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Experimental Vehicle Global Strength, Weight, Size and Other Values Edit (WORKS FOR MODS!) 7.4

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

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  1. FULLY CUSTOMIZABLE ENGINES + new and reworked configs

    Agent_Y
    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).

    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).
    Enough about the engine edits. Another change in the mod is reworked old configuration + a few brand-new ones:
    • Most rusty beater and similar configs have been updated, they now have blown engines and/or more engine friction (both normal and dynamic), obviously more smoke as well. For the Grand Marshal, the amount of rust is now proportional to engine damage.
    • Burnside Special Draxi is now super fast (about 1800hp), and a destructible version was added as well.
    • Drift Bus has been slightly changed.
    • Indestructible Ram Bus and Indestructible T75 Destroyer won't overrev anymore.
    • 200BX Extreme Demon is no longer indestructible, instead it's literally an extreme version of the Demon now, super fast and uncontrollable (almost 1000hp).
    • ETK 800 Ginger and the ETK K-Series thing have been tuned, they now have insane acceleration.
    • ETK I-Series Crazy Rally now has almost 1000 horsepower, so it's really crazy. It's no longer near-indestructible but still stronger than normal.
    • ETK I-Series from Craigslist has black engine smoke.
    • Gavril Grand Marshal Track Beast now has a wing, black smoke and about 1700 horsepower.
    • The Useless now has a customized engine that is really slow.
    • AgentY Custom Moonhawk has been tuned to around 1700hp.
    • AWS Hillclimb Pessima now has extreme wheelspin.
    • Roamer Crazy Sheriff and Sunburst Crazy Police have been tuned to 1000+ horsepower each.
    • Vivace Paper Rocket now has ridiculous turbo lag.
    • Brand-new configs:
    • Gavril Barstow "Burstow" - A burning Barstow
    burstow.jpg

    • Burnside Special "Burn-Side" - Yeah you know
    literally.jpg

    • Ibishu 200BX "Y.E.E.T." - Inspired by K.I.T.T. from Knight Rider, it's indestructible and has the Demon engine
    might_rider.jpg

    • Ibishu Pessima (new) "Turbo Lag Burger" - Race version with insane turbo lag without any turbo
    turbo_lag_burger.jpg

    • Hirochi SBR4 "Dubai Police" - Crazy twin-turbocharged police version with about 1000 horsepower
    dubai_police.jpg

    • Hirochi SBR4 "Dubai Police Wheelie Edition" - A crazy useless version of it that does constant wheelies and can't drive lol
    dubai_police_wheelie.jpg


    CREDITS:
    • Dubai Police skin by Felipe Maciel who has no forums account but I can show permission by him any time as well as his progress if needed. More skins by him hopefully in the future.
    • Dubai Police light bar by BeamNG, it's an edited Grand Marshal light bar
    • Thanks to people on the forums who answered my questions and gave feedback
    ENJOY THE UPDATE!​
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