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How Do You Edit The Torque On Your Vehicle.

Discussion in 'General Discussion' started by InfernoWolf00, Aug 28, 2016.

  1. InfernoWolf00

    InfernoWolf00
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    Joined:
    Jul 25, 2016
    Messages:
    28
    Hello.
    I've noticed it is possible to increase a vehicle speed by going into the file of the vehicle but, those threads are outdated.

    Can someone explain to me how to inclease the vehicle speed but going into the cars game files?
    Thanks!

    ~Matt.
     
  2. Spaceballs the Username

    Spaceballs the Username
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    Joined:
    Oct 13, 2015
    Messages:
    568
    Sure.

    Go to your BeamNG game folder (right click on BeamNG in Steam, go to properties, then click "Browse local game files". A window will come up with a location like C:\Program Files (x86)\Steam\steamapps\common\BeamNG.drive

    Go to the content folder, then the vehicles folder. For the next step, you will need software like winrar or 7zip (free).

    Open the vehicle of your choice, and look for a file called VEHICLE-NAME_engine.jbeam, VEHICLE-NAME being the name of the zip folder you opened. Open it with your text editor of choice (i like atom.io, a lot of people like notepad++)

    Inside the file, you will see a lot of confusing stuff, but the important parts lie under the "information" and "enginetorque" sections. Under information, you will see "name" which will tell you which engine you are modifying. Example of Sunburst engine:
    Code:
    {
    "sunburst_engine_1.8": {
        "information":{
            "authors":"BeamNG",
            "name":"1.8L I4 Engine",
            "value":1600,
        }
    
    The "enginetorque" part will have the torque curve that you are able to modify. Change the curve to your liking and save. Example of sunburst again:
    Code:
    "enginetorque":[
            ["rpm", "torque"]
            [0, 0],
            [500, 90],
            [1000, 121],
            [2000, 155],
            [3000, 179],
            [4000, 191],
            [4500, 195],
            [5000, 198],
            [6000, 192],
            [6500, 179],
            [7000, 158],
            [7500, 131],
            [8000, 99],
        ],
    
    The values for torque are in Nm (newton-meters). If you want to mimic an engine stated in ft-lbs, there are online converters.

    Bonus!! If you don't want to overwrite game files, you can make your engine separate. Simply copy the entire engine (there are multiple engines in one jbeam file, so make sure to copy only the one you want to base from), put it in a file with a different name (infernoWolf_engine.jbeam for example), give it a different code name (sunburst_engine_1.8 is an example of code name above), and a different display name (so you can tell the difference in the part selector).

    Now that you have your own engine, you need to make sure BeamNG can find it. Create a new folder anywhere (say, your desktop) and call it "vehicles". Inside vehicles, create another new folder and name it after the vehicle you took the engine from (for example, "sunburst"). Place your new jbeam file there. Now zip up the "vehicles" folder and place the zip folder into your mods folder as you would with any mod installation!
     
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  3. InfernoWolf00

    InfernoWolf00
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    Joined:
    Jul 25, 2016
    Messages:
    28
    Thanks man!
     
  4. Squatch32560

    Squatch32560
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    Joined:
    Dec 17, 2015
    Messages:
    178
    Thank you as well. that was a very good explanation for how to do that.
     
  5. Spaceballs the Username

    Spaceballs the Username
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    Joined:
    Oct 13, 2015
    Messages:
    568
    Sure thing. Just be aware that some things have changed since the update. The torque curve is now inside a "mainEngine" but it should look the same as above.
     
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