v0.5a has been released! View the main page for the new download and updated information! This one had a hefty changelog so expect future ones to be smaller in nature. Enjoy 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
i saw that this mod has an A series engine sound can i possibly use it for my satsuma expansion? ill credit you of course they sound much better then the ones the satsuma mod itself already uses
Quick little status update.. BeamNG updated to v0.32! Don't be surprised if this mod doesn't work correctly, as they changed a lot of back-end stuff (especially the 200BX). I will be trying to get a hot-fix out as soon as I can but I will be out for the next couple days starting Thursday so I can't guarantee it will be out this week. But it will for sure be out either this weekend or next week! As much as I would like to agree, the main reason I have to keep this mod on the forums is because I get these sounds from Forza Horizon 5. Due to copyright and all, I don't think it would be a good idea to allow it in a repository mod.
even if i edit them? oh well i can just make an external addon for the forums that add these sounds instead
Yep, and that's a fair alternative. I've been down this road before so as long as it's not provided in the base mod that's on the repo, then it's fair game. An addon for it is the best approach.
v0.5.1a has been released! A new BeamNG update has arrived, and with it comes a hotfix! This version makes the mod compatible with BeamNG v0.32! If you find any issues I missed, please feel free to let me know here. You can find the new download on the main page. Changelog: 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
The forced induction vote has concluded! This was my first time trying something like this and had it set to never expire.. next time it will be a 24 hour voting period. Anyways, it ended up being a tie at the end, but that is perfect because I found a great middle ground anyway. Can't wait to share more soon!
I think having them both available as separate options (eg. Default Sound and Tunable Sound) would be quite nice. However I don't know how much work that would be, so if I had to choose, then I'd choose the tunable variant
Couple of more awesome engines to see that might not be in forza horizon 5 but 3 are the toyota altezza engine (3S-GE) or the lexus is200/300 (1G-FE/2JZ-GE), furthermore you may add things from forza horizon 5 like: > Nissan S14 (200sx) - SR20DE/SR20DET > Dodge charger Hellcat - 6.2L V8 Supercharged > Barra Engine (no clue what car its from) > 2018 Mustang GT - 5.0L V8 > 2010 Lexus LFA - 5L V10 > Mazda MX-5 1994 - 1.6L or the 1.8L 4 banger > 2019 Porsche GT3RS - (i think its this) 4L Flat 6 > Any old B58 BMW engine
Judging from the poll... it looks pretty even on all options so I'll be sticking to the tunable path. Right now, I have a good setup that includes 4 tunable options in the tuning menu. I can reveal more about it once I finalized it ^^ Thanks for the suggestions! I am happy to report that a couple of those are on the queue already.. we will see which ones end up working out!
Recent Discovery and Useful Technical Information So I found something extraordinarily useful tonight and thought I should share my experience. After doing some of my daily testing, I noticed that some cars are not equalized appropriately anymore. You can notice this yourself when going between the auto-buggy and the grand marshal. I picked these vehicles specifically because on the back-end side of things, these two are the furthest away in terms of how loud they should be. The auto-buggy is quite loud, so I needed to decrease the volume of the sound-config. The grand marshal was quiet, so I needed to increase the volume. Every car is different. I noticed this early on and decided to make a spreadsheet tracking the volume changes (which you see below) This was how I managed the sounds for every single vehicle, adjusting those numbers where "0" was the baseline, and then adding or subtracting based on those numbers... all of this to keep all engines and all vehicles sounding roughly the same volume. This was obviously a ton of work and was not sustainable. Which leads me to the discovery! In the exhaust.jbeam files, you will find the setting "exhaustAudioGainChange" located in every vehicle's exhaust file, or exhaust headers/manifolds. Some of them are already set to 0, which is great, however a majority of them were negative numbers. Here's an example: Grand Marshal: "exhaustAudioGainChange":-8}], Auto-buggy: "exhaustAudioGainChange":-2}], As it turns out, this was the source for all of the volume discrepancies! And cherry on-top, it matched roughly what I had on my spreadsheet. These two were the furthest apart, my speadsheet by 5db and actual by 6db. It feels nice to have your work validated by the code! So.. what does this mean for the end users? What this means is that I can set every "exhaustAudioGainChange" to 0, which eliminates the manual work I need to do in order to equalize the engines, and you get better equalized engines! It's a win-win, and I figured this would be great information if someone were to stumble upon the same issue. If you made it this far, thanks for reading and I hope this helped in some way
Engine Preview: Volvo 850-R | 2.3L I5 As requested by multiple people, the 2.3L I5 will be making its way to BeamXForza v0.6a! This Daily & Economy engine produces around 230hp and revs up to 7200rpm.
Engine Preview: Chevrolet 150U Sedan | 4.3L V8 The classic 1955 "Turbo-Fire" 4.3L V8 is on its way to BeamXForza v0.6a! This Daily & Economy engine produces around 195hp and revs up to 6300rpm.