Tracker Name | Last Check | Status | Seeders | Leechers |
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udp://tracker.opentrackr.org:1337/announce | 1 Year+ | success | 1 | 3 |
udp://tracker.publicbt.com:80/announce | 1 Year+ | failed | 0 | 0 |
udp://tracker.openbittorrent.com:80/announce | 1 Year+ | failed | 0 | 0 |
udp://tracker.coppersurfer.tk:6969/announce | 1 Year+ | success | 0 | 5 |
udp://glotorrents.pw:6969/announce | 1 Year+ | failed | 0 | 0 |
Torrent File Content (1 file)
BeamNG.drive v0.5.4.0.2252.exe -
1.68 GB
Description
http://cdn.akamai.steamstatic.com/steam/apps/284160/header.jpg?t=1458844720
Changelog:
Physics Reduced memory usage of physics core Added getAirDensity and getAirDensityAtSeaLevel functions to vehicle LUA Added beamLimitDampRebound option to bounded beams Increased stability of clutch at high torque situations (most visible at low gears) G-meter z-sensor does non-inertial measurements Fixed denormal constants in vehicle LUA Fixed incorrect parsing of some ground model properties Vehicles Added ‘BlastR’ skin for 200BX Added ‘Camo’ skin for D- and H-Series Updated ‘Group4’ skin for Bolide Added white steel wheels to T-Series Added D25 and H25 pickup and van configurations with medium duty suspension parts Added new turbocharger options for T-Series, ranging from 300 to 400 horsepower Added bull bar to D-Series/H-Series/Roamer Added bug shield and front lip to D-Series Added rally lights to Covet and ’88 Pessima Added new custom off-road wheels Added welded differential option to Burnside Added tow hitch to all cars Added ‘Weight Multiplier’ tuning to metal box 200BX: Fixed beams deforming too much when trying to set alignment. Improved setup of 200BX drift (should hold drift angle more easily) Barstow: New leaf spring design. Improved steering geometry Burnside: New leaf spring design. Increased body and frame stiffness Covet: Improved stiffness of body parts D-Series/H-Series/Roamer: New leaf spring design front and rear. Improved rigidity of van rear door opening. Reduced D15 frame stiffness for more accurate twist. Made spindles non removable. Fixed HD fuel tank not igniting. Improved stiffness of cargo box and flatbed ETK800: Increased clutchtorque ~10% Sunburst: Made rally lights functional/breakable Pigeon: increased power of base engine T-Series: Separated wheels/tires. New leaf spring design. Fixed large breakGroups/deformGroups causing lag in crashes. Improved stiffness of visor and air horns on the cab Made radiators much stronger and less susceptible to damage from bottoming out Fixed some self-collision instability on some cars Changed shock absorbers to use advanced damping (fast/slow bump/rebound) (on some cars, WIP) Changed bump stop damping to work on compression only (on some cars, WIP) New camera options added to all vehicle jbeams Fixed some broken tire pressure variables (tuning menu was not affecting the tire) Reworked torque curves with more realistic friction and braking properties Fixed some tires still having mesh breaking disabled. Was causing mesh stretching Fixed Civetta wheels becoming unstable on other cars Removed “propulsed†arguments from vehicle jbeams. Was causing problems when wheels or differentials were removed General Bugfixes Reduced game startup time a lot by only loading the editor things when actually using them Reduced zbias on decals and roads Reduced grass desity on non-High graphic settings, added a slice toa select custom values. Reduced memory usage on level load Optimizations to reduce map loading time Fixed the game not downloading a mod via the scheme URL when not started first Fixed nodegrabber strength randomly set to zero or other values (was changing while user scrolled through UI menus) Fixed broken meshes when using recovery mode Fixed broken Lua functions: serialize, path.split Game Engine extensions now use subfolders Silenced logging a lot – making it easier to spot the important things Logging on vehicle loading is only enabled if Advanced mode is switched on Improved Bananbench output Fixed broken Ground models: Attributes had typos. Added error checking for that to prevent similar problems in the future Improved compatibility for vehicles with no camera or refnodes: will spawm simple orbit cam now Improved support for really long log messages. Console window placement saving/restoring working a lot better Fixed null audio provider selected by default Terrains / Scenarios Soft bushes: Updated Jungle Rock Island to use soft vegetation like Utah Fixed some incorrect terrain materials on roads in East Coast USA Fixed bridge on Jungle Rock Island destroying tires Updated Puregrid sky settings and texture Fixed water visuals on some levels with lowest render quality settings Input Added customizable force feedback update rate limiter, ranging from 30Hz up to 2KHz (see Controls > Force Feedback menu) Revamped Force Feedback UI app, showing all information related to rate control and force limiters Added tentative fix for Logitech G29 and Logitech G920 force feedback behaving erratically on some computers Added support for force feedback linear response correction curves, with force deadzone detection (see Controls > Force Feedback menu) Added default force feedback response curve for Logitech G27 Fixed camera drift when using certain controllers Fixed vehicle-specific bindings not working in scenarios Fixed gamepad menu navigation not working correctly in Controls menu TrackIR support added, simply start the software then the game, should simply work. User Interface Increased damage messages duration, so they don’t go unnoticed Updated game credits Minor app improvements Fixed highlighting in Partconfig More Mod distinctions in Modmanager More options: Added option to disable the steering wheel prop by default Added option for ‘competitive scenario conditions’: will allow to change vehicles etc during scenarios Improved unit system (interesting for mod creation) Misc Added plan-merging to AI (used by flee AI) Fixed nodegrabber not working if CEF development console was open (‘-cefdev’ parameter) Improved recovery system, will recover faster and faster if you press the key for longer Added notice when user has reached beginning of recovery path Support connecting multiple Android phones via the Remote Control App JBeam / Lua Added option to toggle preheating for the thermal simulation Oil thermostat is analog now Oil heating tweaked, oil should overheat more easily now if the rest of the engine is too hot Torque curve app displays flywheel values now instead of raw jbeam inputs, fixed various bugs with the app Fixed turbo torque curve calculation not being correct sometimes Improved beam debug visibility and added deformgroup mode Improved shifting strategies and launch behavior Added oil starvation logic: when a car is upside down, the engine is going to be starved of oil eventually Physics ID refactor: objects now have an identifier that is global and supposed to be used everywhere: vehicle:getID() Modding changelog Scenarios with custom extensions need to correct their paths to “extension/scenario/*†Deprecated textures with size non-power of 2 or smaller than 16 pixels. Deprecated non gpu compressed texture formats. more changes over at http://wiki.beamng.com/JBeam_changelog
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