BeamNG.drive — Hotfixes for v0.39 Released

Hotfixes for v0.39 Released

Added 9
  • Added sport exhaust and upgraded brake pads to top trim configs of Cherrier Ardente
  • Added anti-lag and passenger seats to rally configs of Cherrier Ardente
  • Added door panels to Trackday config on Ibishu Hopper
  • Added basic screen dimming behavior to vehicles featuring LED screens and gauges
  • Added proper support for camera ring options with free cameras sortable and enabled like vehicle cameras
  • Added options for shake strength, camera height, and default field of view on Steadycam
Changed 12
  • Improved stability of the hillclimb front splitter on Hirochi SBR4
  • Improved behavior of hood scoop attachment beams on Hirochi Sunburst
  • Moved welcome screens to CEF to free up the glowmap for dimming on Cherrier Vivace, Tograc, Ardente, Bruckell Bastion, and Hirochi eSBR
  • Improved behavior of new engine damage deformGroups on Cherrier FCV Platform
  • Adjusted final drive ratios on multiple configs of Cherrier FCV Platform
  • Drone camera is now a vehicle camera and supports camera controls
Fixed 38
  • Fixed rear fog light not breaking on Cherrier Ardente
  • Fixed tailgate not always closing depending on which sub-parts are fitted to it on Cherrier Ardente
  • Fixed the wrong ESC part on the Carminsport config of Cherrier Ardente
  • Fixed missing transfer case and driveshaft meshes for the RWD transfer case on Cherrier Ardente
  • Fixed hard-coded license plate text on the S 310 config of Cherrier Ardente
  • Fixed rear-quarter glass not breaking under some conditions on Cherrier Ardente

Greetings everyone,

We've deployed several hotfixes to address the most critical and urgent issues reported with version 0.39. You can find all the details in the changelogs below:


v0.39.3 & v0.39.4

(August/7, 2026)

[

Vehicles

](#CE-CJ6L7Z)

  • **

Cherrier Ardente**

Fixed rear fog light not breaking

Fixed tailgate not always closing depending on which sub-parts are fitted to it

Fixed the wrong ESC part on the Carminsport config

Added sport exhaust and upgraded brake pads to top trim configs

Fixed missing transfer case and driveshaft meshes for the RWD transfer case

Added anti-lag and passenger seats to rally configs

Fixed hard-coded license plate text on the S 310 config

Fixed rear-quarter glass not breaking under some conditions

Fixed dual exhaust tips being labeled as single

Fixed the hood disintegrating when the retractable spoiler falls off

  • **

Hirochi SBR4**

Improved stability of the hillclimb front splitter

Fixed missing meshes on the eSBR front bumper

  • **

Hirochi Sunburst**

Fixed "Polizia" config being categorized as a sedan instead of a wagon

Improved behavior of hood scoop attachment beams

  • **

Gavril D-Series**

Fixed dual-filament headlights where low-beam brightness was as high as high-beam brightness

Fixed the Diesel Drag config being unable to restart the engine after it was turned off

  • **

Gavril T-Series**

Fixed air suspension height adjustment not working on certain airbag tandem suspension setups

  • **

Ibishu Hopper**

Added door panels to "Trackday" config

  • **

ETK K-Series**

Fixed broken translation string on "Turbo Rabbit Side Skirts"

  • **

Gavril Roamer**

Fixed missing right tailgate light guard

  • **

Ibishu Pessima**

Fixed trunk license plate light locations

  • **

Ibishu Miramar**

Fixed incorrect mesh assignment for GTz headlight surrounds

  • **

Moved welcome screens to CEF**

This frees up the glowmap to be used for dimming. Affected vehicles are: Cherrier Vivace/Tograc, Cherrier Ardente, Bruckell Bastion, Hirochi eSBR

  • **

Cherrier FCV Platform**

Improved behavior of new engine damage deformGroups

Adjusted final drive ratios on multiple configs

Fixed wobbling issues on some vehicle tow hitches

Fixed street lights still working after being broken off

Added basic screen dimming behavior to vehicles featuring LED screens and gauges

[

Cameras

](#CE-MK2Q9P)

Fixed an issue where the free camera roll value was kept from the previous camera

Fixed driver camera not moving correctly when looking back in RHD vehicles

  • **

Cleanup of freecam rings and settings**

Version 0.39 added a new feature called Camera Rings:

All vehicle cameras (orbit, driver, hood, etc.) were on one ring

All freeroam cameras (free, cinematic, steadycam, drone) were on another ring

You can switch between rings using Ctrl+C. You can cycle through cameras in a ring using C

This hotfix now adds proper support for options:

Free cameras can be sorted and enabled like vehicle cameras

Drone camera is now a vehicle camera and supports camera controls (tilt, move, etc.)

Steadycam now has options for shake strength, camera height, and default field of view

[

Launcher

](#CE-5QH6BO)

Fixed broken text in the support tool

Safe Mode now supports DX11 as a fallback for GPUs with 4 GB of VRAM or less, which is below the minimum requirements

[

Physics

](#CE-Y7P4LD)

Improved all three new aerodynamics systems

[

Vehicle AI & Traffic

](#CE-2N8XQK)

Fixed driveInLane not being kept when switching away from traffic mode

[

Rendering

](#CE-XYH9A4)

Fixed crash in texture streaming

Fixed trailing shadows behind moving cars when viewing from far away

Fixed multi-monitor rendering issues

Some D3D12 Intel drivers are causing excessive VRAM usage, which can lead to OOM and unsatisfactory performance. As a temporary workaround please use Vulkan or D3D11

[

Game Engine

](#CE-4ZNWY1)

Fixed initial long loading times caused by terrain cooking when it wasn't needed

Fixed a startup crash on some laptops using Windows on Arm

[

Audio

](#CE-B7VQ3S)

Fixed interior sounds changing after reloading Lua and then immediately reloading the vehicle

Fixed mod sounds being too loud

[

Vehicle Systems

](#CE-H8W2NA)

Fixed incorrect spoiler behavior on Scintilla

[

Input & Force Feedback

](#CE-9Z5YYK)

Fixed an issue where gamepad steering didn't work while holding both shoulder buttons

[

Missions

](#CE-L6T3VR)

Updated new mission creation dates

[

Early Preview: Career Mode

](#CE-Q4D8MX)

Fixed memory corruption/crash when saving vehicle thumbnails

Refueling UI now properly supports vehicles with multiple tanks

Fixed delivery mode rewards when delivering late-game materials

Blocked users from deleting the last save of a career profile

[

User Interface

](#CE-46S4G6)

HUD apps no longer take over the controller thanks to new UINav capabilities

The Options menu now supports manual apply logic, which can currently be found in Display options

Improved BngButton to better handle controller hold events in some situations

Added configs list to the vehicle config save screen

Fixed style leak that prevented hold button styles from showing in some situations

Updated main menu slideshow position to improve appearance on ultrawide screens

Added AI actions back to the radial menu

Fixed being unable to select a day length of 24 hours

Fixed syntax errors in Latin American Spanish that prevented access to some UI screens

Translations with fatal syntax errors now fall back to en_US

Minor fix for BngSmartSelect to prevent warnings to the console when in Options

Fixed broken markup in "Enable VR" on non-Vulkan APIs

Fixed traffic spawned through the radial menu not spawning any police vehicles

Fixed the Freeroam Selector not applying the selected vehicle paints in some cases

Increased the maximum limit for some traffic settings

Fixed opening Options via a binding so it navigates to the new options screen

Fixed clicking the folder icon in the Replay app to properly navigate to the correct route

Fixed vehicle interaction preventing the mission popup from opening

Fixed an issue in Vehicle Config where pressing Escape after opening a dropdown with an invisible selected part could leave part of the vehicle, or the vehicle itself, invisible

Fixed warnings being spammed in the console when clicking the Career button in the main menu

UINav no longer allows stuck navigation repeat in some cases

Fixed an issue that could prevent the main menu from loading

Stripped deprecated or unknown properties from HUD app positions

In Options > User Interface, enabled manual apply for UI resolution, alignment, scale, and safe zones

Implemented a new scalable metrics system for HUD apps and improved layout editor UI

Fixed scrolling to the selection in dropdown lists and similar cases

Added thumbstick scroll to the parts configurator and paint accordions

Added a "Spawn Vehicle" button to "Manage Vehicles" card in the pause menu

Replaced multiple AI mode buttons with a simple select control when managing a vehicle

Finished cleaning up the replay functionality transition

Fixed thumbstick scroll in the part selector

Tuning now allows thumbstick X-axis to navigate the menu, keeping Y-axis released for steering as before

Fixed Replay timings not showing in the HUD

Removed the vehicle info card from the Manage Vehicles screen

Moved the NPC AI setting to the pause menu Vehicles card and improved gamepad support

QoL improvements for the tuning telemetry panel

[

Gameplay

](#CE-N9B5FT)

  • **

Freeroam Tutorial Fixes**

Fixed the vehicle selector being broken when changing grouping mode during the freeroam tutorial

You can now use Ctrl+E and Ctrl+W to open the vehicle/parts selector in lessons that require these menus to skip opening the pause menu first

  • **

Achievement Fixes**

Fixed the achievements "Performance Review", "Policy Review", "Picture Perfect", "First Paycheck", "First Assignment", "Six-Figure Club", and "High End Performance" not triggering in all cases

Fixed "Filling up the Tank" triggering in some cases when it shouldn't

Fixed a drag race error regarding the stop phase and an issue with the crawl recovery system

Fixed a temperature bug in the timeslip that caused a Fahrenheit conversion to be applied twice

Added new previews and thumbnails for crawl intro missions in West Coast, USA

Fixed incorrect rotation when resetting crawl missions

Fixed too-permissive checkpoints in crawl system

Fixed an issue with the performance index system not reading the correct data

Fixed vehicle selector breaking during the Freeroam Tutorial when including the default.pc config

[

Levels

](#CE-P3R6WA)

  • **

West Coast, USA**

Fixed missing building collision

Fixed sidewalk holes around a district

Fixed grass showing through tunnel floor

Fixed inverted collision on the s_conc_wall_001_400x400 mesh

  • **

East Coast, USA**

Fixed misplaced building

Adjusted road speed limits in the township

  • **

Hirochi Raceway**

Fixed prepped_asphalt ground placement at the drag strip

Fixed signage at the drag strip start

  • **

Italy**

Fixed a tree too close to an intersection in town

  • **

Utah**

Fixed map boundary on the broken bridge

[

Modding

](#CE-X5K1ZQ)

Fixed a freeze in level/vehicle selector when a zipped mod with a non-UTF-8 encoded filename is installed

[

Linux

](#CE-S8L4YD)

Fixed "Constellation Line Labels" option not showing any labels

[

Lua API

](#CE-A2M7HB)

Fixed a dealer being not quite my tempo

[

Miscellaneous

](#CE-V6J3NC)

Fixed an error that occurred when a JBeam part had an empty description

[

Settings

](#CE-D9Q2RW)

Fixed an issue where the multiseat player tags setting was ignored

[

Photo Mode

](#CE-W4T8KP)

  • **

Improvements:**

Photo Mode now has a persistent mode (enabled by default, configurable in the Capture tab)

When enabled, leaving and re-entering Photo Mode will restore all settings such as camera, scene, effects, etc.

When disabled, a pop-up will ask you to confirm when attempting to leave Photo Mode

When using mouse or keyboard in compact mode, there are now sliders for field of view and roll, as well as upload toggles

Added a "Speed Camera" overlay that displays current vehicle and level data and looks like a speed ticket

  • **

Fixes:**

You can now upload both to Steam and BeamNG Media Server at the same time

When uploading to Steam, the image will additionally be saved locally


v0.39.2

(July/31, 2026)

[

Mod Manager

](#CE-1GD81E)

  • **

Fixed update process for users with mods installed**

A bit of context first:

Since our simulator is in constant, heavy evolution (from a codebase point of view), the challenge of maintaining backward compatibility with old mods becomes greater each year. We do our best to minimize the number of broken mods, but there are more and more mods each day (both in official repository and forums, and various third-party websites), and we can't achieve perfect backward compatibility for all cases.

To combat this, we try to help the community by disabling mods automatically on each major update (such as the 0.38-to-0.39 update).

This gives mod authors some time to notice possible issues, and if they find any, fix them if and when they have time. Meanwhile, all of you regular users will be gradually re-enabling your mods. This makes the impact on modders much gentler, while the rest of the community can enjoy the novelties of the update with fewer mod-related issues.

And now, back to this bugfix:

The system that automatically disables mods suffered a small bug, so it didn't trigger for some users. This is an elusive issue that we've had extreme difficulty replicating on our side, and flew under the radar. If you were affected, then apologies for the inconvenience. And if you haven't yet run 0.39, then this bugfix should ensure your mods do get disabled as expected.

As usual, thanks again to everyone for your patience, and for reporting issues to help us address them.

[

Launcher

](#CE-5QH6BO)

  • **

Added explicit D3D12 launcher option**

Improved how the top launcher button decides to switch to D3D11 renderer based on GPU capabilities. Added a new dedicated button to manually force D3D12

[

Rendering

](#CE-L3JBW3)

  • **

Improved detection of GPUs below minimum requirements**

Various GPUs advertise 6GB of VRAM (our minimum requirements), but in practice report having a somewhat lower amount.

The system that falls back to the D3D11 renderer for GPUs that do not meet the minimum requirements now checks for 5.5GB of VRAM (instead of 6GB).

This means that users whose GPUs actually meet the requirements can now use D3D12 renderer normally.

[

Vehicles

](#CE-CJ6L7Z)

Wl40: fixed front axle blowing up on showloader config when engine shuts off in arcade automatic gearbox mode

[

Steam

](#CE-46BXG6)

  • **

Fixed statistics-based achievements being unlocked immediately**

The following achievement will still be unlocked even if the condition to unlock them is not met

  • Real Mileage
  • Long Way Around
  • Weightless in the Air
  • Rolling Around
  • Just a few Vehicles
  • Quite a lof of Vehicles

[

User Interface

](#CE-46BXG6)

Translations with fatal syntax errors now fall back to en_US

(hotfix 0.39.2.1) Fixed various syntax and display issues present when choosing languages different than english


v0.39.1

(July/30, 2026)

[

JBeam

](#CE-R8UX0R)

Fixed some vehicle mods being unable to spawn due to jbeam parts with a missing 'slotType'

[

Rendering

](#CE-XYH9A4)

  • **

Improvements for low resolution textures**

Vehicles or scenery that were unable to load high-resolution textures on D3D12 renderer should have improved to some extent. This improvement is aimed especially (but not only) at GPUs with minimum or lower requirements.

  • **

Fixed excessively bright vehicles by adding soft clamp to deprecated emissive values for materials**

Before the new physically-based light rendering, mods were able to use very high brightness values without consequences. When using those values in the new and more realistic renderer, this was resulting in excessive brightness. This fix will reduce the problem on older content.

Fixed crash when a GPU does not fully support D3D12 (will now automatically use D3D11)

Fixed issues with GPUs that have less VRAM than required, these may now fall back to D3D11 renderer for safety

[

Game Engine

](#CE-4ZNWY1)

  • **

We deployed a potential fix for mods refusing to work when several hundred are active at the same time**

Note: we were unable to reproduce this widely reported issue. So we'll keep an eye on your feedback, in case additional fixes are needed. Thanks everyone for reporting issues!

  • **

The system will no longer refuse to spawn additional vehicles or traffic when running out of memory**

The behaviour will now be the same as in previous updates: spawning excessive amounts of vehicles is allowed again (which could lead to program termination due to lack of memory, or abnormally low framerates).

[

Input & Force Feedback

](#CE-9Z5YYK)

Deployed a potential fix for a crash that occurred when connecting a Playstation controller

View original

Upgraded? How did it go?

Discussion