WIP Beta released Advanced Engine Tuning and Wear

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

  1. Jesus Goose

    Jesus Goose
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    ​
    I'm wrapping up some loose ends for the V1 release and figured I should probably make a video/post to showcase everything new. On top of some refinements to the tuning simulations I have managed to add what I think is a decent part wear system for the piston surface, rings, oil, and cylinder wall as I was already writing a thermal simulation for them. It is tied directly into the existing thermal simulation and uses combustion energy directly along with other factors like oil lubrication, air fuel ratio, and temperature to calculate wear. Along with all that I have revamped the existing part condition system that Career mode (and the IPR mod) use to not only save thermals and wear, but also apply preexisting wear to used high mileage vehicles. Any new vehicles purchased in Career mode (RLS too I think) will have preexisting part wear based on mileage and integrity.

    Part wear accumulates very slowly by default (engines should last ~300,000 miles depending on driving and abuse) and won't be noticeable right away when driving a new vehicle, engine wear and oil wear multipliers can be used to increase wear rates if needed. I'm uploading V1 to the repository after this but you can still get it in beta on my Patreon, and if it mod approval takes too long a public version will be posted there too.
     
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  2. TMccanna

    TMccanna
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    this is actually really cool. i cant believe i never found this before
     
  3. Jesus Goose

    Jesus Goose
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    Mod approval seems a bit slow at the moment so I posted a free release of V1 on my Patreon for now, the repo release should be up soon though.
     
  4. TMccanna

    TMccanna
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    having the same bug where you have to reenable and refresh things to get the mod wworking
    --- Post updated ---
    actually not sure if ven thats working now
     
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  5. Jesus Goose

    Jesus Goose
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    I still haven't been able to figure out that issue, the mod (V1) is activated through an extension that is automatically loaded when a vehicle is spawned (or Ctrl+r) as long as the mod is enabled beforehand. I have not experienced it myself but there could be an issue with the order in which the mod is loaded, can you confirm what version you are on and if the issue persists with the mod enabled and game restarted? Also just to make sure its not an issue with the UI apps there should be a message in the console saying something like "Starter Battery Added" if the lua part of the mod does activate correctly, if you can see that try deleting and adding the UI apps back.
     
  6. TMccanna

    TMccanna
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    seems like atually it had to do with me using CEEP cars without knowing which use diff lua for th engines
     
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  7. canapol

    canapol
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    The thing that you can set like Timing do you have to hit set every time you reset the vehicle
     
  8. Jesus Goose

    Jesus Goose
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    For now yes, but I do plan on incorporating engine tuning values into the existing part condition system so it saves even when you remove the engine in career mode.
     
  9. canapol

    canapol
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    Can you Make it in the tuning menu instead of the parts menu
     
  10. Jesus Goose

    Jesus Goose
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    Not quite sure what you mean, if you are talking about moving the tuning options to the vanilla tuning menu then that isn't really possible as the values need to be updated without resetting. I'm currently working on saving the tuning options to the partCondition system which is used by career and my Individual Part Repair mod when using save/load. The IPR mod is also getting an auto save/load feature for freeroam along with some other cool stuff so when used together it should all work seamlessly.
     
  11. Jesus Goose

    Jesus Goose
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  12. MadCat101

    MadCat101
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    hey i have a question,or maybe its a bug but on every diesel i cant get them to runaway, ive tryed fliping them over to get them to runaway, ive tryed blowing head gaskits, also ive tryed geting the rings damged and other things, but nothing i really do really does anything to make them run away, and i think ive tryed every way to get the diesels to burn oil and nothing maybe im doing something wrong or its a bug but i really lowkey wanna make a diesel run away so badd lol
     
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  13. Jesus Goose

    Jesus Goose
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    I haven't tested runaways much recently so there's a chance I broke it when adding the oil flow simulation. I plan on eventually having it do proper calculations for how much oil is in the combustion chamber but for now it has some generic safe values to stop it from running away too often.
     
  14. Zack_13358

    Zack_13358
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    refueling is a little bit broken rn upload_2026-7-1_12-4-22.jpeg
     
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  15. Jesus Goose

    Jesus Goose
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    Lol, it appears the game is trying to refuel the car battery I added. When testing the car does appear to refuel gasoline at least, I guess this also means you can charge your starter battery at EV chargers. I can fix it by changing the energy type of the battery to something different, but I kind of like the unintended EV charging functionality.
     
  16. combatwombat96

    combatwombat96
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    Can I ask why as to when increasing the initial timing by any amount, all its seems to do is just make the engine run worse/loose power, that behavior would only make sense if we were over advancing (ie over 12-13*), but not the small amounts I have been trying
     
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  17. Jesus Goose

    Jesus Goose
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    Due to how engines work in BeamNG I can't realistically simulate actual ignition timing between all engines, the current system I made just estimates a relative timing error based on forced induction. Here's the entire implementation.
    Code:
        deltaTiming = 10 * math.log(inductionCoef)
        if device.ecu ~= "empty" then device.timing = -deltaTiming end
        deltaTiming = deltaTiming + device.timing
    
        local timingWindow, minEfficiency, advanceFactor = 35, 0.0, 1.2
        local penalty = (deltaTiming / timingWindow)^2 * (deltaTiming > 0 and advanceFactor or 1)
        ignEfficiency = math.max(minEfficiency, math.min(1, 1 - penalty))
    The closer deltaTiming ("Ignition Timing Error" in the UI) is to 0, the higher the ignition efficiency. The device.timing ("Timing Correction" in the UI) simply offsets the calculated timing error. Applying a correction when the timing error is at 0 moves the engine away from optimal efficiency, but under high boost or nitrous the timing error increases, and correction is needed. If the ECU is enabled then this is all handled automatically.

    I do plan on implementing a more realistic ignition timing calculation based on flame speed in the future as this system is a simplification, but it works well enough for now.
     
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  18. BerLeonTram

    BerLeonTram
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    Every time i try spawning a car it glitches and then auto pauses the game, any idea how to fix it?
     
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  19. Jesus Goose

    Jesus Goose
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    That sounds like a jbeam instability, I haven't had that issue myself but I have an idea of what might cause it. Does it happen with all cars or only certain ones, and are there any errors in the console? My guess is a mod conflict causing instant infinite acceleration or something like that, if you find which mod is causing it let me know and I'll try to add compatibility.
     
  20. XxCriticalNoobX

    XxCriticalNoobX
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    You should look into making it compatible with CEEP engines! I feel like they would go great together
     
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