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BeamNG.drive v0.24 Released

December 3, 2021 By Dan Thornton Leave a Comment

A frankly enormous list of new content, improvements and fixes has arrived with BeamNG.drive v0.24 released to download now. The Winter 2021 release has a lot of highlights including remastering some of the existing vehicles, upgrading more elements to Physically Based Rendering (PBR), and adding a Mission system within freeroam mode, including time trials, drift, gymkhana, precision parking and more.

The two reworked and remastered examples are the 1996 Ibishu Pessima and the Gavril H-Series van. Plus there are various new props, so you can pack your Gavril with a TV, chair, fridge and cardboard boxes to practice for moving house. Trailers and tankers have also been made more realistic, including the liquid potentially moving around.

The Ibishu Pessima gets a major remaster for BeamNG.drive v0.24
The Ibishu Pessima gets a major remaster for BeamNG.drive v0.24

A long list of other updates include map fixes, improvements to the traffic system, a UI revamp, changes to the Force Feedback, audio including stero headphone mode, and the news that a new American muscle car, the Bruckell Bastion, will be arriving soon. Check out all the release notes for BeamNG.drive v0.24 below

The Bruckell Bastion will be coming soon to BeamNG.drive
The Bruckell Bastion will be coming soon to BeamNG.drive

BeamNG.drive v0.24 Release Notes:

Vehicles

  • REVAMPED VEHICLE – Ibishu Pessima (1996)
    Reworked the 3D model with ehanced detail, adjusted proportions and improved textures
    Reworked the Jbeam structure with better deformation and increased detail
    Added a large quantity of new parts:
    New engine and drivetrain customization
    New sport and custom body kits
    New spoilers, fender flares and other accessories
    New rollcage, racing dashboard and racing subframes
    New derby parts
    New wheels
    New underglow lighting
    Added many new configurations to fully flesh out the vehicle with a full compliment of factory and custom and racing models:
    New “Unpalatable” Derby racer
    New Taxi, Police and Detective Special models
    Reworked Street Tuned configuration with proper early 2000s style
    Reworked factory sport models, split between DOHC I4 and V6 models with unique styling
    New Rally, Drag and made-to-spec Touring Car racing configurations
  • REVAMPED VEHICLE – Gavril H-Series
    Reworked the 3D Model, Materials and added loads of new content
    Added Side-Door body styles
    Added Passenger body styles
    Reworked Interior (added new interior color options and passenger parts)
    Added High-End fascia
    Added Facelift parts (With Base and High-End versions)
    Added new Widebody Kit
    Added many new configurations and reworked existing ones
    Added factory two-tone skin
    Added “Vandal” skin
    Added “Curiosity Caravan” skin
  • Autobello Piccolina
    Interior and engine materials converted to PBR
    Fixed missing brake property cancellations
  • Bruckell LeGran
    Fixed race config using stock oilpan instead of race oilpan
    Fixed facelift SE V6 wagon using wrong transmission
    Added underglow lighting
  • Bruckell Moonhawk
    Added “Donk” Config
  • Burnside Special
    Added spare tire
    Fixed triangulation issues with seats
    Fixed missing dashboard and door panel stitching
  • Cherrier FCV
    Speed is now mono-spaced for better readability
    Interior materials converted to PBR
  • Gavril Bluebuck
    Fixed spare tyre being radial instead of bias ply
  • Gavril D-Series
    Fixed short dually bed UV issue
    Fixed short dually bed wheel well size
    Fixed crew cab long bed frame using wrong mesh
    Fixed unequal length of regular cab rock sliders
  • Gavril Grand Marshal
    Tweaked deformation of the rear end to be weaker
  • Gavril T-Series
    Added ‘steel pipes’ and ‘wood planks’ loads for the flatbed upfit
    Added missing surface cross beams on fuel tanks
    Added Collision helper nodes to the dump bed upfit to reduce the possibility of objects getting stuck in the sides of it
  • Hirochi SBR
    Fixed instability in front electric motor mounts in some crashes
    Tweaked positions of eSBR turn signal flares
    Redesigned Roof
  • Hirochi Sunburst
    Added underglow lighting
  • Ibishu 200BX
    Added underglow lighting
  • Ibishu Covet
    Fixed misaligned vertex in dashboard mesh
    Added underglow lighting
  • Ibishu Hopper
    Cleaned up duplicate meshes from crawler coilovers
    Fixed Carabinieri configuration default colors so the text on the skin is visible on spawn
  • Ibishu Miramar
    Reworked Interior materials to PBR
    New Interior color options
  • Ibishu Pessima (1998)
    Added underglow lighting
  • Ibishu Pigeon
    Fixed corner refNode definitions
  • Ibishu Wigeon
    Fixed corner refNode definitions
    Reworked canopy latch to prevent collision fighting issues when a rollcage is fitted
  • Soliad Wendover
    Fixed race/rally hillclimb configurations using sport exhaust instead of race exhaust
  • Trailers
    Flatbed
    Reduced torsional rigidity and tweaked deformation
    Remade loads jbeam with reduced rigidity, better collision and deformation
    Tanker
    Tweaked body deformation, improved collision and rigidity of various subparts
    Remade loads jbeam with more realistic liquid sloshing/surge behavior and fully adjustable volume
    Added new configurations with 22000L and 34000L load volume
    Added Couch and Armchair loads to Box Utility, Large Box Utility, Small Flatbed trailers as well as to Van and Pickup
  • Props
    Added Fridge
    Added Lounge Set
    Added Chair
    Added TV
    Added Cardboard boxes
  • Wheels
    Added Gavril 8-Slot wheels
    Added Wangan 3SP wheels
    Added Ibishu Type-VX wheels
    Added UTR Voltaire wheels
  • Misc
    Added unified generic gauges to relevant cars
    ETK800
    SBR4
    Vivace
    Wendover

    Roof bar loads
    Added Fridge Load
    Added Sideways Mounted Couch
    Added Wooden Pallet with:
    Front facing couch
    Front facing armchair

Levels

Automation Test Track

  •  Fixed traffic spawning on the racetrack
  • Updated to the new cubemap

 Cliff

  • Updated to the new cubemap

    Derby Arenas

        Enabled gated roads for racetracks and arenas

        Updated to the new cubemap

    East Coast USA

        Small fixes

        Updated to the new cubemap

        Fixed wrong collision on a shop

    Gridmap

        Updated to the new cubemap

    Hirochi Raceway

        Updated to the new cubemap

    Industrial

        Fixed depth in pothole road

        Fixed traffic spawning where it shouldn’t

        Fixed missing collision on racetrack tire barriers

        Updated to the new cubemap

    Italy

        Fixed collision in Portino

        Fixed underground trees near Fastello

        Updated to the new cubemap

        Fixed AI decalroads

    Jungle Rock Island

        Updated terrain, asphalt decalroad, and decal materials to PBR

        Updated to the new cubemap

        Fixed the bus route stops positions and names

        Created new bus route previews

        Improved depth map to prevent tires sinking into the river rocks material

        Fixed duplicate bus stop names

        Improved transition of runway

        Small fixes

    Small Island

        Fixed small cork oak collision mesh

        Updated terrain, asphalt decalroad, and decal materials to PBR

        Updated to the new cubemap

    Utah

        Updated terrain, asphalt decalroad, and decal materials to PBR

        Fixed a pronounced dip in the road near the camp site

        Fixed some rocks in the east not colliding with cars

        Fixed a gap that appeared between terrain and background when viewed from a distance

        Improved LOD models of bridges to reduce pop-in

        Improved river water visuals

        Updated to the new cubemap

        Updated lights

    West Coast USA

        Fixed traffic spawning on racetracks

        Updated to new cubemap

Missions

    Added Mission system:

        Play missions while in freeroam mode

            Missions are similar to scenarios, but can be started while in a level in freeroam

            Some missions will use your current vehicle, some will use a provided vehicle

            Some missions can be configured before starting (number of laps, traffic on/off etc)

        Missions can be viewed in Overview map mode

        Available Mission Types:

            Time Trials: The original Time Trials routes. Available everywhere

            Bus Mode: The original Bus Mode with some improvements. Available everywhere

            Dragrace Mode: The original Dragrace mode. Available on West Coast USA and Gridmap V2

            Longjump: See how far you can jump with your own vehicle. Available on Utah

            Precision Parking: Park quickly and precisely for points. Available on Italy and East Coast USA

            Drift & Gymkhana: Slide around obstacles and curvy tracks. Available on Italy and West Coast USA

            Arrive: Get to a target point under many different conditions. Available on Italy

        Create your own missions with the WIP Mission Editor

            Make more missions easily using existing Mission Types

            Make completely custom missions using the Flowgraph Editor and project templates

            Make your own Mission Types and Editors

        Mission System can be disabled in the settings (Settings > Gameplay > Use Mission System)

Powertrain

    Combustion engine now supports multiple output clutches

    Added throttle smoothing to electric motors

    Exposed electric motor regeneration curve to jbeam

    Added audio support for radiator cooling fans

    Tweaked audio support of BOVs and flutter

    Fixed an inaccuracy with audio load calculation when a combustion engine lost parts of its torque

    Fixed vehicle reset to cause combustion engine inertia change

    Tuned brake pad glazing behavior, happens less now, doesn’t impact braking ability as much anymore

Controllers

    Improved transmission control when trying to reverse up a sloped surface

    Implemented a generic controller for in-car HTML displays

        Unified codebase for all displays

        Available data is configured in jbeam

        Can be extended via custom lua

        Previous gauge controller will be deprecated in the future, please upgrade mods to the new, generic version

    Fixed DSE for vehicles with > 4 wheels

    Jato controller moved from bus specific codebase to common controllers

    Tuned various reset parameters and heuristics of DSE virtual speed calculation

    Implemented ability to extend vehicle drivemodes via additional parts

    Improved support for shifting sequential transmissions with an H-Pattern shifter

Scenarios

    Improved AI for East Coast Chase #4

    Improved AI for all race scenarios in A Rocky Start

    Various fixes for ‘King Size’ scenario

Input and Force Feedback

    Xbox controller default layout changes. As you know, we provide extensive customizability of bindings. If you were using the defaults we provide for XBox controllers, you will notice these changes:

        The new menu system is now opened with the Select button

        Camera view can be changed with B

        Zoom controls are no longer bound by default

        Slow-motion has been made available in dpad-UP, replacing Enter/Exit Vehicle

    FFB improvements. For best results adjust smoothness and strength under FFB settings

    The default keyboard binding for the Quick Access Menu has been changed to ‘E’

    Added “Soft lock” option. This will attempt to keep your physical steering wheel within the valid angles of the currently selected vehicle. It can be disabled in Options > Controls > Force Feedback > edit binding > Soft Lock.

Added bindings to easily test different strength and smoothing (will not save settings to disk)

    Added ‘Max Steering’ field to the ‘FFB Graph’ UI app, showing the short-term maximum steering value

    Reduced clipping of forces in default configuration for Logitech G923 for PlayStation and XBox

    Improved default FFB configuration for Sim-plicity SW20 direct drive steering wheel

    Added extra logging to detect cases when the user has selected a too great FFB update rate that is probably impacting framerate

    Fixed several steering wheels (including Sim-plicity SW20) vibrating briefly when switching focus to a different vehicle

    Fixed FFB Graph UI app not receiving data when it’s the only app on the screen

    Removed unused field ‘Rate’ from the ‘FFB Graph’ UI app

    Potentially fixed certain axes not being detected by the game, including Pro Racing Pedals, certain Fanatec handbrake configurations, and others)

    Increased the amount of supported buttons to 128 buttons per connected device (used to be 100)

    Increased the amount of supported pov-hats to 4 per connected device (used to only properly support 1, and a 2nd pov-hat would work incorrectly)

    Increased the amount of supported axes to 14 (used to be 7)

    Fixed inability to reassign certain controls (such as ESC key, which would normally close the Controls menu itself)

Physics

    Fixed a bug which caused the physics core to overlook collisions between vehicles when lots of vehicles had been spawned

    Added obj:actuateBeam(beamId, force, speedLimit, slipForce, slipSpeedLimit, minExtend, maxExtend) function. It controls beam/hydros in a physically correct way

    Added obj:apply2nodeTorque(torqueAxis, torque, nodeId1, nodeId2) function. It applies a torque on 2 nodes

    Physics core is tracking wheel downforce inside water too

    Small physics core speed optimizations (~3%)

    Removed float3 types that were returned by the physics core to vehicle Lua. Now the physics core will directly return vec3

    Removed node_count, beam_count, wheel_count attributes of obj

    Added softCollision flag (defaulting to false) to castRayStatic call. The flag controls if a ray will register collisions with soft/sandy/muddy surfaces

    Fixed vehicle width calculation that was affecting the AI

    Improved collisions to reduce clipping

    Improved tracking of playing status of sound sources

    Added obj:isPlayingSFX(soundId) function. It returns if the sound is playing or not

Traffic

    Set up traffic signals system for West Coast USA! Traffic now respects all traffic signals on current official maps

    Added police infraction for running through a red light

    Reduced police strictness for several player infractions

    Added ability for traffic to drive on the left side of the road; they will do this in Automation Test Track

    Added speed limit zones! The speed limit in areas such as downtown in West Coast USA is much more sensible now

    Improved the traffic vehicle pooling feature

    Added option to disable switching to traffic vehicles

    Created traffic debug tool to overview all the values for traffic behaviors (Window → experimental → Traffic debug)

    Created traffic behaviors using the personalities traits

        Flee → some cars will flee if they get scared (Bumped into too many times, or witnessing the player crashing in other cars)

        Follow → some cars will follow the player after being bumped into in order to make the player stop and exchange insurance information (some of those cars will even chase you if you don’t stop)

    Reworked despawn logic of the traffic

AI

    Fixed traffic bumping into each other when pulling over for emergency vehicles

    Applied “rubberband” aggression mode as a default for Flee, Chase, and Follow modes; if it is turned off, manual aggression will be used

    Added parameters function and table for detailed values and actions

    Added stop point as a property of the AI plan

    AI vehicles may honk their horn if they are blocked at a green light

    Implemented a Darboux frame based road coordinate system with tangent, normal and bi-normal directions. This allows for improved movement of the plan nodes on the road surface.

    Implemented lane change logic to detect and execute a lane change as required

    Improved multi lane one way road lane localization

    Optimized plan geometry calculations

    Chase mode bug fix when target vehicle is moving towards ai vehicle

    Traffic mode bug fix when extending the travel path

Audio

    Added plastic impacts

    Added audio support for cooling fans

    Added stereo headphone mode

    Added UI sounds and ambiences for overview map mode and main menu

    Added bespoke afterfire samples for 6 cylinder engines

    Improved supercharger 1+3 loops

    Suspension response improvements – car balancing ongoing

    Straight cut transmission tweaks to pitch. added distortion to race version

    Loose surfaces separated into roll/skid events with new ‘depth’ parameter controller added

    Distance based DSP effect on surfaces emulating frequency shifting of a moving vehicle’s tires on a hard surface

    Fixed surface roll distances which were accidentally set too low

    Added independent jbeam control of turbo bov pressure (with a turbo size coef) and volume/gain

UI

    Improved design and UX

Added new Map Overview mode (M key by default)

    A new mode to get an overview of the map, which shows you missions and spawn points

    Click anywhere on the map to set a navigation point and have a route generated to it

    Select a mission to navigate to or select a spawn point to teleport to it

Added “…” checkbox to the vehicle search filters: this allows to ignore/include unrecognized vehicles from the search

Fixed UI app checkbox “View in cockpit” not being saved properly

Minor improvement to the Vehicle Selector menu filters appearance

Added a button that opens the User Folder, located in the Help > Storage section menu

Added ability to display modded bindings assigned to categories that don’t exist. New categories will be appended at the bottom of the list

Improved wording on the tip shown after the engine has stalled

Navigation app now displays missions and can open the map

    Fixed an outdated help link in the Unresponsive UI warning dialog

    Localization:

        Added German and Polish translations

    Updated design & spawning method of the Traffic UI app

    Integrated the ‘Advanced functions’ into the normal user interface by default (the option checkbox has been removed as it’s no longer necessary)

    Pause indicator is now integrated into the new UI

    Optimized Photomode, should now take screenshots a few tenths of a second faster than usual

    Fixed physics benchmark details now working correctly in Options > Perforamnce menu

    Fixed missing icon for Options > Licenses

    The game can now be exited without having to go through the initial introductory main menu

    Improved gamepad d-pad icons

    Improved behavior of the navigation bar

    Cleaned up menu items and moved them out of the way

Cameras

    Improved ‘External’ camera obstacle detection, it will now try to avoid angles where vegetation is obstructing the view to the vehicle

    Improved ‘External’ camera tracking, it had stopped correctly predicting where the vehicle would go in the future

    Improved ‘External’ camera positioning when activating the camera for a second time after a while in other camera, if the vehicle was moving at speed

    Improved seat adjustment bindings so they can be easier to find in Options > Controls > Bindings

    Tweaked frequencies of ‘External’ camera behaviors, which was favoring handheld-like movements too often

    Various optimizations of camera code, contributing to a more stable framerate

    Added nodeOffset and nodeMove attribute support to onboard camera

    Removed external camera from the default camera switching rotation (can still be switched to with the number buttons)

Replay

  •     Added F2 and Shift-F2 as default bindings to record and cancel recording of replays. If you are using any external software that hijacks the Alt+R binding (such as Nvidia GeForce Experience), you need to either use the new F2 keys, or configure the external software to stop using BeamNG.drive’s key combination)
  •     Fixed some vehicles not being spawned for replay, leading to missing or invisible vehicles
  •     Fixed skids and other effects sounding different or missing in replays compared to the original gameplay

Game Engine

  •     Fixed zip metadata changing for each update, Smaller download and faster patching for next updates
  •     Fixed performance graph UI update counter stuck at 0
  •     Fixed crash when game idle reduced for extended time
  •     Added prism shape to DebugRender, better fps when displaying AI road debug
  •     Improved performance of vehicle recovery

World Editor

    Reworked the design and features of the Multi-Vehicle Spawner window

    Added Import / Export feature to the Multi-Vehicle Spawner window to load and save individual vehicle group files (format: name.vehGroup.json)

    Fixed errors and improved usability of the Traffic Signals window

    Improved class search window in the Create Object Tool

    Fixed an issue when undoing a field change of multiple objects at once

    Improvements and bugfixes for dragging and dropping objects in the scenetree

    Fixed an issue where duplicated objects were not added to the scenetree properly

    Decal Road Editor

        Show selected roads’ length in the inspector

    Terrain Editor

        Fixed an issue where the square terrain brush sometimes had the wrong size

    Forest Editor

        Fixed an issue where the positions of forest items were wrong after undoing a transform operation

    Allow selecting which roads should show on the navigation app with the hiddenInNavi option

Flowgraph Editor

    Added Context-Translation nodes

    Added Vehicle Selector UI Node (WIP)

    Updated Variable Window

    Various minor bugfixes and improvements

    Transient Flowgraphs are now more apparent

    Updated traffic and traffic signal nodes

    Created new nodes for vehicle pooling system

    Created node for AI to follow a table of waypoints

    Enabled reset pin for AI Flee node

glTF exporter

    Fixed Tangent format

    Added export of materials (stay tuned for a separate announcement)

    Added export of props

    Implemented binary glTF, resulting in smaller file size

Lua

  •     Implemented work-in-progress version of a gameplay interface to simplify gameplay related communication between vehicle lua and and gamenengine lua

        AI mode

        Lightbar modes

        Light modes

        Powertrain device info request

        Electrics value request

        Electrics value subscription service

        Controller gameplay event

        Freezing

    Cleaned up various no longer required casts to vec3

    Dump() now allows for inspection of C++ objects

    Cleaned up some unintentional writes to v.data

    Fixed loss of static wheel sound data upon vehicle reset

    Small optimizations of mathlib.lua

    Fixed certain couplers not lighting up when pressing L

    Fixed beamShortBound, breakGroupType properties of beams being set to wrong default value

    Added support for impact sounds of plastic materials

    Transmit particle collision data as function parameters

    Optimized Lua function calls coming from C++

    Improved runtime memory allocations of game engine Lua. This improves frame time consistency

    Added hubSide1TriangleCollision and hubSide2TriangleCollision to pressureWheels. These attributes control the creation of collision triangles for the two sides of a wheel’s hub

ConsoleNG

  •     Fixed newline characters being printed differently on screen than in the actual log file
There's a lot to enjoy with the release of BeamNG.drive v0.24
There’s a lot to enjoy with the release of BeamNG.drive v0.24

If the release of BeamNG.drive v0.24 has you interested in buying the game, you can find it for the PC via Steam, or through Humble Bundle. Keep up with all our latest BeamNG.drive news and coverage, here. Or check out our full BeamNG.drive car list for all the officially released vehicles for the game.

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