Beta Fluid-Simulated Afterfire 0.3.0-beta

Real-time simulated exhaust flames for every car with afterfire

Tags:
  1. raellka
    Fluid-Simulated Afterfire (beta)

    Exhaust flames simulated in real time.Fluid-Simulated Afterfire replaces the game's afterfire sprites with a small fluid simulation of hot gas on the GPU, so every pop and flame has its own shape, colour and motion. Its behaviour follows published research on combustion in exhaust systems, flame light and hot jets, and was tuned against footage of real cars.

    This is a beta. It works on the cars and maps it was tested on, but you may find bugs. Please report them (see below).

    ​

    What it does
    • Every car with afterfire, nothing else. Flames appear when the game's own engine model makes an afterfire likely: lifting off, the rev limiter, gear shifts, anti-lag. Cars that never backfire in the stock game (diesels, for example) stay quiet.
    • A real flame, not a sprite. Each flame is a small simulation: weak pops are small and bluish, strong ones yellow and orange. Flames are swept back at speed, blown by the wind and spread on the ground.
    • Dual exhausts fire like dual exhausts. Outlets on separate pipes pop independently; tips on the same pipe fire together.
    • Light. Flames light the road and the car at night.

    Each car, its own afterfire

    upload_2026-10-29_14-42-58.gif ​

    The mod does not add afterfire to a car. It takes each car's afterfire from the game's own values, so every car reacts differently, depending on its engine and exhaust. A car that does not backfire in the stock game will not backfire with the mod either. If the result feels too strong, lower Intensity in the settings.

    Flames and the ground


    The flame is a flow of hot gas, and the road is part of that flow: gas that reaches the ground cannot pass through it, so it spreads along the road instead. The rest of the scene is not part of the simulation yet: flames pass through the car's own body, its wheels, other cars, walls and other objects. Making them collide with these is planned for later.

    upload_2026-10-29_15-30-17.gif ​

    Requirements

    • The DirectX 12 renderer (the game's default). On other renderers the mod stays off and the game's own afterfire is used.

    Settings
    ​
    Press Esc, open the Mods tab, then Fluid-Simulated Afterfire.

    upload_2026-10-29_14-45-15.png ​
    • Enabled: turns the mod off; every car then uses the game's own afterfire.
    • Quality: Low to Ultra. Lower settings use a coarser simulation, fewer flames at once and a shorter distance. Ultra is the reference look.
    • Intensity: how strong each afterfire is: a stronger one is larger, brighter and more orange. Realistic follows each car's own afterfire.
    • Size: scales every flame, from tiny to huge, keeping its shape.
    • Lifetime: how long each flame burns and how far it reaches, from a brief flash to a flamethrower.
    • Frequency: how often the exhaust pops and flames, sound included.
    • Traffic: flames on traffic cars, or the game's own afterfire for them.
    • Extra: flame and gas colours, for fun.
    Realistic is the default, and the look we tuned against real cars. The sliders go well past it, in both directions:

    upload_2026-10-29_14-45-40.png
    Green.
    Because you can. The light turns green too, and so do your wheels

    upload_2026-10-29_14-45-51.png
    Small and brief.
    For quiet neighbourhoods.

    upload_2026-10-29_14-46-17.png
    Huge and long.
    The neighbours are already on the phone.

    Planned for later
    • Simulated exhaust smoke: a real gas flow on the GPU, like the flames, coming out of the tailpipe.
    • Flames that stop against walls, wheels and other cars (for now they pass through).

    To investigate
    • Shade and fog: flames are not darkened by shadows or dimmed by fog,
    • Multiplayer (not tested yet).
    Reporting a bug

    In the menu, press Report a bug: the report is copied and saved to a file. Paste it in the bug-reports channel of the Discord and attach the file. The mod never sends anything over the internet.

    If the game stops while the first flames of a session appear, the mod starts off next time and its menu offers to try again.

    Discord

    News, ideas and help: join the Discord.

    Images

    1. upload_2026-10-29_14-45-49.png
    2. upload_2026-10-29_15-30-17.gif

Recent Reviews

  1. Doooooooooooom
    Doooooooooooom
    4/5,
    Version: 0.3.0-beta
    Besides the fact that it doesn't work on mods..
    Pretty good!
  2. balmaceda882
    balmaceda882
    5/5,
    Version: 0.3.0-beta
    This might be the best one i've seen yet. Great work, it's really good!
  3. Icendox
    Icendox
    5/5,
    Version: 0.3.0-beta
    i'm never uninstalling it but i do have an issue, i'll drop it in the discord server
  4. cptburger
    cptburger
    5/5,
    Version: 0.3.0-beta
    absolute master piece but can you make it for vulkan
    1. raellka
      Author's Response
      Glad you like it! For now it's DirectX 12 only. Since a few people have asked, though, I'll dig into it and see what's possible :)
  5. Steelorse
    Steelorse
    5/5,
    Version: 0.3.0-beta
    i love it soooooooooooooo much! omg
    1. raellka
      Author's Response
      Thanks! That means a lot coming from you! If you ever try it in a video, I'd love to hear your feedback :)
  6. Suo
    Suo
    5/5,
    Version: 0.3.0-beta
    Looks excellent and doesn't cost as much performance as i thought.

    Only gripe i have is that during the night, the flame lighting goes through the car and lights up the whole cockpit. It would be nice if there was a way to fix that. Otherwise really good!
    1. raellka
      Author's Response
      Thanks, glad the performance holds up! Light passing through the car is a known issue and it's on my list :)
  7. Thugbob Trapabrickpants
    Thugbob Trapabrickpants
    4/5,
    Version: 0.2.4-beta
    When the actual backfire happens it looks amazing, the only gripe i have is that since it only shows when a car would backfire in vanilla, it also means that some cars that you would expect to backfire just dont, like i can make a tuner drift missle but itd have ZERO backfire in vanilla so i never see this mod at all, if it had an option to happen on cars that wouldnt backfire in vanilla thatd easilly make this a 5/5 (im not talking about diesels having it, js normal cars that should but the game doesnt)
    1. raellka
      Author's Response
      Thanks for the review, glad you like how it looks! This is by design for now: the mod follows each car's own afterfire tendency as BeamNG defines it, so cars the game sets to zero (diesels, but also some petrol engines and custom builds) never backfire. You make a good point though, and I'll look into an option to force it on any vehicle.

      Workaround in the meantime: set the Frequency slider in the mod's settings to the max (Extreme). Cars that rarely backfire will do it much more often. It won't help cars with no afterfire at all in vanilla, unfortunately.
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