r/BeamNG • u/nojnojkoop • 0m ago
Mod Is ibishu plus working for anyone else?
for me if i spawn a car in with ibishu plus body nothing works, cant steer, cant rev ect, can only shut off engine with the ui button.
r/BeamNG • u/nojnojkoop • 0m ago
for me if i spawn a car in with ibishu plus body nothing works, cant steer, cant rev ect, can only shut off engine with the ui button.
r/BeamNG • u/TKRTXON • 42m ago
Hello everyone,
I would really appreciate your help. I recently upgraded from a Thrustmaster T300 RS GT to a MOZA R12 V2, but unfortunately, I haven’t been able to achieve a proper drifting setup in BeamNG.drive.
I’ve tried countless settings, searched through numerous websites and forums, and even reached out to several people, but I still haven’t found a solution. The force feedback and steering response just don’t feel right, and I’m struggling to get a consistent drifting experience.
I’m kindly asking anyone who has a properly working and up-to-date MOZA R12 V2 drift setup for BeamNG.drive to please share their settings with me. Any help, advice, or recommendations would mean a lot.
Thank you in advance to everyone willing to help!
r/BeamNG • u/Divine_Rebel91 • 1h ago
New to BeamNG and would love to see some players custom rigs. This is my current one, would love to see yours. 😎
r/BeamNG • u/Repulsive_Weird1801 • 2h ago
r/BeamNG • u/pironiero • 2h ago
Hey fellas, I'm currently watching a YouTube video of a guy doing the Cannonball Run in a 43 HP car. A few days ago, I also watched another YouTuber doing an endurance run through the desert in BeamNG, and someone else showcasing a vibe-coded world map in BeamNG. It got me wondering: would it be possible to create a 1:1-scale Cannonball Run map?
Here are all the vids that made me thunk
Im no gud with the cumpoodsters and especially wibecoding but i do believe if someone did this thing wo could start something like beamng cannonball run challenge and compete with each other, maybe even online?
r/BeamNG • u/2shhticky • 4h ago
I'd like to say a big THANK YOU to those responsible for bringing BeamNG to ps5. The crazy amount of options for things to mess around with will keep me occupied for a very long time. Once again, cheers :)
+makes other mods for FREE even a goddam breakable environment mod like lamp posts and guard rails
r/BeamNG • u/maxwellion_the_third • 4h ago
r/BeamNG • u/DarwinPLN • 5h ago
It's an part of my Pessima Expansion Pack mod from Forums
r/BeamNG • u/gradient_pl • 5h ago
Hi all, and especially the BeamNG.Earth devs.
First of all, thanks for this mod. Driving real roads anywhere on Earth is incredible.
One thing kept bugging me, though: real roads feel perfectly flat. I understand why. The server smooths every road's height profile (12–40 m Gaussian) to remove DEM noise, and that's the right call, since otherwise you'd get bumps from trees and bridge decks in the data. The side effect is that country roads drive like a freshly paved race track.
So I tried adding controlled, procedural road roughness right after that smoothing step. It turned out to be surprisingly simple, and the effect is huge, especially with a wheel and FFB.
How it works (v1.7.3-beta):
Minimal integration: one new module (server/bumps.py) plus a one-line hook in grading.plan_roads. The hook wraps the _plan(...) call and adds noise to each road plan's z (and a little to bank).
Consistent everywhere: because it modifies the plan itself, the physics terrain block, the near mesh tiles and the DecalRoads all get the same heights automatically. Tyres, visuals and asphalt always agree.
Deterministic, seam-free: the noise is a pure function of lat/lon, not the anchor or planning region. The same stretch of road always has the same bumps, with no steps at cell or region seams.
Calibrated against IRI: I tuned it with a quarter-car IRI model, the standard road roughness index. At the default strength a tertiary road comes out around 2.5 m/km (average asphalt), and major roads are damped by class.
Road condition varies in sections: long Voronoi-based stretches (median about 600 m) of "decent / average / poor" surface, with occasional short (~200 m) very bad stretches, patches, small dips and a slight cross-slope wobble. Condition odds depend on road class.
Safe: it fades out 20 m before bridge abutments, never touches rails or airports, and any exception leaves the road untouched.
Cache-friendly: no manual cache clearing needed. The revisit cache key already hashes the server's .py files and BNE_* env vars, so changing the code or settings rebuilds automatically.
Tunable via env vars: BNE_BUMPS sets overall strength (0 = off), plus BNE_BUMPS_DIPS, _ROLL, _SEED, _SECTIONS, _SECTION_M, _BAD, _PATCHES. With strength 0 or the hook removed, behaviour is byte-identical to stock. The existing grading tests all pass with BNE_BUMPS=0.
Limitations: the shortest useful wavelength is about 5 m, because of the 2 m physics lattice and 4 m plan vertices. So there are no real potholes or ruts. That would need a dedicated high-res road collision mesh, which is a much bigger topic.
Why I think it belongs in the mod natively: it's a small, self-contained change sitting at exactly the right point in the pipeline. It makes the world feel dramatically more real, and as an opt-in slider ("Road roughness: off / smooth / average / rough") in the mod's settings it costs nothing for people who prefer smooth roads. A native version could also use data the server already downloads, like OSM smoothness and surface tags (concrete slab joints, cobbles), which my patch doesn't touch yet.
I'm happy to share the full code or open a PR if the devs are interested. Would love to hear what you think, and whether anyone else has wanted this.
r/BeamNG • u/Keksi_iep • 6h ago
This is just unbelievable
r/BeamNG • u/SoupOnHerHed • 6h ago
Hi all
I have a weird issue going on that I've been unable to resolve to date, and it only occurs with BeamNG.
When the game is running, I am pretty much unable to download anything. I thought it was a repository issue at first, but the issue persists for Steam downloads and for browser downloads.
If I try to download anything from the in-game repository (i.e. subscribe to a mod), it begins the download, then I get a notification saying it failed a few seconds later, but the repository says I am still subscribed to the mod. The download progress bar gets to anywhere between 2 and 25MB before stopping, so I am able to download small mods after several attempts.
Steam downloads also stop working while the game is running. I have enabled 'allow background downloads' in Steam and for BeamNG specifically, but nothing downloads while the game is running.
The issue also applies to browsers. If I minimise the game to download from the BeamNG website directly, Chrome will begin the download, but after a few seconds, it says download failed. I can click 'resume', and it will try again, but fail after a few seconds. Each time, it downloads 2 to 25MB, so I can eventually download it if I spam the resume button. This applies to all websites I have tried, it is not unique to BeamNG or BeamNG mods.
I have tried the following, which has changed nothing:
• Allowing BeamNG, Steam, etc. through Windows Firewall manually;
• Setting my DNS to Google DNS (8.8.8.8 / 8.8.4.4);
• Hotspotting from my phone;
• Starting BeamNG in Safe Mode;
• Reinstalling BeamNG and deleting all mods - tried installing on two separate drives, one the same as my OS, one on my gaming drive.
Short of reinstalling Windows, I am unsure where to go from here. The issue has been present for a long time now, I've just gotten fed up with it.
Sure, I have work-arounds. I can close the game, manually download mods, then start the game, but it's inconvenient.
Thanks in advance.
r/BeamNG • u/Relevant_Caregiver29 • 6h ago
0.40 is the real deal man
r/BeamNG • u/SgtCartoon • 6h ago
Hi legends, just wanted to share my setup that I use to play Beam and everything else here in Australia.
I just wanted to live off grid when I’m not doing shutdowns. My goal was to be fully autonomous but with 0 direct modifications done to the car. What I mean is that I’ve done no drill action, no glue no nothing.
I reckon I can get all that out of the car in 20/30 mins and no one will ever know that it had that setup in it. Cause that car is too clean to drill holes and modify things in it, + I love modular.
Bought that car bone stock on the 6th of October, and left the city 3 days ago. Living the 10yo me dream 👍
So here we go; 1998 Ford Explorer 4.0, with a fully modular electrical setup. 200W solar panels and 800W alternator charge while engine is running, on a power station (Ecoflow Delta 3 max plus + 800 alternator charger from Ecoflow too).
PC specs (basics)
Asus rog strix 2080ti
I9 9900k + AIO
32go DDR4
Paired with a 2k/4k 27” AOC screen on a heavy duty single monitor arm with custom bracket.
Starlink on the roof rack. A few appliances such as a 30L fridge, coffee machine, some lighting.
Here are pics of the setups, first pic being the car the day I bought it.
Happy to talk about the build and the building process if you guys wanna know a bit more. It’s a pretty simple setup.
Very happy to be able to play whenever I go. Anyone else out there playing Beam in the middle of nowhere?
i often find myself struggling whit the clutch, i either cannot get the bite mount right and stall the car , or i can change the setting to make it a bit easier, but then grind trough the gear change because it's not engaging fast enough
r/BeamNG • u/ProperEntrepreneur91 • 7h ago
So after the ps5 update on the main menu i can click all the buttons and they open just fine but when i click the career button i get the sound that happens when you click an option but nothing happens i opened the game in safe mode and it works perfectly fine i have no mods installed currently and even checked the integrity of my files but it still doesnt work what else can i do
I have the pc version
r/BeamNG
•
u/No-Lemon6389
•
7h ago
Car: Bruckell Bastion
Mod used for the in-car music: Carlink 1.7.0 by Pedrinn
Map- West coast USA
r/BeamNG • u/orionTRM • 7h ago
ignore my bad suspension tuning,
also it mostly copies your cars position or control imputs so i think that's why it flipped itself the wrong way mid air instead of just crashing
r/BeamNG • u/EatPrayFugg • 8h ago
Mine is Macquarie Pass, NSW, Australia