[Beta Release] BeamXForza: Sounds & Configs - v0.7.1b~ A passion project for extra sounds and configurations ~ Includes a hand-picked selection of manually recorded sounds from Forza Horizon 5 to match each engine swap! Compatible with BeamNG Release v0.34.x General Information: Manually captured audio from Forza Horizon 5 and painstakingly tweaked in BeamNG to sound the best it can. Looping audio for each RPM to create nearly flawless revving and idle sounds. Each engine has custom built semi-realistic horsepower from Automation – The Car Company Tycoon Game. Each engine swap has the stock horsepower (HP) included in the name. All vehicle nodes and flexbodies remain present, including intakes, exhausts, and mufflers! I have worked hard to keep the default vehicle parts working together with BxF parts. 16 engine swaps available: All 16 engines are available for every vehicle except: T-Series, Wydra, Dunekicker, Rockbasher The engine type/generation is displayed in the name of each BxF engine. Engines are grouped into Categories: Daily & Economy 1.1L I4 | A-Series 1.6L I4 | BDA 2.3L I5 | B5234T5 2.8L V6 | VR6 3.6L V6 | LGZ 4.3L V8 | Turbo-Fire 5.0L V8 | 305cu Sport & Luxury 2.0L I6 | RB20DET-R 3.2L I6 | S50B32 3.5L I6 | M88/3 5.7L V8 | L48 Exotic & Super 3.0L V12 | Tipo-168 4.5L V8 | F136 6.0L V12 | F140-CE 6.5L V12 | L539 8.4L V10 | ZB-II 7 part modifications available: Part modifications have 7 neatly organized upgrades with 5 tiers each. See below for a detailed description of each part modification: Air Filters (increases power) Intake Manifolds (increases power & optional forced induction) Forced Induction includes: Root Supercharger [Adjustable] Single Turbocharger [Adjustable] Camshafts (increase torque and RPM limit) Displacements (increases power and durability) Ignition & Fuel (increases power & decreases engine start time) Pistons & Valves (increases torque & engine volume) Exhaust Systems (increases power & exhaust volume) Radiator Override [BxF] is available across all primary vehicles located in the vehicle's radiator part selection. This will keep any engine (default or modded) from having oil & coolant temperature related issues if all else fails! NEW to version 0.7b: Exotic Engine – 1962 Ferrari 250 GTO – 3.0L V12 Exotic Engine – 2009 Ferrari 458 Italia– 4.5L V8 Exotic Engine – 2012 Lamborghini Aventador – 6.5L V12 Gavril MD-Series is now compatible with all BxF Features! All 16 engines are available. Custom 8-Speed Transmission Custom Differential (with tunable gear ratio) Radiator Override Bruckell Nine is now compatible with all BxF Features! All 16 engines are available. Radiator Override B-Xtreme Upgrades – Represented as #5 upgrade slot for most parts. Always wanted to push the engine past its limits? This additional upgrade allows even further tuning, customization, and power! Slated under each upgrade path as the next number in line. B-Xtreme Camshafts: maxRPM, idleRPM, idleRPMRoughness, revLimiterRPMDrop are all tunable. B-Xtreme Displacements: Increase entire powerband by "x" amount using the BaseTorqueModifier in the tuning menu AND removed engine durability completely. B-Xtreme Pistons & Valves: mainGain is tunable. B-Xtreme Air Filters: Only increases horsepower. B-Xtreme Ignition & Fuel: Decreases engine start time even more. B-Xtreme Exhausts: mainGain, sustainedAfterFireCoef, instantAfterFireCoef, sustainedAfterFireVolumeCoef, instantAfterFireVolumeCoef, shiftAfterFireVolumeCoef are all tunable. B-Xtreme Forced Induction: Select from any of the in-game samples to use! 8 turbocharger samples and 5 supercharger samples are available. B-Xtreme Forced Induction Turbocharger: wastegateStart, whinePitchPer10kRPM, whineVolumePer10kRPM, hissVolumePerPSI, bovSoundVolumeCoef, turboSizeCoef, frictionCoef, inertia are all tunable. B-Xtreme Forced Induction Supercharger: pressurePSIPer1kRPM, pressureRatePSI, whinePitchPer10kRPM, whineVolumePerPSI are all tunable. Backfire Samples for each engine – personalized! Backfire samples have been properly tested and implemented in all engines - each engine having a unique combination of samples AND upgrades frequency and volume with exhaust. Due to how the exhausts work on some vehicles they were unable to be edited (this is what ‘Exhaust Offset Corrector’ is for, noted below) Various Additional Features & Improvements Audio Origin: Displays the real-life vehicle the engine sound is based from. It also allows you to switch between different audio samples anytime when available![/COLOR] 2.8L V6 has 2 samples - the updated one is now default. 3.6L V6 has 2 samples - the updated one is now default. Engine Origin: Displays the BeamNG engine model used for each vehicle! It is also BeamNG lore accurate, with year, manufacturer, and engine displacement. File Structure and Efficiency: Utilizing a different method of structuring the code made file size savings up over 5MB! Everything has been made a common part unless absolutely needed. Basically I got rid of repeating code over and over for something that didn’t need to be. Standardized Parts: Some vehicles required special treatment for those who were not compatible with the rest of the group. These vehicles were: Pigeon, ETK-I, Citybus, Pickup, and MD-Series. Each of these vehicles have either one of the new parts purely to fix compatibility issues. Exhaust Offset Corrector (makes the ‘soundConfigExhaust’ match the intended values as close as possible) Fuel Override (makes the engine diesel for those which don’t have gas tanks) Planned Features: - More engine swaps - More unique part modifications - More intake options Spoiler: View Changelogs v0.7.1b *NEW* 4.5L V8 exotic engine swap available for all primary vehicles *NEW* 6.5L V12 exotic engine swap available for all primary vehicles Slight update to soundConfig (engines) for all vehicles to fix minor sound overlap Default engine and exhaust volume has been made louder Improved 2.0L I6 & 8.4L V10 - soundConfigExhaust Fixed backfire for Bruckell Nine & SBR Added Bruckell Nine Radiator Override Made slight adjustments to // utv differentials // supercharger settings // camshaft power curve // v0.7b Updated to be compatible with BeamNG Release v0.34.X MD-Series added as new vehicle compatible with BeamXForza (with custom transmission and differential) Bruckell Nine added as new vehicle compatible with BeamXForza Made numerous adjustments to the entire mod including backend code and file structure (which saved 5MB!) Introduced new feature "Audio Origin" in part selector menu that displays the real life vehicle manufacturer and model Introduced new feature "Engine Origin" in part selector menu that displays the BeamNG engine used for the engine model. Lore Accurate! *NEW* 3.0L V12 exotic engine swap available for all primary vehicles Engine Deleted - 2.6L R4 (it sounded like a mosquito) Engine Sound Update - 2.8L V6 has a brand new sound // Legacy sound still available using Audio Origin dropdown Engine Sound Update - 3.6L V6 has a brand new sound // Legacy sound still available using Audio Origin dropdown Added "Exhaust Offset Corrector" to Pigeon, ETKi, Citybus, Pickup, MD-Series in order to offset the original exhaust values Citybus and MD-Series has "Fuel Override" to make the fuel used as diesel since all engines are powered using gasoline Backfire samples have been added to all engines - each engine having a unique combination of samples - and upgrades with exhaust. Due to how the exhausts work on some vehicles (e.g mufflers outside engine tree) were unable to be edited" B-Xtreme Upgrade System - Always wanted to push the engine past its limits? This additional upgrade allows even further tuning and customization B-Xtreme Camshafts: maxRPM, idleRPM, idleRPMRoughness, revLimiterRPMDrop are all tunable B-Xtreme Displacements: Increase entire powerband by "x" amount using the BaseTorqueModifier in the tuning menu AND removed engine durability completely B-Xtreme Pistons & Valves: mainGain is tunable B-Xtreme Air Filters: Only increases horsepower. B-Xtreme Ignition & Fuel: Decreases engine start time even more. B-Xtreme Exhausts: mainGain, sustainedAfterFireCoef, instantAfterFireCoef, sustainedAfterFireVolumeCoef, instantAfterFireVolumeCoef, shiftAfterFireVolumeCoef are all tunable B-Xtreme Forced Induction: Select from any of the in-game samples to use -- 8 turbocharger samples and 5 supercharger samples B-Xtreme Forced Induction Turbocharger: wastegateStart, whinePitchPer10kRPM, whineVolumePer10kRPM, hissVolumePerPSI, bovSoundVolumeCoef, turboSizeCoef, frictionCoef, inertia are all tunable B-Xtreme Forced Induction Supercharger: pressurePSIPer1kRPM, pressureRatePSI, whinePitchPer10kRPM, whineVolumePerPSI are all tunable Torque Curve for each engine has been made smoother and compatible with the extra RPM introduced with B-Xtreme Camshafts Decreased maxRPM for 3.6L V6 from 7500 to 7000 (using B-Xtreme you can reach 7500) Volume for pistons & valves has been changed per each upgrade Citybus (and MD-Series) BxF transmissions are now 8-Speed Gearboxes. Fixed Stembecco (midtruck) exhaust by adding the missing exhaust manifold Under the hood organizational fixes: "pickup_intake" is now "intake_pickup" among others Small changes made to intakes soundconfig and other variables v0.6.2a Updated in-game mod information (now contains important information about the mod and ability to disable) v0.6.1a Updated to be compatible with BeamNG Release v0.33.X Lua has been updated to match the new release Updated in-game mod information BeamXForza Community Discord created - report bugs, provide feedback, hang out v0.6a FORCED INDUCTION REVAMP - Both turbochargers and superchargers are simplified and completely adjustable Introduced default forced inductions based on type of vehicle (D-Series = Supercharger // Covet = Turbocharger) *NEW* 1.6L I4 daily engine swap available for all primary vehicles *NEW* 2.3L I5 daily engine swap available for all primary vehicles *NEW* 4.3L V8 daily engine swap available for all primary vehicles *NEW* 6.0L V12 exotic engine swap available for all primary vehicles Made minor sound adjustments to all engines Reorganized some backend engine code structure Set all "exhaustAudioGainChange" to 0 for nearly every vehicle Starter engine volumes increased to "0.7" Fixed "energyStorage" in all LeGran engines which prevented it from using the interior fuel cell Exhaust offloadGain decreased to "0.6" Each engine now has a unique "starterThrottleKillTime" "idleRPMStartRate" and "idleRPMStartCoef" Ignition & Fuel now change start times based on percentage of original value Slightly increased "maxTorqueRating" for every engine and displacement (which should allow for more NO2 usage if desired) Citybus added as new vehicle compatible with BeamXForza (with custom transmission and differential) v0.5.1a Updated to be compatible with BeamNG Release v0.32.0 Added support for new BX-Series (formerly 200bx) Lua has been updated to match the new release Updated in-game mod information v0.5a Updated to be compatible with BeamNG Release v0.31.X Introduced Engine Categories (Economy & Daily, Sport & Luxury, Exotic & Super) to spread out the number of engines that will be available to use. The engine type/generation is now displayed in the name of each BxF engine Default engines change based on type of vehicle and category *NEW* 2.0L I6 sport engine swap available for all primary vehicles *NEW* 3.2L I6 sport engine swap available for all primary vehicles *NEW* 2.6L R4 exotic engine swap available for all primary vehicles Equalized dB levels of all BxF engines on all vehicles Quality of sound files have been increased slightly Fixed audio distortion when accelerating slowly Fixed pop/crackle when re-spawning vehicles with BxF engines Fixed "torqueReactionNodes" not being present in some vehicles Fixed low RPM torque values for 3.6L V6 Camshaft torque modifiers have been tweaked for a smoother powerband Camshaft upgrades now go up +100rpm instead of +500rpm Default BeamNG exhausts & mufflers are now “detached” from BxF upgrades. Pistons & Valves now control engine volume Exhaust Systems now control exhaust volume Pistons & Valves has increased volume for each upgrade Removed Fuel Systems and Exhaust Headers. Ignition is now Ignition & Fuel. Lowered the Aurata CVT minimum gear ratio to "2" Modified 5.0L V8 idle RPM to 1000 Fixed the "OilVolume" and "engineBlockAirCoolingEfficiency" for some engines Starter engine volumes decreased to "0.5" Removed unnecessary code in numerous files v0.4a Updated to be compatible with v0.30 - all new configs introduced have my engines available and working properly All BeamXForza engines are now under their own tree (which prevents spamming the root engine group) PROJECT REVAMP - All engines are now available in all primary vehicles SOUND REVAMP - Exhausts control exhaust volume while Exhaust Headers control engine volume *NEW* 8.4L V10 engine swap available for all primary vehicles *NEW* 3.6L V6 engine swap available for all primary vehicles Most engine sounds have been tweaked to fit with the exhaust note changes #5 intake slot is now "Forced Induction" in order to combine turbos and superchargers under the same branch Introduced a new part "Radiator Override" to stop coolant/oil temperature related issues. Built a custom tunable Hirochi Aurata CVT to work better with BxF Engines (see video on how to tune) Vehicle exhaust torque modifiers have been modified: changes depending on the type of exhaust Tweaked some horsepower numbers across the different parts. All engines will have slightly more horsepower than before Ignitions now change the "starterThrottleKillTime" to decrease the delay time of vehicle startups. Increased base horsepower of 3.5L I6 from 220 -> 260 Increased base horsepower of 5.7L V8 from 280 -> 350 Fixed various other issues present in v0.3a v0.3a Tweaked the single turbochargers to have less power as you upgrade. This was an essential change for when more powerful engines get added. Pistons & Valves are now calculated based on multiplication, which basically means you get more power out of bigger engines. Because of this change, engines now share the same "Pistons & Valves" since the "torqueModMult" will be consistent across all engines. Engines now share the same "Exhaust Manifold" since the "mainGain" was consistent across all engines. Removed the 2.8L V6 from Miramar due to radiator issues (cannot be fixed unless I modify the frame itself) - Miramar will have to be limited to the smaller engines. *NEW* 5.7L V8 engine swap available for some primary vehicles. *NEW* 5.0L V8 engine swap available for some primary vehicles. *NEW* 3.5L I6 engine swap available for most primary vehicles. Introducing a Root Supercharger option! The Supercharger option is available on the 5.7L V8 and 5.0L V8 engine #5 intake slot. Fixed inconsistent engine/exhaust volumes v0.2.1a *NEW* 2.8L V6 engine swap available for most primary vehicles. Slightly modified the Exhaust Manifold "mainGain" to increase at an equal rate per tier level. Camshafts now contribute less towards horsepower gain. This made the 1.1L I4 go from ~300hp to ~230hp. This was an essential change for when the more powerful engines get added. Camshafts now also have a "vehicleController" section that changes the "highShiftUpRPM" for automatic transmissions to match the powerband. Added "idleRPMRoughness" to engines (which fixed the camshaft roughness not affecting anything) Introduced the 1990s Pessima to include both 1.1L I4 and 2.8L V6. v0.2a Overhauled entire project goal - greatly increased number of performance modifications. RIP to all preset vehicle configurations. This process was not efficient for this project goal. Standardized part modifications and simplified what each part achieves. Modified entire project structure to increase flexibility for more engine swaps. v0.1.1a Increased engine sound volume for all I4 Turbo vehicles. Updated "Covet Track" with wider rear tires to counter excessive oversteer. Updated highShiftUpRPM to "5000/5500" for all I4/I4T vehicles. Changes to "Piccolina Rally" wheels and lower front ride-height. Spoiler: View Update Photos Known Issues: - MD-Series Turbocharger BOV volume may be completely silent. Mod Support: Anything directly calling vehicle engines and exhausts will not work on any BeamXForza engines. All of my engines and parts have a unique naming scheme. However, some things that remain unchanged should still work like NOS and Transmissions. Notes: This mod does not replace or change any engine models or textures. Feedback is wanted, and ideas are welcomed! Credits: BeamNG.Drive (BeamNG GmbH) Forza Horizon 5 (Turn 10, Playground Games, Microsoft) Galaxia INSTALLATION GUIDE: DELETE ANY OLD VERSIONS - then move the newly updated version in its place. - You can tell what version you have when you boot BeamNG and look at the mod name. Place the .zip file into your BeamNG directory...\0.34\mods\<BeamXForza_Sounds&Configs.zip> IMPORTANT INFORMATION: This is a fan-made mod with no affiliation with either BeamNG or Forza. No copyright infringement intended. I cannot guarantee this mod will remain on the BeamNG Forum due to the use of recorded assets. Please do not redistribute this mod. This BeamNG Forum post will be the ONLY legitimate location to download.
v0.1.1a has been released! Here are the changes in this small update: Increased engine sound volume for all I4 Turbo vehicles. Updated "Covet Track" with wider rear tires to counter excessive oversteer. Updated highShiftUpRPM to "5000/5500" for all I4/I4T vehicles. Changes to "Piccolina Rally" wheels and lower front ride-height.
Wanted to post a status update of what's to come! Lots of things will be added in the v0.2 release. Right now, I'm working on adding a V6 to numerous cars including the one below. I will also be finishing off the 1.1L I4 engine to include the Miramar and Tograc. Along with that, I figured it would be best to start the naming scheme changes earlier than later. Here's a general idea of the naming changes. The goal is that all Tier "X" options are compatible with other Tier "X" options. For example, a Tier 1 Long Block will not support a Tier 3 Intake, etc. Let me know your thoughts!
So wait, Can we have something like a Tier 3 Long Block with a Tier 2 Intake? Also, what do you mean by "not support"? As in, it works but will not give any preformance upgrades? Or as in the car wouldn't start?
Ah, that's a good clarification. So basically, the long block is the core of how this system will work. This is how BeamNG works normally, if you try and put an adjustable race ecu on a stock long block and give it the max RPM range, it will cause overrev damage very quickly. And if you give it a turbo/supercharger, chances are you will blow the engine as well. So when I say "not supported" it likely means there will be too much torque and the engine will take damage, or overrev damage from having a Tier 2 ECU in a Standard long block. So yes to your first question, you can absolutely put a Tier 3 Long Block with a Tier 2 Intake and you will have no issues.
Sounds amazing, checked out also the V8D and V6 sounds, would be awesome if you could maybe integrate this with the RK custom engines mod, maybe just an addon for it.
Someone found the secret upcoming sounds Thanks, and that is an interesting idea! I may pursue mod integration once I'm at a comfortable spot with this mod.
Hey y'all. I've been absent from developing this mod essentially right after my last post. Something urgent came up and had to be gone the entire week. So unfortunately, not much progress has been made. However, after experimenting and researching multiple avenues, I've come to the hard decision to overhaul how this mod will function and be presented. Unbeknownst to you, my original plan for this mod was to have it setup similarly to "RK's Highly Customizable Engines" since this mod is going to function pretty similar to that one. I struggled on how exactly the file structure needed to be ordered for this to work, but I finally made progress and it's working great! In the wake of this overhaul, I may decide to scrap ALL of the configuration presets for the time being until this mod is much further in development. Having to update each configuration preset, thumbnail, and data for each is a monumental task on top. The ultimate question is this: Should this mod function similarly to RK's mod, where there is an equal amount of engine options per car? Right now, I'm torn between each side. On one hand, it would be interesting to have a 400hp monster in a Miramar or Pigeon. On the other, stick to realistic options so you can actually drive it without worrying about spinning out of control. I'm leaning a little towards the fun side Thoughts?
Difficult question! For my part I think that the realism of BeamNg is fun, I prefer to have vehicles simple to drive. Do what you think is good for you, and don't forget that making it a mod is a hobby, it must remain fun for you! Bravo for the job you've already done
Thank you! It is important to make that distinction... but I do value community opinion as well (maybe a little too much ). I think the best option that can fulfill both sides are to indeed have all options available for each car. If you want to go realistic, the engine available will still be there. And for the ones that want to go crazy or crazy slow, those options will be there too.
I think having all engines available on all vehicles would be the best but also having it be realistic would be great, so maybe doing it like if a car is bigger, it can have basicly all engines, but if its small, like pigeon and such, then only the smaler engines fit. Also i think it would be great to have something similar to RK Engines but a bit more simplified and maybe with a bit more ''hard'' to reach high power (900+hp), i would love to see it maybe like having basicly all the common power adders and such (at least Block, Head, Cam, ecu, intake, exhaust). also making it more ''user friendly'' and simple would help with the newer players
That's a good suggestion! I'm definitely up to introduce common power additions such as the air filter, camshaft, ignition, etc for more precise tuning while remaining accessible. These will fit the Forza theme as well so I think this could definitely work. Thank you for the idea!
Was able to crunch out and pretty much finalize the 1.1L I4 engine! Once I have this at a comfortable position, I will begin to distribute the engine to essentially all vehicles (excluding some). After that, I will be moving onwards towards the NEW 2.8L V6 before I finally update to v0.2a. Planned Features for the v0.2a OVERHAUL: 8 different performance modifications with 4 tiers each! Camshaft Air Filter Displacement Exhaust Manifold Intake Manifold Turbo/Supercharger (if available) Ignition Fuel System Pistons & Valves Smaller engines will be available for most vehicles, while larger engines will be exclusive towards more capable vehicles Completely original and beginner friendly text in the part selector to easily see which parts you want to change
v0.2a has been released! There are big changes in this update! See below for the changelog: Overhauled entire project goal - greatly increased number of performance modifications. 8 performance modifications with 4 upgrade tiers each! RIP to all preset vehicle configurations. This process was not efficient for this project goal. Standardized part modifications and simplified what each part achieves. Modified entire project structure to increase flexibility for more engine swaps. All primary vehicles now have the 1.1L I4 engine swap. (See the main post for more info on what the "primary" vehicles are)
v0.2.1a has been released! Small update... sort of. Finally introduces a new engine... the 2.8L V6! Here's a quick video showcasing the sound! Let me know how it sounds See below for the changelog: *NEW* 2.8L V6 engine swap available for most primary vehicles. Slightly modified the Exhaust Manifold "mainGain" to increase at an equal rate per tier level. Camshafts now contribute less towards horsepower gain. This made the 1.1L I4 go from ~300hp to ~230hp. This was an essential change for when the more powerful engines get added. Camshafts now also have a "vehicleController" section that changes the "highShiftUpRPM" for automatic transmissions to match the powerband. Added "idleRPMRoughness" to engines (which fixed the camshaft roughness not affecting anything) Introduced the 1990s Pessima to include both 1.1L I4 and 2.8L V6.
Decided to tease y'all with my next engine swap - the 3.5L I6! Maybe I'll get back to modding soon...