Beta SkyCycle: Dynamic Weather 0.4.11

Dynamic weather, seasons and a persistent calendar for Freeroam and Career.

  1. SteadMeerkat
    SkyCycle: Dynamic Weather
    Seasonal forecasts. Changing skies. Weather you can drive through.​

    SkyCycle adds persistent, progressive weather to BeamNG.drive in Freeroam and Career. Follow a five-day forecast as conditions evolve through morning, afternoon, evening and night, with rain, snow, fog and storms shaped by the map's climate and the in-game season.

    upload_2026-10-30_10-39-9.png

    upload_2026-10-30_10-41-19.png

    upload_2026-10-30_10-36-21.png

    upload_2026-10-26_14-54-59.png

    Calendar, seasons and wind
    • Follows BeamNG's native calendar where available. Changing the game's date updates SkyCycle's forecast; maps without a native date use SkyCycle's saved calendar.
    • Seasonal temperatures and weather frequencies, with reversed seasons in the Southern Hemisphere when the map supplies its latitude.
    • Italy and West Coast climate profiles, plus a generic profile and custom-profile support. Snow remains temperature-dependent.
    • Nine weather states: Clear, Partly Cloudy, Overcast, Fog, Light Rain, Heavy Rain, Storm, Light Snow and Heavy Snow.
    • Coherent daily periods and gradual transitions, normally lasting 1-8 minutes. Fast day/night cycles can shorten them to fit the current period.
    • Live wind direction and speed in the forecast bar. The arrow shows where the wind is blowing toward, relative to map north.
    • A shared prevailing wind direction across neighboring periods, with slow changes and optional physical gusts.
    • Smooth native temperature-profile changes that keep the map's daily temperature timing where available.
    upload_2026-10-26_13-14-5.png

    Rain, snow and atmosphere
    • Native world precipitation, variable rain/snow intensity and wind response.
    • Interior-window droplets and exterior-camera water effects, with improved glass persistence and adjustable cabin fit.
    • Shelter detection for covered areas and approximate cabin masking.
    • Smaller, translucent animated rain impacts and player-vehicle tyre spray on compatible wet roads.
    • Temporary wet-road shading/reflection adjustments and a visual snow treatment on compatible road materials. These effects restore the original materials when SkyCycle stops.
    • Branched lightning, multi-pulse flashes and four credited real thunder recordings with a 1-5 second delay.
    • Recorded rain on the vehicle roof, wet-road driving ambience and stronger rain/thunder audio.
    • Gradual storm lighting, time-of-day fog behavior and optional traffic low beams in poor weather.
    upload_2026-10-26_13-16-33.jpeg

    Readable forecasts and flexible settings
    Forecast cards always show precipitation probability. Today's detail also shows current intensity, including 0% in dry conditions. These are separate values: a 60% forecast does not mean the rain is currently at 60% strength.

    • Four particle budgets: Economy (2,048), Low (4,096), Moderate (8,192) and High (16,384).
    • Optional adaptive quality with a selectable frame-rate target. It adjusts particle density within the chosen budget; it does not guarantee a particular frame rate.
    • High-speed precipitation collision optimization, reduced idle work in dry weather and suspended precipitation rendering while the native large map is open.
    • Batched road-material updates, with the map's authored reflections retained.
    • Optional experimental weather grip for compatible native asphalt and dirt/gravel ground models, including community maps that expose those models. Existing wet, muddy, snowy and icy ground models are left alone.
    • Particle-quality changes do not remove the optional weather-grip penalty.
    • Celsius/Fahrenheit, three/five forecast cards, weather variability, reduced motion, sound, lightning, glass fit and droplet controls.
    • Integrated dropdown controls compatible with BeamNG's interface.

    Install or update
    1. Download SkyCycle_Dynamic_Weather.zip and place it, unextracted, in your BeamNG User Folder's /mods directory, or update through the repository.
    2. Replace the previous SkyCycle copy. If you previously installed a development build named weather.zip, keep only one active copy of SkyCycle.
    3. Open a Freeroam or Career session. Add SkyCycle: Dynamic Weather through UI Apps if it is not already in your layout.
    4. Use the forecast bar's gear button to choose your settings.
    Existing SkyCycle settings and saved progression are retained by the update.

    Compatibility and limits
    Tested on BeamNG.drive 0.40.4. SkyCycle works independently; Trucking Unbound, After the Impact and Traffic Flow Lab are optional integrations.

    Maps need compatible environment objects for the corresponding effects. Road visuals and grip depend on the map's materials and ground models. Interior glass masking is approximate: unusual cabins, open vehicles and some roofs may show masking or precipitation artifacts. Climate profiles are a gameplay model, not live forecasts or measured local climate records.

    SkyCycle suspends itself for recognized competing weather controllers; running multiple weather mods together is not recommended. There is no BeamMP synchronization, automatic wiper control, snow accumulation, terrain deformation or separate weather per neighborhood.

    Reporting an issue
    Please include the game and mod versions, map, camera mode, weather condition, particle preset and any other weather mods. A screenshot and a short description of how to reproduce the issue help.

    Field recordings are credited under CC0. Full audio sources and edit details are included in art/sound/weatherStead/SOURCES.md inside the mod archive.

    Images

    1. upload_2026-10-26_13-16-4.png
    2. upload_2026-10-26_13-22-59.png

Recent Updates

  1. Seasons, live wind & weather polish

Recent Reviews

  1. FourXIV
    FourXIV
    3/5,
    Version: 0.4.11
    This mod needs work.
    My first issue is somewhat nitpicky, the raindrops seem much too large, but that can be changed in world editor easily, so it's not a big deal. A setting inside the UI app for this would be great.
    My second issue is that when you drive out from under an underpass, raindrops appear much larger for a second or two, not a big deal.
    My third issue is that the UI app likes to duplicate itself for some reason. I have no idea what could be causing this, but it happens, and it's kind of annoying.
    My biggest issue is performance. For context I have a 5060. Without enabling weather, I get a solid 75-80 FPS on WCUSA with 1 car spawned, stationary, on normal settings. (1% lows around 70). When I enable rain, it sits around 65-70 FPS, with 1% lows closer to 60, which is a noticeable drop. I'm not sure if that can be fixed, but my bigger issue with performance is the stutters. When I begin to drive around, it seems the mod keeps refreshing textures and details like roads and grass, which causes massive stutters with 1% lows dropping below 10 FPS, which is completely unacceptable. These stutters happen quite often, so they're very intrusive. The only map I've tested this on is WCUSA, so I'm not sure if this happens with other maps.
    If these issues could be addressed, as well as adding a keybind to toggle the UI instead of floating around on the screen, this mod could be much better. I understand it's vibe coded, which I'm not too familiar with, so I don't know if these issues can be properly addressed.
    1. SteadMeerkat
      Author's Response
      thanks a check that
  2. sxkawa
    sxkawa
    3/5,
    Version: 0.4.11
    cant manually set temperature and weather, on winter maps temperature is above 0 degrees celsius.
  3. Stubbs Kevin
    Stubbs Kevin
    5/5,
    Version: 0.4.11
    The masses have been satisfied!!!
  4. Mr Strootle
    Mr Strootle
    5/5,
    Version: 0.4.11
    Giving 5 stars only because i do not care if AI is used as a tool, People can still create cool mods with AI
  5. Derpitron
    Derpitron
    1/5,
    Version: 0.4.11
    FYI to users, this mod is AI-generated. If you don't like that, don't download it.
    1. SteadMeerkat
      Author's Response
      Yes, I used AI to help me develop this mod, and I'm not trying to hide that. However, I still spent over 6 hours working on it, testing features, fixing issues, and improving the results.

      I understand that some people don't like AI-assisted projects, and I respect that. I just hope the mod can be judged by its quality and functionality rather than solely by the tools used to create it.
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