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Experimental Vehicle Global Strength, Weight, Size and Other Values Edit (WORKS FOR MODS!) 2.7

Universal mod for editing global physics properties of all official cars and most mods!

Tags:
  1. Agent_Y
    This is my first mod. It's inspired by Dummiesman's mod for indestructible cars. I was really curious how it worked so I looked in the files, and I was surprised with how simple it was; in fact that was something I already knew how to do but I never tried as I expected it to be much harder. So I decided to make my own version (WITHOUT COPYING ANYTHING FROM THE ORIGINAL), that would work not only on official vehicles, but on mods as well. Over time I started messing around more and more with it and ultimately it evolved into this. It no longer makes the cars fully indestructible, so use Dummiesman's mod if you want it; however it's capable of making them really strong!

    How to use it?
    Select any vanilla or mod vehicle (note that it won't support every mod but should work on most of the popular ones). Go to the Parts Selector (Ctrl+W) and open the License Plate Design slot. Why this one? I have chosen it because it's universal, all vanilla cars and most mods have it, and it has the same Jbeam slot name in all of them, as opposed to the Additional Modifications slot which is named differently for each vehicle. In this slot you have to select "AgentY Car Values Scale Mod":
    usage1.png

    Note that if you have chosen a mod that doesn't have this slot, this mod won't support it! Once you've done it, go to the Tuning menu. Under the Chassis category, there are now some new sliders you can mess around with:
    usage2.png

    I'm gonna describe which one does what now:​
    • Overall, each value can be multiplied with 2 sliders. One has an upwards scale, usually from 1 to 100 and it's used to increase this value, the other has a downwards scale usually from 0.01 to 1 and it's used to decrease it. You can use them both and they will multiply, for example setting 25 and 0.1 will result with 2.5.
    • Breaking Resistance Scale: Increasing this value makes the car more resistant against breaking into pieces, decreasing does the opposite. You can make the car weaker or stronger!
    • Damping Scale: Don't mess with this one unless you mess something up and the car starts exploding. Then either increasing or decreasing this value could potentially fix it but it's not guaranteed. I added it only for this purpose.
    • Deformation Resistance Scale: It's similar to Breaking Resistance Scale, but instead of breaking into pieces it's about deformation. Maxing out both this and Breaking Resistance Scale achieves a similar effect to the Indestructible Cars Mod, while by making it smaller you can create a rusty beater that breaks by just driving!
    • Friction Scale: Increases or decreases the friction of the whole car, including the wheels. You can make burnout machines out of race cars or drag beasts with extreme grip out of drift cars!
    • Size Scale: This makes the car bigger. Be careful with that as it's EXTREMELY unstable, you may have to decrease damping and stiffness to minimum before attempting anything! You can make your car up to 10 times bigger or 10 times smaller, but a lot of the times it will explode or break in other ways, making it completely unusable. It's just for messing around, not for actually driving a huge car. Editing resistance and weight accordingly may help but not too much.
    • Stiffness Scale: It's just how stiff the car is, be careful because if it's too stiff at relatively low weight it will explode! You can make a jelly car if you mess with this and other values!
    • Weight Scale: Simply makes the car heavier or lighter, that's all. Don't make it too light as it will have the same effect as making it stiffer (aka another explosion). You can make it really heavy but then it won't drive. It may also collapse under its own weight and create a black hole that destroys the universe (aka instability).
    Here's some cool stuff you can do with this mod:

    Huge cars! (kinda)
    hugecar.png

    Small cars!
    smallcar.png

    Very strong and very weak cars!
    strongweak.png

    Very heavy cars! (Weight pad collapsed oops)
    heavy.png

    Jelly cars!
    jelly.png

    Pancakes!
    pancake.png

    So there are many possibilities overall. Read more in the updates section.

    Also I added fire values:
    fire_edit.png

    fire.png

    And some configurations. Here are some examples

    autoballo.jpg

    rusty_beater.jpg

    rusty_beater.jpg

    draxi.jpg

    snakebus.jpg

    might_rider.jpg

    ginger.jpg

    craigslist.jpg

    rally_crazy.jpg

    very_rusty.jpg

    track_beast.jpg

    turbo_lag_burger.jpg

    AgentY_Custom.jpg

    dubai_police.jpg

    dubai_police_wheelie.jpg

    jelly_van.jpg

    paper_rocket.jpg

    weak.jpg
    BUGS:
    • You will frequently get instability with it
    • On some mods such as the Oldsfullsize most of it won't work even though they have the slot, no idea why
    • It may break with game updates possibly because it relies on stuff that is outdated according to the even more outdated wiki
    • Sometimes if you reset it back to default it will still break the car. If it happens just replace the car with another one and then load that one again (ctrl+r won't work). I hope I fixed it but not sure.
    • Crash test dummies (no matter what mod) will always behave weird with this because all dummy mods happen to suffer from the same issue: having string values used in Jbeam which means they can't be edited and generally shouldn't work at all but they somehow do.
    • This is my first mod so generally expect a lot of issues I don't know of
    NEW STUFF IN UPDATE 2.0

    This update enables you to customize the engine of your car! I call it 2.0 because it's now basically 2 mods in 1! It is a bit tricky and works differently than the rest of the mod, so pay attention:
    • To start using the engine mod, opn the engine slot of your car. Make sure you choose the stock long block prior - all other blocks can and will conflict with some values of the mod, breaking the engine! If the mod you are using it on has no long block options, you don't have to worry about it.
    • The mod works on the nitrous oxide injection slot. Since it can really mess up your engine if you don't know how to use it, I couldn't put these values in license plate design because if someone wanted to just change the chassis values and had a stronger long block equipped, they would unintentionally break the engine. Here's what you equip for it to work:
    usage1_engine.png
    • THIS DOES NOT WORK ON ALL MODS, but does on all official vehicles. It works on MOST mods that have the nitrous slot available, but not all of them, or sometimes only for certain engines. Some mods don't even have this slot available by default but it appears if you have this mod installed. It also doesn't work for some mod engines for official cars. It all depends on how the mod creators decided to implement nitrous oxide injection in their mods.
    • This mod behaves like your normal nitrous oxide system (you can remove the bottle if you don't want nitrous), except it also adds some new values for you to edit:
    engine_edit.png

    WARNING: THIS MOD DOES NOT SCALE THE VALUES, IT WASN'T POSSIBLE TO DO. IT OVERWRITES THEM, SO UPON EQUIPPING YOUR ENGINE WILL INSTANTLY START BEHAVING SLIGHTLY DIFFERENT (It uses the Pessima engine values as they are the most average).
    That's why I added presets with already correct values for all official vehicles that you can start editing instantly:

    presets.png

    Now to explain what each of these does:

    • Exhaust values:

    • Instant After Fire Coef - This is how frequently the engine causes exhaust backfire.
    • Particulates - How much smoke is comng from the engine. If you set it above 1, it will be the diesel kind of smoke.
    • Sustained After Fire Coef - This is how much exhaust backfire sustains after each single backfire, for example rally cars often have this really high so they backfire many times in short period of time.
    • Main engine values:
    • Engine Burn Efficiency - The lower it is, the more fuel the engine uses up and the more it overheats. 50% means that the temperature stays the same and it uses up pretty much no fuel. Above 50% isn't possible in real life, as the engine will use no fuel and cool itself down instead of overheating.
    • Engine Dynamic Friction - It makes it the engine power increasingly smaller on higher RPM. In other words, keep it small if you want the engine to use all its potential to generate power.
    • Engine Brake Torque - Higher will make the engine lose RPM faster when you aren't applying gas, but it also slows down the RPM gain. If you want a drag car that doesn't have to worry about corners, keep it low, but for race cars it's better to have it high.
    • Engine Friction - Just reduces the amount of power. Same as with dynamic friction, keep it low if you want to go faster.
    • Engine inertia - Determines how fast the engine gains RPM. It's probably the most important value here. Depending on the engine, you will need different values for it. Generally the lower it is, the better, but too low is very bad for the engine. It will shut down or even break completely if it's too low. So if your engine does it, just increse the inertia.
    • Max RPM - It's the main factor that affects the engine redline, though there are other factors such as the RPM limiter. It determines how much RPM the engine can physically handle, but it doesn't affect how much will rev up to. Basically, keep it higher than the peak RPM of the engine (usually the redline displayed on screen) to avoid overrev damage.
    • Overtorque resistance values:
    • Max Overtorque Damage Rating - When the engine is in overtorque (generates more torque than it can handle), it will start getting damaged. This is how much extra torque it can handle before breaking completely. You should keep it higher than the peak torque generated by the engine, keeping in mind that things like intakes and nitrous generate extra torque that adds to it.
    • Max Torque Rating - Basically the limit of torque the engine can handle before entering the state of overtorque. Realistically it should be close to the overtorque damage rating value. Again, remember about intakes and other things.
    • Temperature resistance values: They are all pretty self-explanatory. When your car overheats, your UI will start sending you messages about various things in the engine breaking slowly. This is how much temperature these parts can handle before breaking. These values don't really have any real units, it's just trial and error to set them as you want. If you set them all to 0, you will get a half-broken engine like in the beater Covet. By messing around with them and the fire values from the previous update, you could potentially create a self-igniting engine or literally MELT the ebgine block.
    So these values let you edit the engine a little bit. But they have nothing to do with the engine power so the effect won't be big. Does this mod also let you edit the power? YES, but it's REALLY complex. If you know nothing about engines, don't even bother reading how or trying yourself, otherwise you'll end up completely messing up the way your engine works.

    TORQUE CURVE EDITOR:
    • In BeamNG.Drive, the engine torque curve is generated by the game based on an array of RPM points and torque values assigned to them. Point 0 is always 0 torque at 0 RPM, after it there are usually between 9 and 12 points specific for each engine.
    • The unit for torque is Nm. You can calculate the engine power in HP from the formula visible in the mod. In the game, power is displayed in another unit, which is really close to horsepower (about 2% difference) so you can still compare your cars to them, unless you make something absolutely ridiculous with so much power the difference becomes too big to ignore. Also rememer to take intakes and nitrous into account when calculating horsepower, you can compare in-game stats of configurations with different intakes to know how much extra torque they give.
    • You equip the torque curve editor as a sub-slot for the engine values editor:
    usage2_engine.png
    • Once equipped, you will be able to find it in the tuning menu:
    torquecurve.png
    • The default values are again these of the Pessima. So now you essentially have a Pessima swap engine. In the next update I'll make configurations with all default values for each car so you can start from there. For now just do trial and error until you get the car to drive how you want.
    • When setting torque, again remember that intakes and nitrous add to this value. Especially drag superchargers can make a MASSIVE difference here.
    • When setting high power, manipulating the final drive is really useful, in case the engine can't reach its full speed quickly or the full speed is limited by the differential.
    • Remember to set the redline, torque limits and inertia properly so the engine doesn't explode from the curve you have created!
    • For heavy vehicles that already have a lot of torque, your changes will not make that big of a difference, and they will struggle to gain high RPM (in some of them you need really high inertia or else the engine breaks).
    Intake editor:
    You can now customize your engine intake. Note that you should only do it if you know how to edit the torque curve. There are now 3 more options to choose as sub-slots:
    usage1_intake.png

    Standard intake is for everything that is not a supercharger or a turbo. It works by adding extra torque on set RPM points, so it's basically an extra torque curve:
    torquecurve_intake.png

    If the engine has a supercharger, use the supercharger intake override. It's less complex but can also add a lot of power:
    supercharger_edit.png

    Now to explain what each of these values does:
    • Crank Loss - This is how much power per 1000 RPM the engine uses up to operate the supercharger. This power is lost so you may want to keep this value low.
    • Gear Ratio - Works in a similar way as the axle gear ratio, but it's for the supercharger. Basically in this case bigger values mean more acceleration for the car.
    • Pressure Rate - Affects how much PSI the supercharger builds up per second. It does not affect how much PSI it can make in total.
    • Pressure per 1000 RPM - Pretty self-explanatory. More pressure = more power for the engine.

    If your engine has a turbocharger (or a twin turbo) then... you will have a lot of stuff to customize, so get ready. I've split the turbocharger editor into
    6 sections:

    1. Main Values Overwrite - these are the most basic values of the turbocharger:
    turbo_edit1.png
    • Back Pressure Coef - This is the turbocharger equivalent of the crank loss. It affects how much of the pressure is lost.
    • Damage Treshold Temperature - How much temperature the turbocharger can take before overheating damage.
    • Max Exhaust Power - How much power the turbocharger takes from the engine exhaust. Bigger values will make the turbo more powerful.
    • Pressure Rate - Same thing as in the supercharger.
    • Turbocharger Friction - The turbo equivalent of the engine friction. Higher will lower the average power of the turbo.
    • Turbocharger Inertia - The turbo equivalent of the engine inertia. Keep it lowm but note that too low will break the whole engine, not just the turbo.
    • Wastegate start and limit - You should know what these do if you ever tuned stage 3 turbos in the game before. Bigger values = more boost basically.
    2. Turbo RPM points - the turbo has its own RPM, these values affect how fast it can spin. If you want a realistic turbo, leave them like they are, but you can also edit them and see what happens. These values don't affect the power of the turbocharger.
    turbo_edit2.png

    3. PSI values - the turbo generates different pressure on each of the set RPM points. Here you can edit these pressure values. They directly affect the power added to the engine by the turbocharger. It's the turbo equivalent of the torque curve.
    turbo_edit3.png

    4. Engine RPM points for turbo - The turbo will affect the engine differently on each one of these points. If you are using the torque curve editor as well, set them the same as your engine RPM points, it should theoretically make it easier for the game to calculate the power generated by the turbocharger.
    turbo_edit4.png
    5. Turbo efficiency on engine RPM points - These are the most important values. They affect how much of the engine's base torque values at these RPM points is additionally added to them per 1 PSI multiplied by 6%. Formula not included because it's too complex. Basically if you want the turbo to add more torque at a chosen RPM point, increase this value for it.
    turbo_edit5.png

    6. Exhaust power on the turbo - These values are the same as the max exhaust power, but they vary between engine RPM points. The max exhaust power is multiplied by them on each point. So if a value is set to 1 at a certain point (which is common for newer turbos), the turbo will recieve the full max exhaust power on it.
    turbo_edit6.png

    Sound editor:​

    It's probably the last major update to the mod. I'm running out of stuff I can edit this way lol. It adds the following:
    • You can now equip a sound editor in the engine editor slots:
    usage_sounds.png
    • When equipped you will see this:
    sound_edit_engine.png

    There are 2 types of sounds you can edit: the unmuffled raw engine sound you will hear at the front of the car, and the muffled exhaust sound at the back. They can be edited independently. I don't think me explaining this all will do any good - if you know how it works already then I don't need to, if you don't then you won't get it from my explanations. Just read the slider descriptions and mess around with them, experiment to tell what exactly each one of them does. Just remember that this is very limited - it doesn't change the sound samples which are different for each vehicle, you won't get an I3 sounding exactly like a V8 from this.​
    • I also added 2 new settings for superchargers that affect the sound:
    sound_edit_supercharger.png

    They are both self-explanatory.
    • There's a whole new extra section for turbos that enables you to edit the sounds:
    sound_edit_turbo.png
    These sounds are pretty quiet, turn the volume sliders up to really hear them and then mess around with them.
    • Another unrelated thing I've added is customizable thrusters. New options appear after equipping the mod license plate:
    thrusters_edit.png

    There are 2 kinds of thrusters that come with the mod: the body thrusters, which should (but are not guaranteed to) apply thrust to the car's body (on top of the frame or the unibody), and the frame/chassis thrusters, which again should apply thrust to the car's frame, chassis or the bottom part of the unibody. For some cars both groups work, for others only one of them, and for a few cars (and most mods) none. Some cars lack parts the thrusters should be attached to, for example the Pigeon has cab and bed instead of a body, and also its frame is very narrow on the front, only allowing for the middle thruster. I also fixed the bug (?) with the reverse thrusters also activating the smaller spin one, I would be surprised if anyone noticed that lol.

    In additon to editing the default engine and exhaust sounds, you can now change the sound samples to edit as well! The sound editor has sub-slots now:
    sample_change.png

    Here's the full list of available engine sample sounds:
    • Cannon
    • eSBR electric motor
    • Vivace/Tograc E electric motor
    • Old Autobello F4
    • Current Autobello/SBR4 F4
    • Automation F4/B4
    • Old SBR4 F4
    • Automation F6/B6
    • Pigeon I3
    • Vivace/Tograc I3
    • Common I4 Diesel
    • Old common I4
    • Current common I4
    • Vivace/Tograc I4
    • Automation Diesel I6
    • ETK Diesel I6
    • Bus Diesel I6
    • Current T-Series Diesel I6
    • Old T-Series Diesel I6
    • Common gasoline I6
    • Unused V10
    • Automation V10
    • Automation V12
    • Automation V16
    • Gavril V8 Diesel
    • Old common V8
    • Oldest Bolide V8
    • Old Bolide V8
    • New Bolide V8
    • Current common V8
    Now exhaust sounds:
    • Cannon
    • eSBR electric motor
    • Vivace/Tograc E electric motor
    • Autobello/SBR4 F4
    • Automation F4/B4
    • Automation B6
    • Pigeon I3
    • Vivace/Tograc I3
    • Common I4 Diesel
    • Common I4
    • Vivace/Tograc I4
    • Automation Diesel I6
    • ETK Diesel I6
    • Bus Diesel I6
    • T-Series Diesel I6
    • Common gasoline I6
    • Automation V10
    • Automation V12
    • Automation V16
    • Gavril V8 Diesel
    • Old Bolide V8
    • New Bolide V8
    • Common V8
    There are no old sounds for the exhaust because well, back then the exhaust had no sound at all. Also the old common diesel sound was broken, and the unused V10 has no exhaust sound.


    There is also a flying car the mod (update not approved yet):

    flying_car.png

    flying_car.jpg

    How do you control this flying car?
    • First you have to make sure you have no bindings assigned to T, E and Y (most important) and also F and H if you want more control.
    • To take off, you accelerate using T while in neutral or 1st gear (engine won't blow up, the redline is really high). Then after you pick enough speed, accelerate normally while still holding T. The tires will lose traction which will allow the car to be lifted in the air!
    • Before doing any maneuvers, manipulate the T thrusters to level the car out. Otherwise you can lose control easily.
    • Steering in air: hold E to roll left and Y to roll right. Get a good angle and you will be able to use T to turn.
    • You can also use F and H to turn while level but it's really hard to control the car like this.
    • To land you just need to carefully manipulate the T thruster and keep the car level using E and Y thrusters.
    Ok, now... How can you make a flying car like this yourself?
    • Choose a car with a Nomi GTRX wing (not all cars have it available, but you can install the CJD Special Tunes mod to have it for more vehicles):
    nomi_gtrx.png
    • You use the engine values overwrite mod (remember about the long block) and there's an option to put thrusters in there:
    flying_thrusters_setup.png
    • You can also use the Nomi GTRX splitters, they will keep the car more level in air. BUT REMOVE THE FRONT LIP as it creates downforce so the car won't fly at all with it.
    nomi2.png
    • DO NOT USE THE LICENSE PLATE FOR GLOBAL VALUES EDIT. It has its own separate thrusters that add to the ones here, and also editing these values often creates extra forces and beam stress that might negatively impact the way the car flies.
    • Use as light and aerodynamic parts as possible. For example carbon fiber hood (not vented), aero grille, etc.
    • Whether you should put a roll cage or not is up to you. It adds a lot of weight, so the car won't fly as high with it, but it also stiffens the car so it will make tight air turns better with it. So generally it's better for stunt flying but worse for relaxing flights (and landings).
    • If you are unhappy with some of the steering you can always tune the thrusters in the menu (by default they are tuned how I personally like them):
    thrusters_edit2.png
    Now enjoy the mod!

    Credits:
    Dummiesman for idk, inspiration I guess.
    Felipe Maciel for Dubai Police skin (Update 2.0).
    BeamNG for the Grand Marshal light bar used on that car.

    You can use this mod for whatever, edit it, reupload modified version (but only on the forums and credit me) or even use it as part of your mod (then also credit).
    Idk if I will update it, idk what kinds of values I could change yet, things like air resistance can't be modified like this.​

Recent Updates

  1. FLYING CAR
  2. Sound sample selector
  3. Hotfix

Recent Reviews

  1. Porsche lover
    Porsche lover
    5/5,
    Version: 2.7
    Awesome! Will be great to see no-limit radiators, engine revs and engine blocks!
    1. Agent_Y
      Author's Response
      OP engine revs and blocks are already possible (to an extent, you will get overtorque risk on a 500k horsepower car lol), about radiators you can simply increase engine effectiveness above 50% and it won't overheat at all, above 100% it will have negative overheating so it will cool down lol
  2. angelo234
    angelo234
    5/5,
    Version: 2.7
    This mod has endless parameters to play around with, which makes this mod awesome :D I agree with you that this mod would really work well with my mod!
  3. *NANI SORE INTENSIFIES*
    *NANI SORE INTENSIFIES*
    5/5,
    Version: 2.7
    Mate, you got my respect! An amazing mod tbh
  4. CrashDriven
    CrashDriven
    5/5,
    Version: 2.7
    Maniac. Absolutely amazing mod.
  5. Tom Foolery
    Tom Foolery
    5/5,
    Version: 2.7
    This is probably the single most versatile mod I've ever seen in BeamNG. Seriously, how did you create a flying car? It can even be applied to other vehicles without too much hassle! Truly a ridiculous mod and a must-have for anyone who enjoys BeamNG.

    My only gripe is that you can't change the power of the starter motor. The engine friction is just too high to restart it when the power's jacked up to over 1000 hp. Is there anything that could be done about that, or is that built into the settings like the brakes are?
    1. Agent_Y
      Author's Response
      The simplest solution is to increase the engine inertia. But if you don't want to impact the performance too much, you can try swapping to a different transmission, preferably automatic one because manual with ridiculous power can sometimes burn the clutch even in the arcade shifting mode with clutch assist on lol. Some transmissions can handle the engine starter stuff better than others, idk why yet.
  6. KananMuna200
    KananMuna200
    4/5,
    Version: 2.6
    Very good mod for making drag cars for example, but the issue i run into, is not being able to brake almost at all when increasing the weight of cars. So could you make an update to be able to increase effectiveness of brakes? just asking.
    1. Agent_Y
      Author's Response
      I tried but brakes just can't be modified this way. Brake pads have predefined settings somewhere in the core files and I can't change them, when I tried with other values it just made brakes immune to overheating and I couldn't change it back so I deleted that option completely. If I knew how I would add brake edit for sure.
  7. ParadoxShiba
    ParadoxShiba
    5/5,
    Version: 2.6
    This is very fun to play around with.
  8. DaddelZeit
    DaddelZeit
    5/5,
    Version: 2.6
    This mod is like the experimenting mod #1.
    This deserves to get a place in the featured section of the resources.
  9. carlo musumeci
    carlo musumeci
    5/5,
    Version: 2.4
    Could u make it so like a car can have a different engine sound. So like the D-series with the Bolide engine sound. So basically swap car engine sounds.
    1. Agent_Y
  10. DaddelZeit
    DaddelZeit
    5/5,
    Version: 2.4
    You're literally a maniac
    1. Agent_Y
      Author's Response
      You are one of 2 people to call me a maniac today. And the other one wasn't even related to this mod or to BeamNG at all. It was about the thing I made that I recorded on my YouTube and they found out I spent 500+ hours on that in total (spread over like 14 months of work). Idk what it has to do with this mod but yes I am a maniac lol
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