No problem dude, thanks for the tips! That was indeed one of the issues I found. I like to be as thorough as possible so I implement all lua changes to keep it consistent. Now that the main issue is fixed, I'm moving onto fixing any potential issues with the car changes implemented in the v0.33 update.
Awesome, I'm glad to hear all of that! I'm excited to see what the future holds for this mod, so far I'm loving every bit of it <3 Take care bro
v0.6.1a has been released! This version is a quick hotfix, along with something special to announce! Here is the changelog: Updated to be compatible with BeamNG Release v0.33.X Lua has been updated to match the new release Updated in-game mod information BeamXForza Community Discord created - report bugs, provide feedback, hang out (No longer exists)
Thanks to a user suggestion on YouTube, backfire for each engine will finally arrive in v0.7a! The 8.4L V10 was used as a testing ground to see which backfire sounds work with the V10 specifically. And yes, the intensity, frequency, and volume will increase with the exhaust upgrades. This will be what I will be doing for each engine, handpicking the backfire samples to match each engine. I think it adds a lot more personality to the engine. I posted this pretty quickly because I will be away for almost a week. Hope you enjoy!
BeamXForza is on hold until further notice. After some thought, I will put this mod on hold until further notice. I really enjoy working on this mod, but sometimes what is needed is a break. I hit my breaking point the other day and quite naively assumed I would be done with this mod, but thanks to my friends and discord members they made me realize how valuable this mod is and the joy it brings me. It has become my hobby after all and at the end of the day it is hard to toss it all in the bin. So for right now, I will be putting this mod on hold until I decide what to do. Cheers Edit: BeamXForza is still in development
v0.6.2a has been released! This version is a quick hotfix that enables the mod to be disabled. It also introduces a working mod information panel when clicking on the mod in-game. This is all thanks to my discord members who helped me squash these bugs and issues. Thank you! Enjoy the mod while I'm away Updated in-game mod information (now contains important information about the mod and ability to disable)
Hello there! It has been a while since my last post here, but I'm excited to announce that an update is coming in the near future! As such, I wanted to start by (finally) explaining some of the big things coming in v0.7. Let's go! v0.7b is nearing the horizon. I can officially say that I've entered the QA phase of v0.7b (that's right, beta!) I've decided this update is legitimately big enough to warrant the name change. This is by far the biggest update yet, and I can't wait to share everything included. As with every update, I will still be making an update video, which will take some time, but just know v0.7b is basically finished! The MD-Series and Bruckell Nine are being included in the next update! The MD-Series will recieve the same treatment as the citybus - coming with a custom 8-Speed transmission and differentials to help the slower nature of the vehicle with any and all BxF engines. Below are the vehicle specific BxF additions! 8-Speed Gearbox [BxF] Radiator Override [BxF] Front Differential [BxF] (Adjustable and Locking) Rear Differential [BxF] (Adjustable and Locking) The Nine will be included into the BeamXForza family in update v0.7a! I thought to myself.. ya this HAS to be included. It's too good to pass Below are the vehicle specific additions. Radiator Override [BxF] A deep dive into B-Xtreme Upgrades! Always wanted to push the engine past its limits? This additional upgrade allows even further tuning, customization, and power! Slated under each upgrade path as the next number in line (#5 for most). B-Xtreme Camshafts: maxRPM, idleRPM, idleRPMRoughness, revLimiterRPMDrop are all tunable. B-Xtreme Displacements: Increase entire powerband by "x" amount using the BaseTorqueModified in the tuning menu AND removed engine durability completely. B-Xtreme Pistons & Valves: mainGain is tunable. B-Xtreme Air Filters: Only increases horsepower. B-Xtreme Ignition & Fuel: Decreases engine start time even more. B-Xtreme Exhausts: mainGain, sustainedAfterFireCoef, instantAfterFireCoef, sustainedAfterFireVolumeCoef, instantAfterFireVolumeCoef, shiftAfterFireVolumeCoef are all tunable. B-Xtreme Forced Induction: Select from any of the in-game samples to use! 8 turbocharger samples and 5 supercharger samples are available. B-Xtreme Forced Induction Turbocharger: wastegateStart, whinePitchPer10kRPM, whineVolumePer10kRPM, hissVolumePerPSI, bovSoundVolumeCoef, turboSizeCoef, frictionCoef, inertia are all tunable. B-Xtreme Forced Induction Supercharger: pressurePSIPer1kRPM, pressureRatePSI, whinePitchPer10kRPM, whineVolumePerPSI are all tunable. Audio and Engine Origin Curious where the engine audios come from and what engine models are being used? This new "feature" does exactly that! But it also serves another purpose! Audio Origin: Displays the real-life vehicle the engine sound is based from. It also allows you to switch between different audio samples anytime when available! 2.8L V6 has 2 samples - the updated one is now default. 3.6L V6 has 2 samples - the updated one is now default. Engine Origin: Displays the BeamNG engine model used for each vehicle! It is also BeamNG lore accurate, with year, manufacturer, and engine displacement. That's all for now! I will share more information about the update sometime soon, as there is still plenty to talk about. There will be a new engine reveal on the next announcement!
Engine Preview: 3.0L V12 | Tipo-168 The 3.0L V12 from the 1962 Ferrari 250 GTO has arrived to BeamXForza v0.7b! Engine & Backfire Showcase There were a lot of changes done to sounds, so here is all engine and backfire sounds for each engine! What's next? I will begin working on the official v0.7b update video and will release the update once that is completed!
Merry Christmas and Happy Holidays! The v0.7b update video is nearly complete - I'm expecting the release will be sometime this weekend or around New Years! I'm excited to share this new version with you all. It has been a long time coming. But on another note, I want to address some recent events. I have decided to close my BeamXForza discord server before v0.7b releases. The reasoning was given out to the few members on there, but ultimately it was decided due to the lack of interest to keep it running and everything that comes with running a discord server. I'm also splitting my effort now between BeamXForza and another mod I'm developing that will be available on the repository. This doesn't have a set date yet and will likely take a while to finish. But regardless, I tried running a discord server and it wasn't for me. You live and you learn! So, many thanks to the ones who enjoy my mod and kept my spirits high throughout this process - and I hope in return your spirits are kept high this holiday season! Cheers
v0.7b 'Italian Mastery' has been released! View the main page for the new download and updated information! This was the biggest update yet, enjoy Updated to be compatible with BeamNG Release v0.34.X MD-Series added as new vehicle compatible with BeamXForza (with custom transmission and differential) Bruckell Nine added as new vehicle compatible with BeamXForza Made numerous adjustments to the entire mod including backend code and file structure (which saved 5MB!) Introduced new feature "Audio Origin" in part selector menu that displays the real life vehicle manufacturer and model Introduced new feature "Engine Origin" in part selector menu that displays the BeamNG engine used for the engine model. Lore Accurate! *NEW* 3.0L V12 exotic engine swap available for all primary vehicles Engine Deleted - 2.6L R4 (it sounded like a mosquito) Engine Sound Update - 2.8L V6 has a brand new sound // Legacy sound still available using Audio Origin dropdown Engine Sound Update - 3.6L V6 has a brand new sound // Legacy sound still available using Audio Origin dropdown Added "Exhaust Offset Corrector" to Pigeon, ETKi, Citybus, Pickup, MD-Series in order to offset the original exhaust values Citybus and MD-Series has "Fuel Override" to make the fuel used as diesel since all engines are powered using gasoline Backfire samples have been added to all engines - each engine having a unique combination of samples - and upgrades with exhaust. Due to how the exhausts work on some vehicles (e.g mufflers outside engine tree) were unable to be edited" B-Xtreme Upgrade System - Always wanted to push the engine past its limits? This additional upgrade allows even further tuning and customization B-Xtreme Camshafts: maxRPM, idleRPM, idleRPMRoughness, revLimiterRPMDrop are all tunable B-Xtreme Displacements: Increase entire powerband by "x" amount using the BaseTorqueModifier in the tuning menu AND removed engine durability completely B-Xtreme Pistons & Valves: mainGain is tunable B-Xtreme Air Filters: Only increases horsepower. B-Xtreme Ignition & Fuel: Decreases engine start time even more. B-Xtreme Exhausts: mainGain, sustainedAfterFireCoef, instantAfterFireCoef, sustainedAfterFireVolumeCoef, instantAfterFireVolumeCoef, shiftAfterFireVolumeCoef are all tunable B-Xtreme Forced Induction: Select from any of the in-game samples to use -- 8 turbocharger samples and 5 supercharger samples B-Xtreme Forced Induction Turbocharger: wastegateStart, whinePitchPer10kRPM, whineVolumePer10kRPM, hissVolumePerPSI, bovSoundVolumeCoef, turboSizeCoef, frictionCoef, inertia are all tunable B-Xtreme Forced Induction Supercharger: pressurePSIPer1kRPM, pressureRatePSI, whinePitchPer10kRPM, whineVolumePerPSI are all tunable Torque Curve for each engine has been made smoother and compatible with the extra RPM introduced with B-Xtreme Camshafts Decreased maxRPM for 3.6L V6 from 7500 to 7000 (using B-Xtreme you can reach 7500) Volume for pistons & valves has been changed per each upgrade Citybus (and MD-Series) BxF transmissions are now 8-Speed Gearboxes. Fixed Stembecco (midtruck) exhaust by adding the missing exhaust manifold Under the hood organizational fixes: "pickup_intake" is now "intake_pickup" among others Small changes made to intakes soundconfig and other variables
Status Update - 1/6/2025 Over the holiday season I had plenty of time to work on things... and so I have a couple of announcements. Firstly, the next BeamXForza update will be the release of v0.7.1b - which comes hot and fresh out of the oven with numerous fixes and resolving things I completely missed. Along with that will come 2 new engines! Instead of doing engine previews this time around, I will just be releasing the videos of each at the time of release of v0.7.1b. And finally, I have made excellent strides with the new mod I have been teasing about. I can give you some hints before it drops. It will be (yet another) user interface mod.. however.. it is a mod that has never been done before in BeamNG! It will take performance tuning to another level I'm excited to share it with y'all. I will be releasing them both around the same time so stay on the lookout!
Status Update - 1/9/2025 I decided to delay the v0.7.1b update a bit further due to some issues with the sound quality of one of the new engines. But what I had in store is finally released, and first impressions are great so far! Be sure to check it out below or find it on the repo > user interface apps section. Arcade Performance Index: https://www.beamng.com/resources/arcade-performance-index.33245/ Get a performance rating for any car, setup, or tune! Also for those interested, I gave the torque curve a slightly updated look as well. BeamXForza - Torque Curve Redesign https://www.beamng.com/resources/beamxforza-torque-curve-redesign.28856/
v0.7.1b Update has been released! View the main page for the new download and updated information! 2 new engines have been added :] Ferrari 458 Italia - 4.5L V8 Lamborghini Aventador - 6.5L V10 *NEW* 4.5L V8 exotic engine swap available for all primary vehicles *NEW* 6.5L V12 exotic engine swap available for all primary vehicles Slight update to soundConfig (engines) for all vehicles to fix minor sound overlap Default engine and exhaust volume has been made louder Improved 2.0L I6 & 8.4L V10 - soundConfigExhaust Fixed backfire for Bruckell Nine & SBR Added Bruckell Nine Radiator Override Made slight adjustments to // utv differentials // supercharger settings // camshaft power curve //
Definitely possible. I have been getting some requests lately for mod support so who knows. I was thinking of doing this after v1.0 but idk.. if there is enough of a push then I guess I can support mods earlier than planned.
I went ahead and done it myself just piggy backing off the etkc i6 model. Though I cannot figure out how to get the exhausts to work. But a list of mods I think to start would be the Arima Monica/eldy and the CCF
Nice, ya the exhausts are a bit tricky sometimes. I will take a look at both and if everything goes smoothly then I will add them in the next update
you da man, we use them on the BDC drift comp sever, and its some of our favorite engines. You are doing great work we greatly appreciate it!
Status Update - 1/26/2025 Hey folks. I've got some good news and some insights into the next update, v0.8b. I have contacted a few mod authors about mod support, and I'm glad to announce mod support for Hirochi CCF and Gavril Vertex NA2! Right now, the Hirochi CCF is the only one I have tested and implemented. It also led me to think of an overhaul that I think you will like. The intake manifolds will also become detached from BxF Upgrades meaning you can swap between the visual intake options available on each car supported without affecting BxF performance. If you want to have a turbocharger intake but still be naturally aspirated, this new implementation makes it possible! p.s. The Arcade Performance Index mod is getting updated soon too I will post another status update once sufficient progress has been made. Looking forward to sharing more!