Beta Nodebearer (Heat, Wear, Nodes) 1.1

Heat, Wear, Flat spots, ground temperature, more nodes, smoother driving and more.

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  1. JbatesPoint0
    image-1793846770550.jpg
    Nodebearer Tire mod (Nodes, Wear, Heat) 1.1 (0.6.5)
    Built with FFB wheels in mind.


    (Known issue: Tire width isn't properly accounted for: ready for next update. Stiffness: Tires are too stiff, on the list. Rolling resistance in anything that sinks the tire drags it too much: being worked on.)

    I wanted tires in BeamNG that felt smoother, heat up, wear down and lose grip the way real ones do, and others didnt feel right, i didnt like having to fit tires or change builds and rely on numbers from others. This mod rebuilds your car's stock tire with more nodes 1.5x or 2x (24 or 32 rays) that gets built from your car's own tire size and rim when it spawns. There are no new parts to pick, it just works on whatever you drive. (not tested on mods yet.)

    Everything in it is tuned against real tire data wherever I could find it, then checked in game against those numbers.

    Ctrl+R or new tires to reset tire wear and heat. (CTRL + R "Reload vehicle" isn't mapped to the controller by default.) So if you make a mistake and want to keep driving on your heated tires you can rewind your car back on the road without worrying.

    What it does
    • Works on every car. The tire is sized from each car's own tires and rims, sidewall, tread and pressure included. It's been built and tested on every stock road tire and rim in the game.
    • All the tire types. Road, low rolling resistance, sport, Sport Plus, race slicks, asphalt rally, gravel rally, all terrain, mud terrain, drag slicks, drift, light truck, truck and trailer(Yes both the truck and trailer at the same time!), old cross plies, and worn out old tires. Each one has its own tread depth and wear rate, and its own grip vs heat where there's real data for it. It reads the type off the game's own tire part, so you don't have to set anything.
    • Heat all over the tire. Every spot on the tread has its own surface and inner temperature, and the carcass, the air inside and the rim are tracked too. Rolling, sliding, wheelspin, accelerating and braking all heat it up, and airflow, the road and radiation cool it down. Brake heat soaks into the wheel as well.
    • The road and the weather matter. Road temp follows the air temp, the time of day and the sun, and it's cooler in the shade and in the rain. Wet roads, mud, snow, ice and water all cool the tires.
    • Grip follows heat. Cold tires have a bit less grip and overheated ones fade. Sliding grip drops off faster than peak grip as the tire heats up, based on measurements from real drifting. Race slicks need to be warmed up before they really work. Grip changes by surface too.
    • Pressure follows heat, and the sidewall stiffens with it. (Sidewall stiffness is still an issue i haven't fully worked out. It should be softer but that destabilizes the whole wheel.)
    • Wear all over the tire. Every spot on the tread wears on its own from sliding, rolling and hot lock ups. Lock up the brakes and you'll get a flat spot you can feel through the car. Worn tires lose grip, the tread actually gets thinner, and if you wear all the way through, the tire pops. Run the carcass too hot for too long and it'll fail. The app tells you why a tire failed.
    • Career support. Your cars keep their tire wear and heat between saves. Buy a new set and they're fresh, and a repair gives you new tires.
    Screenshot2026-11-04193148.png Screenshot2026-11-04193341.png
    How to use it
    1. Drop the zip in your mods folder. Your car gets the new tires the next time it spawns (24 rays by default).
    2. Add the app: UI Apps > Telemetry > "Nodebearer Tires". Heat and Wear show every spot around each tire, and More shows a cut through each tire with all the temperatures.
    3. Everything else is in the app's Settings: the tire (Off, 24 rays or 32 rays), the grip curve (real to life or moderate), heat on or held, wear rate (off up to x100), start tires warm, the update rate (full, or half for slower PCs), apply heat (Warm, Optimal or Hot for that tire type), cool down, new tires, °C or °F, and app opacity.

    Good to know
    • Changing the tire rebuilds the car. In Career the change waits until the car reloads you need to put the car away and pull it back out to change the settings that affect the model like node number.
    • Traffic keeps stock tires. The mod only runs on your car and whatever it's towing.
    • These tires have more nodes than stock, so they cost more performance, and 32 rays feel smoother but cost more than 24.
    • A few unusual tires aren't supported yet. Crawlers and the dump truck tires. The app will tell you if a car's tires didn't get fitted.
    • If you have another tire mod running, the app will warn you and let you turn this one off. Use one tire mod at a time. (Seems to warn about any mod atm)
    • I haven't tested it in multiplayer or on a server.
    • Settings for grip curve, heat, wear rate and warm start go back to default when you restart the game. Your node number choice is saved.
    How close to real is it?
    • All of these were measured in game and most real numbers are the closest accurate numbers or extrapolated data:
    • A road tire held through a hard corner settles around 115 °C on the surface. Real ones run about 120 °C.
    • After 15+ minutes at 131 mph (210 km/h), the tread, carcass and air inside all settle within a few degrees of real estimates, and the driven wheels run warmer than the free ones like they should.
    • A warm road tire stops at about 0.9 g with ABS, and a race slick peaks at about 1.6 g, right in the real range.
    • A sliding burnout gets the tread to 160-200 °C, same as real burnouts.
    • Normal driving wears a road tire close to the 0.5-1.2 mm per 10,000 km measured on real cars.
    image-1793846780495.jpg
    What it’s based on
    Linköping University’s tire temperature tests, NHTSA’s tire and braking reports, FMVSS 139, a study of real drifting (arXiv 2407.12989), Farroni, Alcazar Vargas, Rhyne, Svendenius, Croft-White, Cenek and Noon, Persson et al., Ejsmont et al., DEKRA, ADAC, Auto Bild, Edmunds, Sport Auto, Tyre Reviews, General Tire, 4x4 Australia, the Swiss TCS, the UK DfT, JRC, NBS, TRB, RMA, US Army tire tables, the FHWA’s pavement temperature model, ground temperature studies, burnout reports, the EU tyre label rules, and tire makers’ and retailers’ specs.
    Where there was no data, a number is a judgement call based on other numbers or tuned around the games numbers.

    License
    CC0 (https://creativecommons.org/publicdomain/zero/1.0/): The mod is provided as is, with no warranty of any kind. It isn’t made or endorsed by BeamNG GmbH.


    The cited publications are not being redistributed or relicensed under CC0. Their respective copyrights, licenses, and other applicable rights remain with their original authors and publishers. The mod's CC0 dedication applies to the original work produced for this project, not to third-party publications or materials.

    AI disclaimer: Claude was used to write the code and search up data, it was strictly told to only look at anything that was free use and throw away any numbers even from a public page if it found out there was any discrepancy or unknown related to this.

Recent Reviews

  1. NouMoke
    NouMoke
    5/5,
    Version: 1.0
    Actually, it’s a very good mod — perhaps the best among similar ones — because it feels like a full‑fledged model. I was particularly pleased with how the surface temperature was handled: in the shadows, their temperature is lower and it gradually decreases throughout the night. The tires with an increased number of nodes feel much more stable than in other implementations; however, the handling of most cars has changed significantly, and obviously many stock configurations no longer behave as the developers intended. I don’t know whether that’s realistic or not, but it’s definitely more interesting due to the amount of data that affects handling now. And I still can’t believe that wear now actually changes the tire’s structure. This is the level of detail you usually only expect from developers, but you get it from a free mod. Awesome!
    1. JbatesPoint0
      Author's Response
      Thank you.
      and yes, this significantly changes how every car and tire drives. (other than crawlers and the dump truck)
      and I don't know how realistic it is vs how realistic it FEELS. I built it from as much data on tires as i could get without using anything that wasn't free use, papers, thesis, old advertisements, government research and anything that couldn't be found was extrapolated from the data there was.
      My own experience is limited to driving my own car and Go karts, that and all the racing sims ive tried, and I've gotten to the point where I cant make it any better without paying for data or making the mod not free to use and rewrite.
      So any input is appreciated and should help make the mod better, suggestions? something i forgot to account for or a feature you think should be added? please let me know.
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