Experimental Vehicle Global Strength, Weight, Size and Other Values Edit (WORKS FOR MODS!) 4.1

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

  1. Cooling system update

    This small update focuses on the cooling system of the vehicle. Changes:
    • Added intercoolers as separate parts from the turbos. There are quite a lot for you to choose from. You can swap for a better one to prevent overheating (leaving as empty means you just have the default one for this turbo). The bigger size the better, also note that modern cars generally have smaller intercoolers so in this case the older the better, except twin turbo intercoolers have double the power so...
  2. HUGE UPDATE: Transmission swaps, custom powertrains, new parts and configs!

    This is probably the biggest update in the history of this mod. In fact, combined with the previous one it could be a whole separate mod! Just look how many files it has now (these are not even all but just the folders with the most files), and remember that the original first version of the mod was just 1 4KB file (it might have been one of the smallest working mods in the game's history actually):


    The 2 biggest additions in the mod are connected to each other...
  3. The Engine Swap Update

    This new update lets you swap any in-game engine to any car the same way as you could manually edit engine values previously! Not only that, but you can also put any in-game engine tuning parts in it, and there are A LOT of them! Keep in mind that there won't be any visual change or weight difference, just performance.
    You equip it the same way as the engine value settings, in the Nitrous slot:
    It is recommended to detune your engine to the default factory setup...
  4. Finally, stable vehicle size edit!

    I have finally made the vehicle size edit more stable! I did it by making the scaling time adjustable in the Tuning menu:


    Increasing this value reduces the time in which the resizing forces are applied, which basically means the car won't explode instantly. Note that you should NOT use it when you are not changing the car's size, because it makes the game lag terribly for the amount of time you set there and generally can break stuff. Also, on most cars the wheels...
  5. Custom intake

    Quick and simple update that lets you add a supercharger and/or a turbo to a car that doesn't have it by default.
    You simply select "Custom Intake" in the Intake Override slot, and then you can add a supercharger, a turbo or both:
    Of course they are fully customizable, I literally copied the code from the values overwrite part and added some more lines so they can act as separate intakes.
    I also fixed the issue with the supercharger generating negative power by...
  6. I forgot about the D-Series

    Last time I forgot to fix the D-Series config.

    I updated the derby config and now it's a combination of the old one and the new in-game one:

    I also made the terrible beater version even more terrible, it's 2 times weaker than before, has a broken smoking engine and a lot of missing and replaced parts, making it the worst car ever:
  7. 0.21 compatibility update

    • Fixed configs broken by update 0.21

    • Updated derby configs with 0.21 parts and skins

    • Beater Covet got removed so I made my own version:

    • Changed the weird K-Series config into a Racing Academy one:

    • Added more weak rusty beaters with broken engines and missing/mismatched parts, using the 0.21 rusty skins:



    • Also added a couple of fast rusty...
  8. OP brake pads

    Many people wanted more durable brake pads. While it's not possible to define new brake pad types easily, I found out that there is an unused type in the game, which was probably used for brake thermals debug by the devs long ago and wasn't removed. I made it possible to select it.


    Here is it in action, withstanding extreme temperatures:

    Normal brake pads for comparison:

  9. Small improvement of the thrusters system

    Nothing big but it will hopefully make the thrusters easier to use.
    They are no longer separated between normal and flying ones. All thrusters behave as flying thrusters and are now selectable as a sub-slot for the license plate:
    Only one type will work for each car. Honestly there is no formula for it, it's based on how the devs set up the Jbeam of it. Just try both body and frame/chassis and see which one works. (Obviously the Bolide has separate working ones now)

    So I was testing some random stuff yesterday and I found out that with proper thrusters settings and the Nomi GTRX wing you can make a flying car that is surprisingly easy to control, and even easy to land, unlike some other flying car mods. So I made separate thrusters group dedicated to flying and created a config that uses them for the mod:



    How do you control this flying car?
    • First you have to make sure you have no bindings...
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