BeamNG drive v0 5 4 0 2252


    Seeders : 1      Leechers : 5

Torrent Hash : 3E838648DA5C1BE2FCEC3CBA6671FA4D4BB5AAC1
Torrent Added : 1 Year+ in Other - Other
Torrent Size : 1.68 GB


BeamNG drive v0 5 4 0 2252
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Tracker NameLast CheckStatusSeedersLeechers
udp://tracker.opentrackr.org:1337/announce1 Year+success13
udp://tracker.publicbt.com:80/announce1 Year+failed00
udp://tracker.openbittorrent.com:80/announce1 Year+failed00
udp://tracker.coppersurfer.tk:6969/announce1 Year+success05
udp://glotorrents.pw:6969/announce1 Year+failed00



Torrent File Content (1 file)


     BeamNG.drive v0.5.4.0.2252.exe -
1.68 GB



Description



 							image

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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