ETK 854 ActiveHybrid: P2 plug-in hybrid wagon with 8-speed automatic and xAllrad 1.0.0

Engine, K0 clutch and e-machine ahead of one 8-speed: sailing, one-pedal driving, launch control

  1. Deuflhard
    hero-collage.jpg

    Quick start

    1. Get the mod: download etk_p2_hybrid_suite.zip and move it into your mods folder (%LOCALAPPDATA%\BeamNG\BeamNG.drive\current\mods) without unpacking it, or subscribe to it in the in-game repository.
    2. Activate it in the mod manager.
    3. Optional, but recommended: add the two UI apps ETK 854 ActiveHybrid Cockpit and ETK 854 ActiveHybrid Actions to your UI.
    4. Spawn one of the seven configurations from the ETK ActiveHybrid tile in the vehicle selector (Ctrl+E) and enjoy.

    The ETK 800 wagon as a plug-in hybrid with the control logic of a real one. Between the engine and the 8-speed automatic sit a K0 disconnect clutch and an e-machine on the gearbox input shaft, the P2 layout of production plug-in hybrids. A dedicated hybrid control unit decides every frame whether the car drives electrically, sails, boosts or charges; it starts the engine on the move without a jolt and caps the combined torque so the car pulls like a real one. Seven configurations, three engine lines.

    I drive a 535d Touring from the F-series myself, and many technical details of this mod are inspired by it: the twin-turbo diesel, the chassis tune, the self-leveling rear and the fuel figures I compare against. The drivetrain and its operating logic are modelled on BMW's plug-in hybrids: the two mode selectors, the engine start through the slipping K0, sailing, the recuperation levels and the torque cap follow how those cars work.

    I built this mod with the help of Claude, but countless hours of my own time went into it, with two goals. First, a genuinely realistic P2 hybrid experience: engine, disconnect clutch and e-machine working together the way they do in a real car. That is the main difference to every other EV or hybrid mod I have seen. Second, to change that realistic P2 car the way I would have wished for from the factory: a six-cylinder whose e-machine is not there primarily to save fuel, but to reshape the engine's power curve for more driving fun.

    This is a fan project; it is not affiliated with, endorsed by or connected to BMW AG or any other car or transmission manufacturer. Engine codes and mode names only describe what the simulation is modelled on; everything else in game is fictional or BeamNG's own.

    Highlights

    • Real P2 hybrid: engine → K0 clutch → e-machine → converter → 8-speed, the e-machine a true powertrain device
    • Two selectors: Driving Experience (COMFORT / ECO PRO / SPORT) × EV mode (AUTO EV / MAX EV / BATTERY CONTROL)
    • Jolt-free engine starts on the move, sailing, four recuperation levels up to one-pedal driving, EV creep
    • Launch control with the e-machine as generator load: 0-100 km/h in 3.1 s (40e Performance xAllrad) to 4.6 s (30e)
    • 8HP-style shift program that plans with the hybrid, DSC / DTC on both power sources, limited-slip rear differential, xAllrad with 2WD mode
    • Adaptive dampers, self-leveling, trailer mode, tow hitches and trailer air supply, cooling package with PWM fan
    • Hybrid cockpit: HUD with live energy flow, Actions app, hybrid instrument cluster and centre screen
    • E-boost stages up to 500 Nm / 200 kW

    The line-up

    schematic-lineup.png

    All seven share the P2 module with an 83 kW / 265 Nm e-machine (e-boost stage 0), the 13.5 kWh battery, the 50 l tank, the limited-slip rear differential, DSC / DTC, the adaptive chassis and the hybrid cockpit.

    • 30e: Engine: 2.0 l I4 turbo; Engine kW / PS / Nm: 188 / 255 / 362; System kW / PS / Nm: 271 / 368 / 627; Drive, axle: RWD, 3.15; Weight: 1765 kg; Value: 63,500; Notes: entry-level model, Pearl White
    • 40e: Engine: B58 3.0 l I6 turbo; Engine kW / PS / Nm: 220 / 299 / 447; System kW / PS / Nm: 303 / 412 / 680; Drive, axle: RWD, 2.81; Weight: 1805 kg; Value: 68,500; Notes: default model
    • 40e Performance: Engine: B58S, ttSport turbo; Engine kW / PS / Nm: 415 / 565 / 704; System kW / PS / Nm: 498 / 678 / 820; Drive, axle: RWD, 2.81; Weight: 1805 kg; Value: 85,500; Notes: carbon-ceramic brakes, Performance cooling
    • 40e Performance xAllrad: Drive, axle: AWD / 2WD, 2.81; Weight: 1850 kg; Value: 89,400; Notes: + xAllrad
    • 35d: Engine: N57D30TOP 3.0 l I6 twin-turbo diesel; Engine kW / PS / Nm: 230 / 313 / 637; System kW / PS / Nm: 313 / 426 / 680; Drive, axle: RWD, 2.81; Weight: 1835 kg; Value: 72,200; Notes: diesel instrument cluster
    • 35d Performance: Engine: N57S, Stage 3 turbo; Engine kW / PS / Nm: 369 / 502 / 888; System kW / PS / Nm: 452 / 615 / 950; Drive, axle: RWD, 2.81; Weight: 1835 kg; Value: 84,250; Notes: carbon-ceramic brakes, Performance cooling
    • 35d Performance xAllrad: Drive, axle: AWD / 2WD, 2.81; Weight: 1930 kg; Value: 88,150; Notes: + xAllrad, heavy-duty tow hitch

    System power = engine peak + 83 kW (a nominal sum, so it follows the engine figures). System torque = the system torque cap, or engine + 265 Nm where that is lower.

    0-100 km/h with launch control (SPORT + DTC, measured on smallgrid): 30e 4.6 s · 40e 4.5 s · 40e Performance 4.2 s · 40e Performance xAllrad 3.1 s · 35d 4.5 s · 35d Performance 4.3 s · 35d Performance xAllrad 3.6 s. The rear-wheel-drive models are limited by traction, which is why xAllrad is so much quicker.

    chart-power-lineup.png

    What it changes on the ETK 800

    schematic-vs-stock.png

    • Transmission: the P2 module (K0, e-machine, converter, 8-speed, hybrid control) with an E-Boost Stage sub-slot
    • Fuel tank: 50 l tank plus 13.5 kWh HV battery
    • Engine and driveline: dedicated engine computers (ECUs) on the six-cylinders, no speed limiter, 2.81 axle on the six-cylinders, limited-slip rear differential, xAllrad transfer case
    • Chassis, DSC, cooling, cockpit: adaptive dampers, self-leveling, sport steering, dedicated DSC parts, uprated radiator, hybrid cluster and centre screen
    • Towing: EU or heavy-duty hitch, workshop cargo with an electric air compressor

    Every change is a part in an existing ETK 800 slot or in a sub-slot of one of the mod's own parts (E-Boost Stage, tow balls, workshop cargo modules); no base-game file is touched.

    Inside the mod

    Twelve deep-dive chapters explain every system. In short:

    1. P2 hybrid drivetrain. The e-machine sits on the gearbox input as a real powertrain device with its own inertia and energy accounting, so it uses all eight gears for pulling away and for recuperation. A system torque cap per engine computer protects the gearbox.

    schematic-p2-drivetrain.png

    2. Operating strategy. Driving Experience and EV mode are independent, with a clear precedence when their rules collide. In COMFORT and ECO PRO with AUTO EV the pedal has an electric zone you can feel, and the engine joins only when you kick down, keep asking for more, pass 110 km/h (ECO PRO 120 km/h) or the battery runs low; SPORT keeps the engine running, and MAX EV never starts it.

    schematic-mode-matrix.png

    3. Engine start without a jolt. Crank through the slipping K0, rev-match, close at a few rpm of slip, blend the torque over. A fill loop in the e-machine cancels the clutch torque 2000 times a second.

    schematic-ice-start.png

    4. Sailing and recuperation. Each Alt+R level is a deceleration that feels the same in every gear, from sailing with the engine off to one-pedal driving with hold. Brake-pedal recuperation blends with the friction brakes without changing the pedal feel.



    5. Launch control. The converter is preloaded against the brakes to three quarters of what the car can hold, while the e-machine loads the engine as a generator so the turbo spools before the car moves. In every mode, a brake-throttle guard stops brake plus throttle from pushing the car through its brakes.

    launch-ready.jpg

    6. 8HP-style shift program. It plans with system torque, holds the gear while the K0 closes onto the engine and picks the gear the engine needs before the engine runs. ECO and COMFORT cruise at low revs; SPORT stays out of the overdrives: 6th is its top gear, 7th only when cruising relaxed.



    7. Driving dynamics. Two-stage DSC trims engine and e-machine before it brakes a wheel. The rear differential's lock follows the Driving Experience, the DSC step and AWD/2WD, up to a full drift lock; the xAllrad models switch to 2WD at any time.



    8. Chassis. Adaptive dampers follow the Driving Experience in fine steps, and springs, anti-roll bars and steering are retuned for the heavier car without upsetting its balance.

    9. Towing. Now you have basically unlimited torque, so of course you have to put it to use hauling ridiculous loads. Couple a trailer and the dampers, gearbox, differential and brakes adapt, while self-leveling keeps the rear level. For the really silly stuff there is an optional part that mounts an air compressor, powered by the HV battery, in the boot. Hook the game's dolly, or any other air-braked truck trailer, to the pintle hook of the heavy-duty hitch's combination mount, and the air supply connects with the coupling, just like a truck's gladhands. The air system is realistic: every brake application draws on the reservoir, the compressor kicks back in at 7.2 bar, and if the pressure drops below 3.4 bar the trailer's spring brakes clamp on.



    10. Cooling. An 850 W PWM fan stays off until 105 °C, then starts audibly and holds 101-105 °C while charging at a standstill. The Performance models add ram-air auxiliary radiators and an oil cooler.



    11. Cockpit. One picture and one colour code on every screen: HUD, Actions app, a cluster with READY needle and on-board computer, and an energy-flow centre screen.

    hud-electric.jpg

    12. Under the hood. Tuning reference, about 230 data channels for your own apps, the failsafe, and how it was tested: a 34-test in-game QA suite, scripted scenarios and three feedback rounds.



    Controls

    • Alt+1 / 2 / 3: COMFORT / ECO PRO / SPORT
    • Alt+F / Alt+E: cycle Driving Experience / EV mode
    • Alt+5 / 4 / B: AUTO EV / MAX EV / BATTERY CONTROL
    • Alt+PgUp / PgDn: target charge ±10 %
    • Alt+R: recuperation OFF / LOW / MED / HIGH
    • Alt+K: launch control
    • Alt+G: shift program AUTO / ECO / COMFORT / SPORT / MANUAL
    • Alt+M: presets
    • Alt+T / Alt+W: trailer mode / xAllrad AWD or 2WD
    • Ctrl+Q: DSC / DTC / DSC OFF (game key)

    All actions can be rebound under Options > Controls ("ETK 854: ..."), and almost all are a click in the Actions app.

    actions-app.jpg

    Requirements and installation

    BeamNG.drive 0.39.4, no other mods needed.

    1. Subscribe in the repository, or copy etk_p2_hybrid_suite.zip into %LOCALAPPDATA%\BeamNG\BeamNG.drive\current\mods without unpacking it. Updates keep this name; remove older forum versions (etk854_activehybrid_v1.0.x.zip).
    2. Enable the mod in the mod manager (a game update disables all mods once).
    3. Vehicle selector (Ctrl+E) → tile "ETK ActiveHybrid".
    4. The UI layout loads automatically. If an app is missing, add "ETK 854 ActiveHybrid Cockpit" or "ETK 854 ActiveHybrid Actions" from the app menu.

    Known limits

    • On the 35d at low revs, pedal travel above roughly 80 % (COMFORT) or 67 % (SPORT) adds no torque: the system torque cap is reached.
    • Reverse is limited to about 35 km/h on purpose.
    • The hybrid UI layout stays after switching to another vehicle, and every spawned ActiveHybrid (also a second or AI car) switches to it.
    • Sailing, EV driving and DSC ignore a trailer; no trailer sway control.
    • Trailer air: one air-braked trailer at a time; the round-3 protection valve is verified in simulation only.
    • When the e-machine is saturated, the 12 V starter takes over the engine start: later, but no harsher. A kickdown out of EV takes about 0.9-1.0 s until the engine is coupled (about 1.1 s when the starter has to step in).
    • Around an engine start the gearbox occasionally takes a gear back.
    • Performance models: their full-throttle cooling is designed offline; sustained full-throttle runs in game and their fuel consumption are still pending.
    • The 40e uses about 20 % more fuel than the real car it is modelled on; electric range is not measured.
    • The LSD drift scenarios are still on the test plan; "LSD 0%" while the car is held at a standstill is intended.
    • Changed units reach the cluster only after a reload, and the trip computer can only be reset from the console.

    Credits and licences

    • Mod: Deuflhard
    • Base vehicle, engines, sounds, tow hitch and cargo models: base game by BeamNG GmbH
    • Contains modified BeamNG code under the bCDDL 1.1.
    • The inline e-machine device builds partly on motorShaft.lua by NiZhaZi (NZZ) from the "E-CVT Hybrid Vivace" mod, MIT License, github.com/NiZhaZi/Beamng_Hybrid_and_EV_Mod. Thank you!
    • Engine codes, the 8HP shift-logic name and the mode names ActiveHybrid and ECO PRO only describe what the simulation is modelled on; no affiliation with their owners.

    Changelog

    1.0.0: first public release (repository edition, includes feedback rounds 2 and 3)

    • English in-game texts, neutral naming (xAllrad, EV modes), developer button removed, paint fix, licence headers, fixed file name
    • New launch control with generator load and auto-arm; brake-throttle guard in every mode
    • EV creep with standstill hold; ECO PRO pedal map v3; no decoupled idle in ECO PRO
    • Torque-first shift program, SPORT without overdrive, quicker shifts, no long run-on after one kickdown
    • Limited-slip rear differential on every model; bigger turbos and Performance cooling on the Performance models
    • Trailer braking 1:1, trailer air supply with protection valve; on-board computer, ECO PRO ruler, LSD and AIR chips
    • Fixes: seven key actions now work (incl. Alt+PgUp / PgDn, Alt+G, Alt+T, Alt+W), launch-control fixes (290 Nm generator load in the preload), LSD opens while the car is held at a standstill, sailing only from 10 % charge, e-machine works after an empty-battery spawn, HUD lag at high frame rates

    • 0.9.1 (Sep 2026): feedback round 1: EV pedal zone, prompt engine stop, gear recommendation, DSC light, audible fan
    • 0.9.0 (Sep 2026): release candidate with all three engine lines, Performance and xAllrad models
    • 0.8.0 (Sep 2026): optimisation run: rolling K0 starts, shift polish, lift-off ramp, I4 calibration
    • 0.7.1 (Sep 2026): instrument cluster and centre screen, energy flow display
    • 0.7.0 (Sep 2026): engine start sequencer, 8HP-style shift program, towing, cooling package, Actions app
    • 0.6.1 (Aug 2026): DSC / DTC, recuperation levels, B58S Performance, xAllrad models
    • 0.6.0 (Aug 2026): adaptive chassis, N57S Performance
    • 0.5.3 (Aug 2026): MAX EV, e-boost stages, Hybrid System tuning menu
    • 0.5.2 (Aug 2026): N57D30TOP twin-turbo diesel, system torque cap
    • 0.5.1 (Aug 2026): e-machine sound, reverse fix, forest green paint
    • 0.5.0 (Aug 2026): ActiveHybrid rebuild: B58, two mode axes, sailing, new HUD
    • 0.4.0 (Jul 2026): clean rebuild, working key bindings, test rig as a separate part
    • 0.3.1 (May 2026): automated in-game test rig
    • 0.3.0 (May 2026): HUD and first cluster, pedestrian warning sound, launch control
    • 0.2.1 (May 2026): five drive modes, electric driving from standstill
    • 0.2.0 (May 2026): own e-machine device with K0 clutch
    • 0.1.0 (Jan 2026): first draft: P2 hybrid concept for the ETK 800

    How it all works: the technical deep dive (twelve chapters) is in the GitHub wiki: https://github.com/WallnerK/beamng_etk-p2-hybrid-suite/wiki (source code: https://github.com/WallnerK/beamng_etk-p2-hybrid-suite)

Recent Reviews

  1. Gilaric
    Gilaric
    5/5,
    Version: 1.0.0
    Love it, I hope there will be more electric motor power variants. I would like to recreate the BMW 320e or 330e with this mod.
  2. Jimmy_carguy
    Jimmy_carguy
    5/5,
    Version: 1.0.0
    i love it very much its just the ui is kinda buggy and the keyblinds kinda complicated and im too lazy to set up my own and also my suggestion is removing the starter sound cuz real hybrids uses the motor to start the engine but yeah great mod
    1. Deuflhard
      Author's Response
      Thanks for your feedback! Is the UI-App a buggy experience for you? It worked without issues for me so far - maybe some interference? I am currently working on bringing all controls into buttons inside the cockpit - as a sort of touchscreen interface in the middle. Might be in the next release already. Thank you so much for your review!
  3. Waduhek
    Waduhek
    5/5,
    Version: 1.0.0
    This is an amazing mod! I've spent so much time playing with it. The only minor flaw is the vehicle thumbnail, it looks a bit simple. It would be great if it matched the style of official vehicles. Otherwise it’s absolutely perfect!
    1. Deuflhard
      Author's Response
      YES, will do some improvements on this in future versions. Thank you for your review & input!
  4. Fabi18715
    Fabi18715
    5/5,
    Version: 1.0.0
    I have waited so long for a mod like this! Yours is the first one that actually works perfectly. I absolutely love this mod, and I love you for making it! Thank you so much!
    1. Deuflhard
      Author's Response
      Thank you so much! That means a lot!
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