Experimental Detachable Tires 1.2

Allows tires to be shown visible when fallen off the wheel

  1. Cpt.Razor
    New generated mod that makes it possible for tires to detach from wheels after being deflated, It also includes tire detachment and deflation from forces to the sidewall or extreme compression to the tires. You may find that now the Logger T-Series can now destroy it's tires by driving too recklessly in turns so take caution in vehicles that carry heavy loads.

    You can use this link to post bugs or screenshots of the mod.
    https://www.beamng.com/threads/detachable-tires-support-ai-mod.111682/

    Note: This mod will not work on simplified Traffic vehicles because they contain more simplified wheels where the Rim and Tires are one Jbeam model instead of having a separate Tire and Rim Jbeam.

    Additional Note: This mod will also not work on Container Trailer, Dry Van Trailer, Flatbed Trailer, Framless Dump Trailer, Large Spinner Trailer, Log Trailer, Tanker Trailer and Trailer Dolly because these trailers use simple wheel types similar to Simplified Traffic

    Showcase Video:


    The mod works fairly well with other vehicle mods and doesn't require swapping a Tire part for it to start working, the mod loads once you load into the game. BeamNG always had a detached tire state when all of the tires nodes were ripped away but you could not see it due to mesh breaking and part of this was for good reason. The only way this mod works through that system is because the mod swaps between two mesh models.
    The first mesh gets hidden once the tire is allowed to fully detach while a second mesh duplicates itself attached to only the outer nodes of the tire. There is also a duplicated set of nodes for the inner tire wall that don't get attached to the wheel hub that allow the tire carcass to stay supported otherwise the inner wall of the tire's mesh can spike and look distorted
    image3.png image4.png image5.png image6.png image7.png image8.png

    With this mod the tires when they go flat now will start to look like this:
    upload_2026-9-18_6-54-33.png upload_2026-9-18_6-55-8.png upload_2026-9-18_6-57-40.png upload_2026-9-18_6-58-10.png

    The tires while flat can stay on while driving but can get ripped off by slip forces or being airborne. They also eventually detach from speed by centrifugal force which looks pretty cool and depending on the wheel you choose if it is a beadlock wheel model which I specified these wheel types in the mod by name the tires will not be allowed to detach from the wheel because beadlocks are meant to keep the tire bolted on.
    Only in extreme cases to keep the mod looking clean if the tires start stretching from centrifugal force I made them allowed to detach from the wheel but that's only as a safeguard.

    Note: If you use a mod that has custom made beadlock wheel models they might not work and still fall off from regular driving since BeamNG doesn't yet have a automatic distinction between regular rims and beadlock rim types so the mod only catches these wheels by name

    Important: Below is a list you can read of the rim types that are included as beadlock wheels

    15x6 UTR Impact Off-Road
    15x8 Hirochi Caracal
    17x7 FASER High-Tide Off-Road
    17x7 Alder Supertrail Off-Road
    17x9 FASER High-Tide Off-Road
    17x9 SP Trophy 1000 High-Tide Off-Road
    17x9 Trial 1000 Off-Road
    17x9 Trial 150 Off-Road
    17x9 Trial 250 Off-Road


    There is also a list of tires I excluded from having a more deflated look while still on the wheel but these still work when detached from the wheel they are just a little more unstable to work with so expect some bugs and limitations:

    35x12.50R17 All-Terrain
    38x12.50R17 Crawler
    42x12.50R17 Crawler
    44x12.50R17 Crawler
    Grip-All Screamer J52 38x12.50R17
    Grip-All Screamer J52 40x12.50R17
    35/65R33 All-Terrain
    24.00-35-36PR Bias Ply Off-Road


    Known Bugs:
    Tires may collapse on themselves once detached and some larger tires may even produce spikes in the mesh itself

    Tire's collisions interact oddly with the vehicle, This was mostly a limitation for the mod it was either tire's have collision with their current triangle structure or keep collision disabled

    Detached Tires will bounce around when wheels are spinning
    (This isn't actually a bug the tire's are just really excited to be free)

Recent Updates

  1. Tire Detachment Overhaul
  2. Hotfix for regular traffic

Recent Reviews

  1. HvnchO
    HvnchO
    4/5,
    Version: 1.1
    Works surprisingly well with other tire mods, however, my one gripe would be in conjunction with the tire impact puncture mod, tires are too easily removed. It seems like right after the tire is popped, the tire is ready to slip off the bone. Other than that, there's no other complaint
    1. Cpt.Razor
      Author's Response
      Thanks for the review
      In the next update this won't be the case and rather than tires deflate on impact to the hub they will register as punctured first
  2. Boxed_Potatoes
    Boxed_Potatoes
    5/5,
    Version: 1.0
    Cant wait to try it! is it compatible with your tire impact punctures mod?
    1. Cpt.Razor
      Author's Response
      Yeah it still works with that mod just know this mod will have a lot more frequent problems, this is the first ai mod I've done messing with the jbeam side of things
  3. marshie_
    marshie_
    5/5,
    Version: 1.0
    works pretty well with the mod that punctures and then deflates tires from collisions. eventually, the tire flys off the rim as intended. have not expirienced any weird issues, 296 mods active, under devs current 300 active mods or less on 0.39. well done
  4. Clou_Armbrust
    Clou_Armbrust
    4/5,
    Version: 1.0
    Hey! I’ve been using the Detachable Tires mod and I really like the idea, but I noticed a couple of issues I wanted to mention in case they can be fixed :)

    First, when a tire has already detached from the wheel, switching cameras (especially from interior to exterior) sometimes makes the tire visually stretch all the way back toward the wheel, even from a huge distance. It only lasts for a moment and then goes back to normal.

    The other issue is that on quite a few modded vehicles, when you reach higher speeds, a big black layer/shape appears around the tires. It seems like some kind of visual/rendering issue, and unfortunately it makes the mod difficult to use with those vehicles.

    I’m not sure what causes these issues, but I thought I’d let you know. Thanks for making the mod! It’s a really cool concept and I hope it keeps getting improved
    1. Cpt.Razor
      Author's Response
      Thanks for the review and yes definitely better off as a concept but I'll try to keep improving it
  5. Tortola
    Tortola
    3/5,
    Version: 1.0
    Very good idea, but it has a game breaking bug so i cannot rate it higher, i would if i could actually play with it lol.

    Basically once a tire gets replaced by its detached mesh, once you respawn the vehicle, that tire is locked, it seems to collide with something at the top of it, since it bends inwards there.
    Tried on 4 vanilla cars with no other mods and it happened to all of them.

    Hoping to get a fix for this because i really want to play with this for more than once per level load.
    1. Cpt.Razor
      Author's Response
      I created a discussion thread so you can post bugs or issues there.
  6. Georgia Dawg
    Georgia Dawg
    5/5,
    Version: 1.0
    I looked at the pictures and said that looks bad...Then I saw the video...AMAZING. You did great. I can see some fun clips people will come up with.
    1. Cpt.Razor
      Author's Response
      Thanks for the review :)
  7. TriggeredZN
    TriggeredZN
    5/5,
    Version: 1.0
    Works better than i though, it works well with car mods, 10/10 mod imo just wish it didnt clip into the body but beggers cant choose, i believe its a problem on beam ng's side instead of the mod, still a 10/10
    1. Cpt.Razor
      Author's Response
      Thanks for the review! Yes I believe its a BeamNG side limitation, I did experiment with duplicating collision triangles for the sidewalls but that would induce more clipping since collision triangle states can't be modified at runtime and they always duplicated as a non-collidable triangle rather than a specific type
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