What’s New

BeamNG.drive — Hotfixes for v0.39 Released

Hotfixes for v0.39 Released

Changed 2
  • Improved loading of low resolution textures on D3D12 renderer, especially for GPUs with minimum or lower requirements
  • The system will no longer refuse to spawn additional vehicles or traffic when running out of memory
Fixed 6
  • Fixed some vehicle mods being unable to spawn due to jbeam parts with a missing 'slotType'
  • Fixed excessively bright vehicles by adding soft clamp to deprecated emissive values for materials
  • Fixed crash when a GPU does not fully support D3D12 by automatically using D3D11
  • Fixed issues with GPUs that have less VRAM than required by falling back to D3D11 renderer
  • Deployed a potential fix for mods refusing to work when several hundred are active at the same time
  • Deployed a potential fix for a crash that occurred when connecting a Playstation controller

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:


v0.39.1

(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

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