Experimental Kagoni Tyre Simulation — A Research-Guided Tyre Physics Experiment

Discussion in 'Mods and Skins' started by Kagoni, Aug 16, 2026.

  1. razka

    razka
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    okay
     
  2. wgirard4

    wgirard4
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    Even though I'm playing on controller, this still makes a big difference and I can actually predict what the car is gonna do a lot more easily, big props for this mod.
     
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  3. Kagoni

    Kagoni
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    Question: What is your favorite/hated car before and after using this mod? :p

    I personally loved the AWD ETK track car, the Vivace and the Ibisu BX as they were some of the most predictable cars in Beam.
    But since I’ve been testing cars with this mod, my favorite had become the Bolide Group 5 GTR and the Scintilla race config, because they have transformed completely from “frustrating to drive” to “challenging but fun” in my opinion.

    So I wonder what are the cars that yall find interesting after tyre physics become more realistic? :rolleyes:
     
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  4. Ardente Racer

    Ardente Racer
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    Bug?

    Vehicle: Bruckell Bastion HotLap Special (M)

    The slicks instantly heat up to 300+ degrees and burst upon driving off.
    If i turn off "Live tread physical stiffness", the problem is gone.
     
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  5. Kagoni

    Kagoni
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    Thank you for the report! This will be fixed soon.
     
  6. Ardente Racer

    Ardente Racer
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    Btw: should i better use "auto" or take the tires i drive? exp.: if i drive Slicks - Race tyres - put options to "Race"? Or better leave it on "auto"?
     
  7. Kagoni

    Kagoni
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    Hi! Auto is the convenient method only. If you run a Slick or Rally tyre and use Auto, it would be Medium by default, and you can manually switch to Slick and choose your prefered compound.
    Also, when you're running some drift builds that uses Sports tyre in the rear and Semi-Slick in the front, Auto will default both wheels to the tyre preset they belong, but manually selecting a preset will override all tyres to one preset.

    Hope this helps!
     
  8. dissapointment2

    dissapointment2
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    Wow ok the 1.5.0 release feels incredible even the bolide feels good to drive now, very progressive feel in the tires and trail braking doesn't feel weird like it used to in vanilla as it was way to aggressive and snappy, often leading to an unintentional 4 wheel slide or even just spinning out, now the rotation is gradual and predictable, force feedback also feels incredible because of the increase tire model depth as well! Might be a little too forgiving closer to the limit from my very limited testing (I've only driven the 200bx and bolide so far so like i said very limited testing) but great work!
     
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  9. Kagoni

    Kagoni
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    Thanks for the comment! I am also feeling that this might be a bit too forgiving for competitive racing, but a lot of the feedbacks from my other friends suggest that "realism" is objective to everyone and the tyres racer/driver often use in irl, as well as realistic track conditional changes would also affect that "forgivingness" behaviour (such as Yokohama slicks in Nurburgring feels like an absolute game-breaker with "unrealistic grip" if put into a sim). Therefore it was suggested that I shall keep them the way they are and collect more data from feedbacks or irl testings to further refine it!
     
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  10. fihre boy

    fihre boy
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    this mod is so damn good, you can feel whenever its going to start losing grip and stuff, drifting is also much much easier because of that, and the ffb is way better too
     
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  11. Ardente Racer

    Ardente Racer
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    Yes, clear now. Thx. :oops:
     
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  12. mambamambo69

    mambamambo69
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    Do you perhaps plan to implement a way to change the tire model preset on a per-axle basis ?
     
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  13. Kagoni

    Kagoni
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    Hello! About this currently no, as each compound is defined by the tyre ID so they should change naturally when you physically swap tyres.
    Also one of the reason is that each tyre's running temps are tuned for the native tyre's performance itself, if you slap a Standard preset onto a Slick it will most definitely overheat and destroy itself given high base grip and wheel forces, so Auto preset + physical tyre swaps are recommended. And as for slicks, I don't think it worths the hassle to have the whole tuning menu filled with huge blocks for choosing tyres for different wheels XD. Maybe a button will be implemented under the Experimental menu, but I'd like to keep the normal interface clean for users!
     
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  14. mambamambo69

    mambamambo69
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    understanble, thank you for clarifying
     
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  15. Xupaun

    Xupaun
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    How you get the Tyre ID?
     
  16. Kagoni

    Kagoni
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    HOT FIX v1.5.0

    Fixed the above mentioned bugs caused by the live stiffness modifier. Now the modifier uses a much more accurate measured calibration instead of having a fixed universal cap that was hand tuned. This version should also allow any tyre mods to work as long as they are a Pressure_Wheel construction.

    Also I added a advanced preheat feature to allow different tyre thermals strategies as I found that some FWD cars might be hard to drive when all wheels are preheated to the same temperature.

    (e.g. the Artende TCR race car is VERY oversteery and snappy at cold, and understeery when soaked. This allowed me to gently warm the fronts [80C] while completely soaking the rears [130C] at initial temperatures so they stay gripped up for a flying lap or two, until the tyres reach their natural saturation temperature.)
     

    Attached Files:

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  17. Colup

    Colup
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    The mod has significantly improved the driving experience, though I am unsure if others are experiencing this but one thing I have noticed that someone commented earlier (that seemed to have also existed with the last iteration of Zesty's thermal and wear redux mod that I have tried) is the reduced brake cooling, which seems to compound from the cooling option not working despite turning it all the way up, thus the brakes become more prone to overheating. This was very prevalent in the Scintilla that uses the brakes to control the difference in wheel speed.
    However after reloading the lua in-game, I believe it would restore the original brake cooling. But changing the cooling in the menu still had no change unless a lua reload was performed again, so if one were to change the brake cooling in the menu, you would have to reload the lua after every change for it to take effect. This was an issue that I experienced with Zesty's redux mod on BeamMP when the brake cooling tuning had no effect and their cooling capabilities were reduced across the board, and I'd suspect would be a similar problem here where reloading lua would often break the multiplayer.
     
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  18. Kagoni

    Kagoni
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    Yes! This had been bugging me all time as well, as the brakes seem to be overheating a lot. Thank you for pointing that out and identifying the actual problem!

    Update: It's fixed now :)
    Please use this version attached, thank you!
     

    Attached Files:

    #58 Kagoni, Aug 31, 2026
    Last edited: Aug 31, 2026
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  19. mambamambo69

    mambamambo69
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    Quick question, non-rally off-road tires currently use the Standard/Road tire compound, apparently across the board. Is it a fallback, or is that the intended behavior ?
    Since they don't have a separate model (btw is that planned ?) I'd imagine they'd be better off using your mod's hardest rally compound as a default instead of the Standard/Road model, right ?
     
  20. Kagoni

    Kagoni
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    It's currently intended as I have not researched any dedicated Offroad tyre's behaviour yet, apart from the fact that some fundamental physics in Rally Gravel tyres are probably applicable to offroad tyres as well. But offroad tyre's dry road physics and water/wet physics is already planned as the next research focus!
     
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