BeamNG.drive V0.39.2 Release Notes (31st July 2026)
The second round of hotfixes for V0.39 arrives with fixes for the mod manager's auto-disable system and improved GPU detection for D3D12 compatibility.

BeamNG's second hotfix round for V0.39 lands just two days after the major update, addressing problems that escaped initial testing and now affect specific user groups. The patch is small and surgical; the studio is still working through a backlog of issues rather than pushing major new features. More hotfixes are already in development, though no timeline has been provided beyond "the next handful of days."
The mod manager fix is the headline here, but it requires context to understand why it matters. Since V0.38-to-V0.39 was a major version jump, BeamNG automatically disabled all user mods on launch. This is deliberate: the codebase evolves rapidly, and maintaining backward compatibility with thousands of community mods across official repositories, forums, and third-party sites is impossible. By disabling mods upfront, the studio gives modders time to notice breakage and patch their work, while regular players get to experience the new version without mod-related crashes. The system worked for most users, but a bug prevented the auto-disable from triggering for some. If you're affected and haven't yet launched V0.39, this hotfix ensures your mods will disable as intended when you start the game.
The GPU detection change is more subtle but affects a real hardware problem. BeamNG's minimum requirement specifies 6GB of VRAM, but many graphics cards advertise that amount while actually reporting slightly less in practice. The old system rejected anything below 6GB and forced D3D11 rendering, even on cards that technically met the spec. The hotfix lowers the threshold to 5.5GB, which should allow users with compliant hardware to run D3D12 normally instead of being unnecessarily downgraded. This is a fix that solves a false-negative detection problem rather than a crash or gameplay issue, but it directly improves performance for a slice of the player base that was being penalised by overly strict validation.
The launcher now includes an explicit D3D12 button, giving users manual override control alongside the automatic GPU capability detection. This matters because GPU detection can be finicky; some cards report capabilities inconsistently, and having a manual toggle lets players experiment if they believe their hardware can handle it.
The vehicle fix for the Wl40's front axle is narrow in scope. It only affects that specific vehicle in showloader configuration when the engine cuts in arcade automatic mode. The achievement unlock bug is more broadly relevant: several statistic-based achievements (Real Mileage, Long Way Around, Weightless in the Air, Rolling Around, and the vehicle collection achievements) were unlocking immediately regardless of progress. If you earned these in the past two days, you'll want to re-earn them legitimately once the fix takes hold.
What remains unaddressed is harder to say from a hotfix post, but the studio's acknowledgement that "numerous more patches are being worked on" suggests the V0.39 launch surfaced enough issues to keep the team busy for at least a week.
Full Patch Notes
▲ Buff▼ Nerf✓ Fix◆ TweakCheck this announcement for the complete list of hotfixes!
Hello everyone,
It’s the second day after the update, and here’s a quick second round of hotfixes.
As mentioned in the previous hotfix post, we continue working through your reports, to fix issues that slipped under the radar or couldn’t make it to the initial public builds.
We’re not done yet, and numerous more patches are being worked on while we publish this hotfix. Thanks all again for your patience, for reporting issues, and for all your feedback. We can’t provide a time estimate for the next hotfix, but should happen during the next handful of days or so.
Mod Manager
- 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.
- 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.
-
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.
- 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.
-
Launcher
- 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
- 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.
- Various GPUs advertise 6GB of VRAM (our minimum requirements), but in practice report having a somewhat lower amount.
Vehicles
- Wl40: fixed front axle blowing up on showloader config when engine shuts off in arcade automatic gearbox mode
Steam
- Fixed statistic based achievement from being unlocked immediately
- Any of the following achievement will still be unlocked even if the condition to unlock them isn’t met
Real MileageLong Way AroundWeightless in the AirRolling AroundJust a few VehiclesQuite a lof of Vehicles
- Any of the following achievement will still be unlocked even if the condition to unlock them isn’t met
User Interface
- (hotfix 0.39.2.1) Fixed various syntax and display issues present when choosing languages different than english
Sources
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Written by
Nathan LeesGaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.
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