Hot Fixes & Patch Notes
Don't see the update yet? Restart Steam and it will download right away. Nomad Drive – Early Access Update 1.0.1 Thank you for all the reports since launch! This update is mostly about multiplayer for players on slow or long-distance connections, plus a batch of fixes. Multiplayer & Connection Much less lag after joining a game. When you joined, the host used to send the paint, rust and dirt of every vehicle and part all at once. On slower connections this could push ping to extreme values. These are now sent at a pace your connection can handle, nearest vehicles first. New "Loading vehicle looks (x/y)" indicator next to the connection status while vehicle appearances are still downloading. It only appears if loading takes more than a moment. Less network traffic around loot. Painted or weathered parts that leave your view and come back no longer download their textures again. More stable connections on unreliable networks. Losing a single network packet no longer throws away a whole update. Half-received data that never completes is now cleaned up. Automatic port forwarding (UPnP / NAT-PMP). While you're in a lobby, the game asks your router to open UDP ports 7777–7780. Friends can then connect to you directly instead of through a relay server, which usually means lower ping. If your router doesn't support this, nothing changes. You can turn it off with the launch option -noupnp. Fixed: after a dropped connection while hosting, every new attempt to host could fail until you restarted the game. Fixed: if Steam briefly lost its connection, you could stay logged out of online services. The game now logs you back in as soon as Steam reconnects. Fixed: another player sitting on furniture far away from you (for example a chair found out in the world) didn't appear seated when you walked up to them. Vehicles Fixed: items placed in a vehicle could appear metres behind their spot after loading a save made while driving. Unstuck Vehicle can now put your vehicle back on the road. If you use Unstuck Vehicle when the vehicle isn't actually stuck, you'll be asked whether to move it to the nearest road (within 300 m). Choose Yes and it's placed in a lane facing along the road, with you standing right next to it. Not available while another player is sitting in or standing on the vehicle. Fixed (multiplayer): after a vehicle had tipped over and been put back on its wheels, a non-host driver could get stuck. The engine, steering and wheels worked, but the vehicle didn't move and other players saw its wheels spinning in place. Vehicles already affected recover the next time the driver gets out and sits back in. Restoration Fixed (multiplayer): grinding, polishing, sponge cleaning and spray painting by other players could land shifted or over a much smaller area on the host's screen, even on a parked vehicle. The host's copy is what gets saved, so this also showed up after loading. Work now lands in the same spot for everyone. Performance & Graphics Fewer hitches on long drives. When driving fast, the game could hitch about every 2 km. Part of it came from the end pieces of roadside barriers and guard rails, and they no longer cause it. We're also collecting timing data for this moment so we can track down any remaining stalls. Sharper textures with FSR 2 / DLSS. When an upscaler renders below your screen resolution, textures now keep their detail instead of looking blurry. Mouse / Controls Some players with very high polling rate gaming mice see the camera stutter or freeze when moving the mouse. A one-time notice on the main menu now explains this and the workaround that helped many players: running the game as administrator (Steam and Windows steps included). We're still working on a proper fix. Localization The limp mode warning (driving on a broken engine) and its tip are now translated into every language. Fixed the missing name label when looking at the push point of the RVs and the School Bus. Bug Reports (F8) Reports now include more connection details (ping, packet loss, relay use, how much vehicle data is still loading) and your country as reported by Steam. This helps us fix lag between players who are far apart. Please keep pressing F8 when something goes wrong! Behind the Scenes We built a test setup that simulates slow, long-distance connections (like many players in China and Russia have). Now we can reproduce these multiplayer problems ourselves and check fixes before they ship.
Thank you for all the reports since launch! This update is mostly about multiplayer for players on slow or long-distance connections, plus
a batch of fixes.
- Much less lag after joining a game. When you joined, the host used to send the paint, rust and dirt of every vehicle and part all
at once. On slower connections this could push ping to extreme values. These are now sent at a pace your connection can handle, nearest
vehicles first.
- New "Loading vehicle looks (x/y)" indicator next to the connection status while vehicle appearances are still downloading. It
only appears if loading takes more than a moment.
- Less network traffic around loot. Painted or weathered parts that leave your view and come back no longer download their textures
again.
- More stable connections on unreliable networks. Losing a single network packet no longer throws away a whole update.
Half-received data that never completes is now cleaned up.
- Automatic port forwarding (UPnP / NAT-PMP). While you're in a lobby, the game asks your router to open UDP ports 7777–7780.
Friends can then connect to you directly instead of through a relay server, which usually means lower ping. If your router doesn't support
this, nothing changes. You can turn it off with the launch option -noupnp.
- Fixed: after a dropped connection while hosting, every new attempt to host could fail until you restarted the game.
- Fixed: if Steam briefly lost its connection, you could stay logged out of online services. The game now logs you back in as soon
as Steam reconnects.
- Fixed: another player sitting on furniture far away from you (for example a chair found out in the world) didn't appear seated
when you walked up to them.
- Fixed: items placed in a vehicle could appear metres behind their spot after loading a save made while driving.
- Unstuck Vehicle can now put your vehicle back on the road. If you use Unstuck Vehicle when the vehicle isn't actually stuck,
you'll be asked whether to move it to the nearest road (within 300 m). Choose Yes and it's placed in a lane facing along the road, with you
standing right next to it. Not available while another player is sitting in or standing on the vehicle.
- Fixed (multiplayer): after a vehicle had tipped over and been put back on its wheels, a non-host driver could get stuck. The
engine, steering and wheels worked, but the vehicle didn't move and other players saw its wheels spinning in place. Vehicles already
affected recover the next time the driver gets out and sits back in.
- Fixed (multiplayer): grinding, polishing, sponge cleaning and spray painting by other players could land shifted or over a much
smaller area on the host's screen, even on a parked vehicle. The host's copy is what gets saved, so this also showed up after loading. Work
now lands in the same spot for everyone.
- Fewer hitches on long drives. When driving fast, the game could hitch about every 2 km. Part of it came from the end pieces of
roadside barriers and guard rails, and they no longer cause it. We're also collecting timing data for this moment so we can track down any
remaining stalls.
- Sharper textures with FSR 2 / DLSS. When an upscaler renders below your screen resolution, textures now keep their detail instead
of looking blurry.
- Some players with very high polling rate gaming mice see the camera stutter or freeze when moving the mouse. A one-time notice on the
main menu now explains this and the workaround that helped many players: running the game as administrator (Steam and Windows steps
included). We're still working on a proper fix.
- The limp mode warning (driving on a broken engine) and its tip are now translated into every language.
- Fixed the missing name label when looking at the push point of the RVs and the School Bus.
- Reports now include more connection details (ping, packet loss, relay use, how much vehicle data is still loading) and your country as
reported by Steam. This helps us fix lag between players who are far apart. Please keep pressing F8 when something goes wrong!
- We built a test setup that simulates slow, long-distance connections (like many players in China and Russia have). Now we can reproduce
these multiplayer problems ourselves and check fixes before they ship.