Released MK's Dynamic Weather 1.1

This lua script implements dynamic weather in BeamNG! (and tornadoes)

  1. MegaKnight

    MegaKnight
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    Should be fixed with the upcoming update.
     
  2. MegaKnight

    MegaKnight
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    MegaKnight updated MK's Dynamic Weather with a new update entry:

    Improvements to Career Support and Tornado

    Read the rest of this update entry...
     
  3. trollboi

    trollboi
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    for some reason some cars dont use their lights yet they look like they do but no "light" is seen on ground but. then others do use their lights and you can see them. which is weird idk whats going on or if its me or something else at play

    wait sorry now all cars are using them. im guessing that cars only dont use them but look like they do when it rain/snows etc.
     

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    #163 trollboi, Sep 4, 2025
    Last edited: Sep 4, 2025
  4. Truck-truckin-truck

    Truck-truckin-truck
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    This is an awesome mod, but regardless of what map I'm on, and when I do the checkbox to skip it, the second I activate the weather it instantly spawns a tornado.
     
  5. MegaKnight

    MegaKnight
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    Maybe check your keybinds? I have no clue what could be causing it other than that.
     
  6. Alfred Gu

    Alfred Gu
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    Thanks for the great mod! It seems that it is working quite well.

    I am actually using this towards research usage, so I am wondering whether there is a place that I can manually change the friction coefficient etc.? For example, now I have three surface properties: dry, wet and icy. But I would like to know the friction coefficients for them and also is there a way to change it manually or gradually changing it. If it is some line of code that I can just easily change the value etc.

    The visual effect is less relevant for my usage, but the friction effect of the icy setting is fascinating and I am wondering whether there is a way I can tune it myself. Thank you so much and looking forward to your reply!
     
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  7. MegaKnight

    MegaKnight
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    Thank you!

    There is a file containing all ground model data within the game files at gameengine.zip/art/groundmodels.json. I'm using ASPHALT, ASPHALT_WET and ICE for this mod.
    You can add your own groundmodels with custom parameters to one map by copying the file to /levels/<mapname>/groundmodels/groundmodels.json and adjusting/adding entries to it. @Artistterrymartin has some great tutorials about this on his youtube channel.

    You can also use lua to change a groundmodel. The current code of this mod is only able to change to already existing groundmodels like APHALT_WET etc, but cannot create custom ones. In a previous version, I used code that could create and apply custom groundmodels, but that was causing bugs (see previous pages, cars sink into the ground). I've attached the old code in case you're interested. For the current code, check lines 166 to 229 at /dynamic_weather_mk_repo_v1.zip/lua/ge/extensions/dynamicWeatherMK/weather.lua. There are also some console tests I've documented (most of them didn't work, but the last one does).

    The current code can still apply custom groundmodels if they already exist from a custom groundmodels.json, but I couldn't find a way to make such a file available on all maps (without overwriting files from the base game, which is not allowed for a repo mod).

    You could change the groundmodel gradually to become more wet/slippery over time, but there are a few issues with that. First, you would need multiple custom groundmodels with gradually decreasing (?) friction coefficients (using the current code - would be a lot easier with the old one). Second, there would be a slight pause/lag everytime you change the groundmodel, as the collision has to be reloaded. The larger a map, the longer the lag. But it would be possible.

    So it's not just a single line of code. It requires a lot more work.

    I hope that's helpful to you :)
     

    Attached Files:

  8. Alfred Gu

    Alfred Gu
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    Thank you so much for your detailed reply! This is definitely a lot more helpful answer than I expected!!! Really appreciate your fascinating work. Although I might need some time to figure it out how this works, I will look into this more closely and let you know if I have any further questions.

    Wish you a wonderful day :)
     
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  9. NineBitDog

    NineBitDog
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    please add multiplayer support, this is something I'd love to use in races!
     
  10. PilotMasterNavy

    PilotMasterNavy
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    Hey brother I have a suggestion, would it be possible to add hurricanes to this mod?
     
  11. MegaKnight

    MegaKnight
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    No, I don't think I'll add them. You could just use stormy weather and increase the wind strength.
     
  12. trollboi

    trollboi
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    i have the volumetric clouds mod and..... both of mk's most played mods (American road & dynamic weather) does NOT work with it.. (and roane county but its way out dated anyway and its not even mk's map...) but anyway i mean just look at the following picks...:(:(



    bugs i saw: at night the sky turns black and white, normal clouds are used when using the weather/volumetric clouds are not used for anything, fog gets so bright my game crashes, other stuff that i forgot./

    btw some stuff i said may not be in pic form bc i didnt capture it in the time i had but it IS possible to see it bc i saw it. i will get picks if the stuff not seen happens again:cool: cheers!
     

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  13. Artistterrymartin

    Artistterrymartin
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    Thanks for the mention! Here is a fun one for you...

    },
    "MELT":{
    "staticFrictionCoefficient" : 1111.1,
    "slidingFrictionCoefficient" : 111.1,
    "hydrodynamicFriction" : 1.1,
    "stribeckVelocity" : 0.1,
    "strength" : 1.0,
    "roughnessCoefficient" : 0.1,

    "fluidDensity" : 1000,
    "flowConsistencyIndex" : 1,
    "flowBehaviorIndex" : 0.1,
    "dragAnisotropy" : 0.1,
    "shearStrength" : 1111111.0,
    "defaultDepth" : 31.1,
    "collisiontype" : "MELT",
    "skidMarks" : true
    "aliases" : ["FIRELARGE", "MELT"]
    },

    Just add that to a groundmodel to your custom folder, and then select Melt as the ground model for a terrain paint, or track dae (not flexbody daes that are in jbeams)

    upload_2025-9-17_19-35-47.png
    -Snow3 is for soft collisions like when one runs into a snow bank. depending on speed you could go fast enough to pass through but generally you just go into is some and it safely with very little damage pushes you back out. Makes track side collisions for DAE's more forgiving.
    -Asphalt3 is for very easy roll overs with pretty much any car. Or stunting on 2 wheels.

    },
    "SNOW3" : {
    "staticFrictionCoefficient" : 0.6,
    "slidingFrictionCoefficient" : 0.4,
    "hydrodynamicFriction" : 0.02,
    "stribeckVelocity" : 3,
    "strength" : 1,
    "shearStrength" : 31121,
    "fluidDensity" : 30000,
    "flowConsistencyIndex" : 200,
    "flowBehaviorIndex" : 0.35,
    "dragAnisotropy" : 0.5,
    "defaultDepth" : 0.2,
    "collisiontype" : "SNOW3",
    "skidMarks" : true
    },
    "ASPHALT_3": {
    "staticFrictionCoefficient" : 3.98,
    "slidingFrictionCoefficient" : 0.70,
    "hydrodynamicFriction" : 0,
    "stribeckVelocity" : 4.5,
    "strength" : 1,
    "roughnessCoefficient" : 0,

    "defaultDepth" : 0,
    "collisiontype" : "ASPHALT",
    "skidMarks" : true,
    "aliases" : ["groundmodel_asphalt1", "grid", "concrete", "concrete2"]

    },

    Technically, Melt is not melting a car, but it sure looks like it. It is actually through the extreme friction setting that is ripping it apart, just add a lava mesh, add a trigger lua for fire and its on :D I went one step farther and added a new node material and particle to make unique fire sparks.
     
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  14. MegaKnight

    MegaKnight
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    Thank you! I saw your video about the lava groundmodel and was wondering how you did that. I'll definitly try them out ;)
     
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  15. ETKS

    ETKS
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    Why are the car lights materials and glass materials obscured by raindrop textures when I use them in rainy weather:confused:
     
  16. trollboi

    trollboi
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    the dynamic weather just breaks with volumetric clouds mod when you press sunny (sometimes) because at time it does work which is very confusing
     
  17. MegaKnight

    MegaKnight
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    That's a problem with Vulkan renderer. If you use DirectX, this doesn't happen. I can't do anything about it as it's a bug of the base game.
     
  18. Artistterrymartin

    Artistterrymartin
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    Likely a lerp alpha thing. There is not way to tell it what lerp has priority like decals can do. You can have 10 transparent decals on one another and arrange but priority who is on what later. If you ever put something transparent in front of something else it can give that weird 4th dimension look where your seeing inside out, but on the outside.
    --- Post updated ---
    This shows the lava
     
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  19. trollboi

    trollboi
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    i have a question, ive seen videos of people using crazy looking sparks n stuff, and (all that at least look like) it was made by you, annnnnnnnnnnnnnd i was wondering, where can i get it? unless its long gone now;)
     
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