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Жанр: Песочница, Симулятор мягких тел, Автосимулятор
Разработчик: BeamNG
Издательство: BeamNG
Сайт разработчика: http://www.beamng.com/
Язык интерфейса: Английский
Платформа: PC
Системные требования:
> 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 - своего рода духовный наследник Rigs Of Rods с более проработанной физикой. Основной упор в игре сделан на физическое повреждение транспорта. 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!
Доп. информация:
Установи играй
Список изменений
http://store.steampowered.com/news/?appids=284160
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



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