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Experimental Vehicle Global Strength, Weight, Size and Other Values Edit (WORKS FOR MODS!) 8.0

Universal mod for editing physics properties and swapping parts for official cars and most mods!

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  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. pergipal
    pergipal
    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. Vantello
    Vantello
    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
  11. Est
    Est
    5/5,
    Version: 2.3 intake editor
    very nice mod
    is it possible to add friction values to tyres only?
    1. Agent_Y
      Author's Response
      No, I tried many times to make it possible but it isn't
  12. Opteryx
    Opteryx
    5/5,
    Version: 2.3 intake editor
    This is by far my favorite mod for BeamNG af all time. No more restarting the game when you change a dataref in your custom part, you just open the Tuning menu. This mod will go down in history like Oddsfullsize and Car Jump Arena. Keep up the amazing work!
    1. Agent_Y
      Author's Response
      Lol there is no way this mod is as legendary as those, but thanks for nice words
  13. carlover6x6
    carlover6x6
    5/5,
    Version: 2.3 intake editor
    Very Custumadizable.
  14. Trophy
    Trophy
    5/5,
    Version: 2.3 intake editor
    Mo powah bebeh
  15. Richard
    Richard
    5/5,
    Version: 2.2 THRUSTERS
    I am wowed by the sheer amount of options this mod gives you. Thank you much!
  16. C.M.H.
    C.M.H.
    5/5,
    Version: 2.2 THRUSTERS
    Using this for GOD mode! Great job! :D
  17. gtaman788
    gtaman788
    5/5,
    Version: 2.2 THRUSTERS
    devs should make this part of the base game
  18. mrwallace888
    mrwallace888
    5/5,
    Version: 2.2 THRUSTERS
    Love it. Any chance you could make more advanced configuration settings? Like, you can change how easily things break off for example, and this affects this engine too, so while the car can just fall apart with ease, small bumps can cause the engine to "break" and stop the car.

    I think it'd be cool to change how sturdy the engine itself is but leave everything else alone, because then if I'm chasing a guy, the car crashes the same, but the engine is easier to destroy from bumping into it.
    1. Agent_Y
      Author's Response
      I don't think it's possible to do without overwriting some values which I want to avoid.
  19. E Boi
    E Boi
    5/5,
    Version: 2.0 ENGINE UPDATE
    On what i have seen of this mod that WhyBeAre has done i am quite happy and hope to try it out today.
  20. IkusaTakuma
    IkusaTakuma
    4/5,
    Version: 2.0 ENGINE UPDATE
    The engine update is awesome, only two things I wish for:
    1. adjustible redline - I want 10K RPM diesel!
    2. allow engines to have over 10K rpm redlines and powerbands - basically to benefit #1.
    otherwise one of the best mods in the history of BeamNG, don't know how I enjoyed BeamNG without it.
    1. Agent_Y
      Author's Response
      The redline itself IS adjustable - basically, you take the peak RPM you had set and the RPM limit, and the smaller of these values is the redline, you can see it on the tachometer. It can be confusing but it works. It's just not too good with diesel due to transmission shift points, something I don't know how to edit yet. And over 10k RPM I thought would be too ridiculous, you can already make a 1000+ hp NA engine now and when you add some mod intake and nitrous you can get 4000+ hp easily. I can try making the limit 15000 RPM but it could make precise scaling more difficult.
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