Sidewinder Performance Barstow IV Tuning Pack ====================================================== What this is A turbo kit for the Gavril Barstow IV with three stages to pick from, plus an optional 10-speed automatic, a little dash display for watching (and on the top stage, controlling) boost, and four ready-to-drive cars. All the power numbers below were genuinely tested in-game on DSC's D300S hub dyno — no made-up stats. The full test sheets come with the download. Hi — and why I'm posting I'm Zenith, and this is my first mod. Honestly it was just a for-fun project for myself — I love the lore-friendly side of BeamNG and I wanted the Barstow IV to have a proper turbo setup. Fair warning: I can't really model. The only new 3D bit in the whole thing is a tiny fender badge (or was, i've since tried my hand at some other bits) — the rest is tuning, mixing and matching existing parts, and way too many evenings strapped to DSC's dyno. It was never supposed to leave my own mods folder, but here we are. I'm just wondering if anyone else would enjoy it — if there's interest I'll clean everything up and release it properly. So no download yet, this post is me sticking a toe in the water. Let me know what you think! The Lore Sidewinder Performance did not start with a business plan. It started with a stretch of west highway in the Utah desert, a rented two-bay garage, and a Gavril Barstow IV RoadSport that cost less than its own tires. Cody Harrington bought it in 2006. Gavril had stopped building the fourth-generation Barstow two years earlier: V8, rear drive, live axle, not much else. That made it the cheapest honest rear-wheel-drive V8 in the state. The Name A Mojave sidewinder had moved in under the garage's tire stack. Every morning there were sideways tracks in the dust: two points of contact at a time, never on hot sand longer than necessary. The crew painted the name on the Barstow first. The snake is still under the tires. Nobody has checked lately. The four cars Lancehead (Street) — the simple one, nothing to adjust. 324whp. Taipan (Sport) — adjustable boost with a bit extra for drag racing. 466whp, 504 in Drag mode. Heritage — a one-off special, based on the Founder's original car. 462whp. Viper (Strike) — the full-fat one, electronic boost control and the automatic. 633whp, and it ran a 9.784 quarter mile. The dash display / UI App Here's the Venom Link waking up on a Strike car — it's the boost gauge, trim controller and launch panel all in one little screen: What you actually get TECHNICAL/MARKETING DOCUMENTS 4 x 'In-Lore' Press Car Brochure PDF/HTML Files for the Lancehead, Taipan, Heritage, and Strike Press Cars 5 x 'In-Lore' Technical Data Sheet PDF/HTML Files for the Venom Boost Turbo, Venom Link System, Krait 10-Speed Gearbox, Cantil IRS Conversion Kit, and Constrictor Big Brake Kit. PARTS VENOM TURBO SYSTEM Venom Boost - 72mm Single Turbo Venom Link - In-dash boost-gauge/controller and UI App for Venom Turbo Systems Venom ECU - Sidewinders Standalone ECU to work with Venom Boost + 3 ECU Tune files (street, sport, strike) KRAIT 10-SPEED GEARBOX Sidewinder Krait 10-Speed Automatic Transmission with 3 Torque Converters + 3 TCU Tune Files (street, sport, drag converters - street, sport, strike TCU tunes) CANTIL IRS CONVERSION KIT - (In Development) Sidewinder Cantil IRS System for the Barstow IV: ETK800 multilink geometry sourced as a proven donor, stripped of its electronics and adapted to the Barstow floorpan by the Sidewinder Engineering Team. CONSTRICTOR BIG BRAKE KIT - (In Development) Sidewinder Constrictor Big Brake Kit for the Barstow IV: a universal brake upgrade that bolts onto any Barstow — live axle or Cantil IRS, 15-inch steelies or 18-inch house wheels. Enlarged drilled rotors and bigger calipers; developed in-house by the Sidewinder Engineering Team SIDEWINDER IN-HOUSE PARTS Sidewinder SW-5 Rims (18X8, 18X10 - Satin Gray/Polished Silver) - Sidewinder Performance In-House 5-Spoke Rims (based on Konig Neoform) Sidewinder SW-7 Rims - Sidewinder Performance In-House Multi-Spoke Rims (based on Vossen HF-7) Selecta Sport Plus 2R Tyres 18x10 and 18x8 - Sidewinder Performance go-to tyre compound, and developed alongside Selecta Engineering Teams to bring it to our In-House Rims. SIDEWINDER FABRICATIONS Sidewinder Quad-Tip Race Exhaust - Sidewinders take on the standard Race X-Pipe, featuring 2 more tips and freer flowing design Sidewinder High Spoiler - Sidewinder fabricators decided to take the stock barstow sport spoiler and fuse it with the ducktail spoiler using 'AeroFlex' materials to create a more aggressive, street-ready style wing that flexes under high load to reduce drag. Sidewinder Stripes - Sidewinders race team decided to take the stock barstow side stripes standard stripes to combine them into a single livery design Sidewinder Xenon Headlights - Sidewinder retrofit turning the stock Barstow halogen housings into blue-white xenon lows/highs with twice the brightness and 20% extra range over the standard bulbs as well as 67% brighter amber signals CONFIGS - 4 Configs Representing the tiers of the Venom platform and a special ode to the founder Lancehead - "The Dedicated Daily. Built to be Driven." Fixed 8PSI Wastegate with Street/Sport Drive-modes & No Boost Adjustability Taipan - "The Weekend Warrior. Built to be Enjoyed." Manual 8-10PSI Adjustable Actuator w/ Street/Sport/Drag Modes & 8-10PSI Manual Boost Adjustability from Tuning Menu Heritage - "The Original Sidewinder." Same as the Taipan but with some special chassis tuning and parts - dedicated rebuild of the founders original car Viper - "The Highway Hoon. Built to be Raced." Electronic 8-18PSI Adjustable Actuator w/ Street/Sport/Drag/Strike Modes & 8-18PSI Electronic Boost Adjustability from Venom Link dash controller or UI App What you'd need LucasBE's Gavril Barstow IV — heads up, it's a paid mod: get it here (his forum profile). My pack tunes that car and nothing else, so it won't work without it. Usual install stuff: one Sidewinder zip in your mods folder at a time, game closed while installing, then clear cache. Standing on shoulders This wouldn't exist without other people's work: xpogosam (profile) — data-driven aftermarket parts done right is the bar I aimed at; LucasBE — for the Barstow IV itself, which is a joy to tune on; Tier3Performance (profile) — for showing what a focused parts catalog can be; and DrowsySam (profile) — for DSC's D300S hub dyno. Every number in this post was measured on it, wheels bolted straight to the hubs, which is why the figures say whp and not flywheel fantasy. Where it stands I'm basically working on this day-in/day-out as a personal project and will keep updating this post as I update or add parts and systems - the work is rough and I wont pretend its not, but its functional and plays quite nicely. THERE WILL BE JANK, simply because I havent invested that much time in the modelling/texturing side of stuff. Want to help? One more honest bit: I can't model, and this pack could use a modeller's touch — new parts, tidying the bits I bodged, whatever you fancy. If you'd like to help improve the mod, I'd be happy to have a chat. Reply here or DM me. — Zenith
My initial post made me think more about my 3d modelling skills, so I've been working hard at building the actual 3d boost controller screen thing i wanted - here's how its looking - and finally working (somewhat) in GAME! --- Post updated --- More work on the in-car link system, working node interactions and updated meshes
I've tried to model IRS for the longest time and still haven't quite yet cracked it, but it's certainly on the table (and possibly in active development ) - the main focus is FI bits at the moment and writing a bunch of lore. I really like XPOGOSAMs approach he took with HMT and Arsenic Werks and I'm trying to come at this from that angle - though my quality of modelling certainly will not be the same as those, I'm hoping the data-driven approach to parts will match the quality seen there!
I like this concept, however the generic vibe-coded visuals of the boost controller screen just feel... wrong. I feel like to make it more unique and interesting you could go for a period-correct style to help it stand out. Usually devices like this were quite a bit smaller than what you have, but you can take creative liberties of course. Some examples of what I'm talking about from a quick google search are the: (BLITZ DUAL-SBC ID DSBC Type R Boost controller) (APEXi AVC-R) (Another AVC-R but mounted in a car) (HKS EVC IV) There are also a bunch of free fonts you could utilize, like this tiny pixel one, this really cool 7-segment display one, or just a simple clean 16x16 pixel font. That, plus rendering the display at a lower resolution maybe would be pretty cool. I'm sure you could get whatever AI it is you're using to do it, though it might also be a good way to practice manually designing it wink wink nudge nudge.
thanks for the input @Joobles and I totally agree - it was actually my original intention to base it on period correct boost controllers - but mainly my lack of modelling skills made me go with a more generic, basic looking controller so that I could more easily integrate it to a basic flat plane large display that felt like it was purpose-built for the barstow iv. I do have another variant of the uiapp controller that ismuch more in-line with period correct controllers (based on the GREDDY Profec, which I actually had in one of my cars back in the day) but it lacked the functionality and when I tried to keep it feeling right whilst adding extra stuff like overboost control etc it just became a mess - so i reverted to "big box with rows for functions and data". That said, I do want to try building a split-unit like the EVC IV as I could extend the control box horizontally to add more knobs and then use a tab system for the display that you use the display unit side buttons to switch between. Right now I'm just doing some rim work but it's likely something I'll revisit later
This is actually really cool. I’ve always liked messing around with the Barstow, and having different turbo setups and builds gives you a lot more to play with. The boost controller is a nice touch too, especially being able to mess with the boost yourself instead of just having one fixed setup. I also like that you actually tested the power numbers in-game. Overall this is just a really fun tuning pack. Definitely gonna be keeping an eye on this as it gets updated.
@RedlineWorks Thank you! I'm trying to be as lore-friendly with it as I can, too! For instance, on the street trim/setup in-lore (or the lancehead config) - the turbo only comes with a fixed 8psi actuator, so you get no adjustment at all. On the sport trim/setup in-lore (or the taipan config) - the turbo only comes with a manual 8-10 psi actuator, and so to adjust the boost level you have to go into the tuning menu and manally adjust it (think of it like stopping, and popping the hood to adjust the spring on the actuator. Whereas on the strike trim/setup in-lore (or the viper config) - the turbo comes with an electronic actuator and the flash for the ecu unlocks the in-dash digital boost control on the link system, so you can physcially click the buttons on the link (or via the ui app) to adjust boost on the fly and/or enable-disable boost by gear, link authority (vs wastegate/ecu), and overboost pressure control (as well as two-step rpm and arm/disarm, if manual) I also want to visit twin-turbo setups and a centrifugal supercharger in future --- Post updated --- "in future"
Ohhh okay, that actually makes a lot more sense now. I really like how you’re making the different trims actually behave differently instead of just giving them different power numbers. The whole idea of having to manually adjust the actuator on the Taipan vs being able to control everything on the Viper is a really cool detail too. It makes the builds feel like they have an actual purpose behind them. And twin turbos and a centrifugal supercharger would be sick to see eventually . Definitely looking forward to seeing where you take this!
Getting somewhere... --- Post updated --- A fun little side piece - unsure if i'll actually ship this but... boot build anyone?
Yeah I'm aware... as stated my modelling skills are pretty crap and I still havent quite figured out texturing in beamng yet beyond re-using/re-purposing existing textures - over time I'm hoping to optimise a lot of this stuff but it all started as just a personal project so its very much just "made to work" and needs a LOT of refinement --- Post updated --- I have it "working" but dealing with mesh issues on the subframe - in terms of physics I think I have it nailed as best I can at this point (even though its very much still janky as hell - it drives great) - though still lots of refinement to go