> Процессор: Двухъядерный > Оперативная память: 4 ГБ > Видеокарта: Минимум 512 МБ DirectX11 > Операционная система: Windows 7 > Жёсткий диск: 3,5 ГБ свободного места
Описание:
BeamNG DRIVE - симулятор физического повреждения транспорта. Используемый движок физики мягких тел позволяет получить настоящие параметры поведения автомобиля при аварии. Вы можете как покататься на готовых треках и понаблюдать за состоянием Вашей машины после столкновений, так и задать необходимые Вам параметры, скорость, погодные условия, физические составляющие окружения. Проводите тесты, добавляйте свои машины - возможностей "море"! За основу взят и видоизменен графический движок Torgue 3D, в итоге же получился новый движок симуляции физики мягких тел!
v0.3.4.0 (05.07.2014): • fix for Pigeon body not detaching • fixed small island water color • fixed initialization bug in drivetrain • fixed crash on invalid 3d mesh • fixed crash when reloading the vehicle • fixed crash when resizing the T3D GUI • fixed world editor window placement: right side alignment actually works now v0.3.3.0 (30.06.2014): • fixed game crash (lua stackoverflow) when running the game for a bit longer • fixed resource error when loading DRI • fixed "spawn new vehicle" function: not spawning inside the other car anymore • improved world editor: now using window resolution correctly: right windows will be correctly on the right side of the screen now (side effect: saves your windowed resolution) • improved player spawning: thePlayer is now visible in the scene tree and will not be saved when saving the level • fixed crash reporting up: updated crashreport tool, improved the way it works, fixed ability to use/run the game even if the system is missing • fixed some app minimal size bugs on persistence saving • fixed DirectX: proper offline installation now • rewrote level saving a bit • improved bananabech: improved output formatting, added RAM and OS info • beam break debug working again: if in debug mode, broken beamns will print to the message app • fixed part manager when no props are present • lua instances have log names now. S0 = system lua, V0 = first vehicle lua, V1 = second vehicle, etc • Increased accuracy of friction • improved tiremarks: now with better placement and sizing • fixed bug in slidenodes: now resetting correctly • added new lua function: setNodeMass(nodeid, mass) • new 3D feature: decal roads have fading now, reducing the visible tri count a lot • fixed 3D feature: re-added mieScattering setting for scattersky • improved 3D feature: decal sorting now faster using two lists: one sorted, one unsorted • new 3D feature: Add DecalRoad TS interface to get its nodes • Doubled vehicle render distance from 250m to 500m • Civetta Bolide Fixes • Bolide door fix • Moved Bolide interior camera forward • reverted D15 to regular color map • Fix for Grand Marshal driveshaft breaking while using brake and gas v0.3.2.0 (28.06.2014): • Improved message app: Added text to edit mode to prevent deletion • Replaced loading screen videos with screenshots • Level updates to work better with different time settings • Increased number of vehicles tested in BANANA Bench to 10 • Fixed and improved bullettime: Not crashing anymore • Better usage via keys (ALT+Arrow keys) and UI • Added UI message on instability • Minor improvements to new vehicle spawning • Improved water shading in basic lighting • Minor vehicle updates: Slidenode steering racks for all vehicles • Fixed beam breaking debug: Enable debug mode and breaking beams will be printed to console again • Fixed errors in javascript-lua interface • Added function to call system lua