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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. Semi truck parts for everyone!

    Agent_Y
    Another update to the mod has arrived! As usual, I fixed some bugs introduced by the game update, and made brand new configs for the remastered vehicle, the Gavril T-Series. I added its common parts, such as the new Belasco-Diesel engine (biggest engine in game by far), turbochargers, colorable 10-lug steel wheels, demountable rim wheels (these go on 5-lug wheel hubs because the game labels them as 5-lug wheels), new torque converter, oil cooler and transmissions, to the appropriate swap...
  2. Crazy randomized values!

    Agent_Y
    This update basically adds randomized variants of the customizable parts in the mod. I had to do it when I learned that it's possible. Things will get randomized when you spawn a new car that uses the random stuff or reload an existing one with ctrl+r, or change any part. You can also set a random seed (under the license plate slot, and then set the number in Tuning menu) to get the same random values on each spawn/reload.

    The main slot in the license plate now has a new option for...
  3. QOL updates and 0.29 content

    Agent_Y
    I am speed. This has to be the fastest mod update I have released after the game update dropped. This is because most of it is unrelated to the game update, I made it before it released and just waited for it to drop so I can add the new stuff on top of it and release the mod update.

    The big stuff I worked on before 0.29 is a reworked system for the halfshafts. I've had a lot of complaints from people being frustrated how it takes so much trial and error to check which ones of the dozens of...
  4. New 0.28 engine parts, customizable ECU

    Agent_Y
    This small update pretty much only adds the new 0.28 engine parts to the engine swaps.

    The new Moonhawk engines were added including the big fat 7.3 V8 (biggest engine in game currently aside from the truck and bus engines!), and the old ones were renamed to be the same as in game now. The ETK engines got updated and the new 4.4 V8 was added as well.

    I added the new ETK and Rennspecht intakes as well, including the new electronically controlled turbochargers, and the new ECUs that control...
  5. Large update for BeamNG 0.27! Sound settings, universal tire pressure system and more!

    Agent_Y
    As you may know, BeamNG dropped the biggest update ever recently, which gave me lots of new possibilities to expand this mod! The current update is big enough to be called version 7.0! So without further ado, let's explore all the changes in this update.

    Starting with the big stuff...
    • New sound override settings! Included in a new sub-slot of the license plate, they give you options to disable or replace some impact, scrape and wind sounds. WARNING: The truck horn sound is pretty...
  6. Stability improvements and 0.26 content update!

    Agent_Y
    This is one of the more important updates as of recently, including some very important changes.
    • Thanks to some changes in the game update 0.26, I managed to implement some stuff that greatly improves the stability of the main portion of the mod! Scaling the weight, stiffness, damping, deformation and strength is way more stable now! This works especially well on the new simplified traffic cars, which you can get to 0.01x original weight!. Unfortunately it's still not possible to...
  7. Small update with some requested addons

    Agent_Y
    This is a small update made in 2 hours that focuses on some of the things people have suggested since the last update.
    • Added mileage and wear option to the Engine Damage slots, affects not only the engine but the whole car. The odometer value should be treated as the distance travelled without any major repairs done to the engine. THIS IS HIGHLY EXPERIMENTAL, MIGHT NOT WORK ON SOME MODS AND MIGHT BREAK IN FUTURE GAME UPDATES!
      mileage.png
    • Added single wheel...
  8. Update for BeamNG 0.25

    Agent_Y
    This rather small update brings the mod up to date with BeamNG 0.25. Changelog:

    • Added wheel hub swaps with adjustable wheel position on any axis (like portal hubs, similar to Automation exports).
    • Tweaked engine sound editor slider ranges.
    • Added new sliders to experimental exhaust tuning which control backfire more precisely than the old ones.
    • Added carbon ceramic brake swaps to all cars. They are available in the brake pads slot, you can choose whether it keeps your...
  9. Small update to weird vehicle controls: teleport button!

    Agent_Y
    You can teleport a car with the press of a key now! It took me like half an hour to make lol. You need to install the Weird Vehicle Controls under a sub-slot of the mod's license plate, then set up a key binding for the teleport button. If you go to Tuning then, you will find sliders that adjust the teleportation distance.
    teleport.png
    Note that they are relative to the map rotation, not the direction you spawn the car in. You can think of it like geographical coordinates, except...
  10. Customizable flywheel and torque converter

    Agent_Y
    I added a customizable flywheel and torque converter. Each of them has normal and experimental settings, the latter are not recommended to equip as they can break the car instantly.

    Normal settings for torque converter:
    • Diameter
    • Stiffness
    • Stall torque ratio
    • Coupling AV ratio
    • Lockup clutch torque
    • Inertia
    • Lockup RPM
    • Lockup gear
    Experimental settings for torque converter:
    • Hard-code torque value
    • K factor smoothing (can be overwritten by 4x4...
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