WIP Beta released Advanced Engine Tuning

Discussion in 'Mods and Skins' started by Jesus Goose, Feb 26, 2026.

  1. Jesus Goose

    Jesus Goose
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    WIP mod that adds more complexity to BeamNG engines, simulating air fuel ratios and other various effects.


    (video from V0.1, V0.5 has a new UI)
    Currently Implemented In V0.5 -
    • Air fuel ratios calculated based on relative engine operating conditions.
    • Air temperature and altitude affect intake air density relative to grid map conditions.
    • Fuel condensation based on engine block temperature, cold engines run poorly and waste fuel.
    • Torque affected by AFR efficiency, running too rich or lean also causes misfires.
    • Additional power is calculated based on relative fuel burn amount rather than forced induction alone.
    • Reworked vanilla fuel consumption to be based on relative fuel amount rather than power produced.
    • Vehicles with any part in the "Engine Management" slot get an active ECU that automatically adjusts fuel flow based on AFR and forced induction.
    • Heat distribution affected by AFR, running lean deposits more heat in the cylinder/pistons while running rich moves more heat to the exhaust.
    • Reworked engine thermals, cylinder wall mass is now calculated based on torque rather than engine block mass.
    • Added piston crown thermals.
    • Partial diesel support (it "works" but is not as accurate yet), airflow is independent of throttle.
    • Diesel runaway from oil leaks (rough estimation, not accurately based on leak amount yet).
    • Partial nitrous support (treated as extra air for now).
    • UI app for viewing engine data and tuning controls.
    Planned Features -
    • Realistic wear for engine parts.
    • Car battery/alternator/starter functionality and wear.
    • Simulated ignition timing effects.
    • More effects from non fuel substances in the combustion chamber (oil, coolant...).
    • More tuning options and UI redesign
    • Support for Career Mode.
    Currently the mod just overrides the existing combustionEngine logic, so it should be active on all vehicles (including mods) as long as its installed. Beta access is available on my Patreon.
     

    Attached Files:

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  2. bloddyg

    bloddyg
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    Game changing App, pretty cool mate.. bring us more stuff to config like ignition timing, AFR adjustable in every rpm and gear..
    im glad someone is making happen, Beamng really deserves it.
    Congratz and good luck whit the mod ;)
    keep us updated
     
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  3. canapol

    canapol
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    Does this work for any cars
     
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  4. Jesus Goose

    Jesus Goose
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    Thanks, I've been busy the past couple weeks but should hopefully be able to put some more time towards modding again soon. Being able to tune the car based on RPM and load is definitely something I want to add at some point, though I am not sure of a good way to do it in game. I may just end up adding support for files from real tuning software or something similar depending on how hard that is.

    It should be active for any vehicle (including mods) that uses the vanilla combustion engine simulation. Any mods that use a modified version of the engine sim will override this mod.
     
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  5. canapol

    canapol
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    I use monster trucks from Beam Monsters so it should work with that too And what should I do to it to make it a high performance tune like for race cars
     
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  6. Jesus Goose

    Jesus Goose
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    The default tuning on vehicles should give performance pretty similar to vanilla when the ECU is active, though tuning to 13.5 AFR can increase performance slightly. Running rich will also help piston thermals, but engine part wear is not implemented yet so that can be ignored for now. Engines in this mod typically should not be able to make more power than an equivalent vanilla configuration (except for temperature related changes), instead using it as a baseline for peak operating conditions.
     
  7. canapol

    canapol
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    What do you mean by vanilla
     
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  8. Jesus Goose

    Jesus Goose
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    By “vanilla configuration,” I mean the engine configuration without this mod running. A 300 hp engine should still produce 300 hp with this mod, as long as the tuning is correct (which is handled automatically when the ECU is active). If you add something like a race intake, airflow increases, causing the ECU to add more fuel and produce the same power increase that part would normally provide.
     
  9. canapol

    canapol
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    When I leave as Default when I hit the gas it acts jerky when it starts Monster trucks have 15 1000 horsepower so I don't know if I need to change anything I don't know what to mess with to get smooth with that mod And do you have discord It's easier for me to chat on there
     
  10. Jesus Goose

    Jesus Goose
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    Just downloaded the Beam Monsters pack to check it out myself, it seems to be a combination of a couple issues. First off the ECU is disabled by default as there is no "Engine Management" slot on the trucks, on top of that they appear to use custom fuel types (methanol) which also causes some issues with my logic. Basically its trying to run both diesel and gasoline physics while also having incorrect tuning, I'm surprised it doesn't cause errors. I'll have a fix out some point soon.
     
  11. canapol

    canapol
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    OK there Two type of mods a monster trucks on beam monsters the old chassis And the new beam Monsters Chassis pack The older mod are 15% oversized and chassis Pack is realistic to scale Can you make it work on both kinds
     
  12. Jesus Goose

    Jesus Goose
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    Anything that isn't gasoline or diesel now assumes only the gasoline logic, which should fix fuel type issues with most mods. When using the monster trucks you will still need to enable the ECU (or increase fuel injection manually) in the tuning menu to make it operate efficiently.
     

    Attached Files:

  13. canapol

    canapol
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    How much should I increase it by then The fuel injection and thanks
     
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  14. Ihmemies allan

    Ihmemies allan
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    man this is cool, ive been spitballing the idea of implementing a proper A/FR system into the game to complement a diesel smoke mod ive been working on, the issue right now is that realistically the black smoke should thin out once you reach the correct A/FR readings but since the game doesnt do anything like that vanilla it just keep pouring out smoke no matter what load and rpm the engine is that.
     
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  15. Jesus Goose

    Jesus Goose
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    I don't have it set up yet, but at some point I'll make AFR and other values accessible through the powertrain device so other mods can use them. Once that's in place feel free to use it with your mod, I considered modifying the smoke simulation to change with AFR but it seemed like too much to get into at the moment. What you are working on sounds pretty cool though.

    It depends on all sorts of factors, making the ECU active will automatically handle it and in the tuning debug menu you can see the values it uses. You can also get a good idea by messing around with it trying to keep the AFR near the target AFR also in the tuning debug menu.
     
  16. nevaeh_909_god

    nevaeh_909_god
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    does this work with modded cars to or is it only for vanilla cars cus the menu wont pop up
    when i use vanilla or modded cars or am i doing something wrong
     
  17. Jesus Goose

    Jesus Goose
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    It should work on any vehicle (including mods) that uses the vanilla combustionEngine simulation. Make sure to add the "Engine Tuning Debug" UI app to the user interface https://documentation.beamng.com/getting_started/user_interface/.
     
    #17 Jesus Goose, Mar 20, 2026
    Last edited: Mar 20, 2026
  18. PoshCarReviewer

    PoshCarReviewer
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    I will have to add that mine also doesn't really "work" (that is, with the UI already added in manually by myself, of course), until I disable and enable the mod, and then using Ctrl + R and F5 on any vehicles modded or not. Like the other guy above OP who said the same I don't know what am I doing wrong either, lol.
     
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  19. Jesus Goose

    Jesus Goose
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    I haven't run into that problem but it makes sense. The UI app will not render if the data sent to it is incomplete which can happen when enabling the mod after a vehicle is spawned, but any newly spawned vehicles shouldn't have that problem. It could maybe be another mod also trying to overwrite the engine simulation but I'm not sure of any mods that do that. Either way there's not much I can do about it now with how the mod is structured, but when I make this "repo friendly" it should fix these problems. Ctrl + R and F5 is a good solution in the meantime though.
     
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  20. Jesus Goose

    Jesus Goose
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    Version 1.0 is almost done, I just want to get a couple more things in like more in depth part condition and wear before it's ready. I'm hoping to get it onto the repo some time next month, but in the meantime beta access and details on all features so far are available on my Patreon. Once its released I have some ideas for V2 but will probably focus on other projects first, though feel free to continue to leave suggestions.
     
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    • Agree Agree x 1
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