Well it's averaging at least 2-3 months between releases, so another month or two. That also isn't accounting for burnout, which I'm slightly under right now. Been trying to get an engine to work using 2 different samples and both turned out failures so I'm taking a small break. I will come back with a teaser for how the new Forced Induction will work sometime soon. So that's the next thing to look forward to other than the new engine teases.
I've got a weird bug where I can't activate the mod after installing BeamMP. After installing BeamMP all my mods including this one were deactivated. I'm able to reactivate other mods without any problems but this one just loads indefinitely. I tried installing the mod again but it's still deactivated. Help would be appreciated.
So I installed it again right now and it's active but now I can't deactivate it. Happens both in the main menu and while loaded into a map. I also uninstalled BeamMP so I doubt the problem is connected to it.
I can't seem to replicate this bug.. not sure what could be causing it. I really hope you don't have to re-install BeamNG itself and start from scratch because that's not ideal. That is unfortunately the next thing I would suggest though.... starting from a clean install of BeamNG. If you don't want to do that I don't blame you. Also if you happen to find the solution, feel free to post it so if it occurs again, someone else may be able to see it too.
hey i got some more suggestions 7.0 l v8 from the c6 zr1 corvette 6.2l v8 from the c63 amg the 4l v8 from the bmw m3 the 6.1l v12 from the mclaren f1 the 3.5l v8 from the ferrari f355 berlinetta the 4.8l v10 from the lexus lfa the 2.5l boxer 4 from the newest subaru wrx sti and finally the 3.2l diesel i5 from the ford supervan from the year 2011
Hey there! I've been away from this mod due to multiple reasons, but I'm ready to start working on it again So I figure it's about time to start detailing out how the Forced Induction rework will function in v0.6a! In v0.5a, there were 3 tiers of each induction type. They have now been condensed into a single for each, fully adjustable. Forced Inductions - Single Turbocharger [Adjustable] The single turbocharger has 5 tunable options to make the turbo you desire. BOV Volume: Higher numbers increases the volume of the blow off valve. Hiss Volume per PSI: Higher numbers increases the hiss volume. Wastegate Pressure: Higher numbers increases horsepower. Whine Pitch: Higher numbers increases the pitch of the whine. Whine Volume per PSI: Higher numbers increases the volume of the whine. Turbocharger video: Forced Inductions - Root Supercharger [Adjustable] The root supercharger has 4 tunable options to make the supercharger you desire. Supercharger Pressure: Higher numbers increases horsepower. Responsiveness: Higher numbers increases response time. Whine Pitch: Higher numbers increases the pitch of the whine. Volume per PSI: Higher numbers increases the volume of the whine. Supercharger video:
Engine Preview: Ford Escort RS1600 | 1.6L I4 A legend in rally - using the Cosworth engine, the 1973 Ford Escort RS1600 is jumping in v0.6a! This Daily & Economy engine produces around 150hp and revs up to 8000rpm.
v0.5a - 1,000 download milestone Thank you so much for downloading! Hitting over 1,000 downloads for only v0.5a is crazy awesome. I've been very grateful for all the wonderful messages about the mod. I have a lot more in store and I hope to see you with me.
Engine Preview: Ferrari 599XX | 6.0L V12 Our first V12 engine is from the iconic Ferrari 599XX, boasting 720hp with a 9500rpm red-line. This of course fits the Exotic & Super category and will be the last engine being introduced in v0.6a. This isn't the final surprise before release though
You know what would make the v0.6a update even better? I think it's finally time to scratch one of these off the list... Teaser trailer coming soon Status on v0.6a: I am finalizing the update, now working on smaller things like QA and also beginning to work on the update video itself. The update should come out sometime next week! Stay frosty, exciting times ahead
Wentward DT40L 'citybus' is making a stop at BeamXForza! The citybus will be receiving all 14 engines in v0.6a, and will receive continued support from now on!
v0.6a has been released! View the main page for the new download and updated information! Enjoy FORCED INDUCTION REVAMP - Both turbochargers and superchargers are simplified and completely adjustable Introduced default forced inductions based on type of vehicle (D-Series = Supercharger // Covet = Turbocharger) *NEW* 1.6L I4 daily engine swap available for all primary vehicles *NEW* 2.3L I5 daily engine swap available for all primary vehicles *NEW* 4.3L V8 daily engine swap available for all primary vehicles *NEW* 6.0L V12 exotic engine swap available for all primary vehicles Made minor sound adjustments to all engines Reorganized some backend engine code structure Set all "exhaustAudioGainChange" to 0 for nearly every vehicle Starter engine volumes increased to "0.7" Fixed "energyStorage" in all LeGran engines which prevented it from using the interior fuel cell Exhaust offloadGain decreased to "0.6" Each engine now has a unique "starterThrottleKillTime" "idleRPMStartRate" and "idleRPMStartCoef" Ignition & Fuel now change start times based on percentage of original value Slightly increased "maxTorqueRating" for every engine and displacement (which should allow for more NO2 usage if desired) Citybus added as new vehicle compatible with BeamXForza (with custom transmission and differential)
I've noticed some of you have expressed that the volume of the BxF engines/exhausts are a little on the low side. If so, I'd like to hear your opinion on how satisfied you are with the volume of them. Vote at the link below! https://www.youtube.com/post/Ugkx_jVhbm_cBiULDPDEN5PeealY3vJLhLeK
Volume Vote Results! The majority of you think the volume is alright but could be louder! I will make sure to implement a noticeable change in volume. Status on next version: While working on the volume changes, I began to dislike some engine sounds and how they were configured. A lot of trial and error happened and I have decided to revisit every sound config. The sounds for each engine swap will sound slightly different in the goal of it making it sound better overall. But the real change is that the engines will be louder than the exhaust, just like default BeamNG engines. This makes the interior camera much more immersive since more sound is being delivered to the driver. The next update will feature a lot of back-end improvements once again. I discovered another breakthrough in time management... so more to come on this later - but the end user will get something too in return. Something I'm calling "Audio Origin" ... stay tuned!
Engine Preview: Nissan 370z | 3.7L V6 This iconic engine produces around 325hp and revs up to 8000rpm. Couple things to note on this preview. I am not done tweaking the sound and what you hear at the moment is the max exhaust volume and stock engine volume. Still tweaking those too. But regardless, progress has been a little slow due to things in real life so I thought in the meantime I would give you this preview to compensate. Edit: This engine will not be featured and is discontinued.
engines are broken in new update 0.33. reads an "error loading" (vehicle). After uninstalling engine part it worked fine, so engines are the problem.
I realized this shortly after the update, I think it's due to the .lua file being updated again and other various things changed under the hood with the new beamng update. None of the BxF engines work right now and unfortunately I will be putting this mod as "outdated" until I fix this issue. Right now I'm taking another break from this mod. Not sure when I'll be back.. but when I do I'll be sure to fix the issues first as a hotfix.
Hi there, and sorry to disturb your break. I decided to investigate the error a bit and, as you said, it seems to be something caused by the latest changes. Lua is not one of the languages I am familiar with, but I believe I found a fix. I searched the line causing the issue and it seems other people were having this exact same issue with other mods (RK's engine mod), and I found the fix in the comments. It seems that in order to fix the error, you have to replace line 776. To replace: ffi.C.bng_applyTorqueAxisCouple(ffiObjPtr, inertialTorque, device.torqueReactionNodes[1], device.torqueReactionNodes[2], device.torqueReactionNodes[3]) With this: obj:applyTorqueAxisCouple(inertialTorque, device.torqueReactionNodes[1], device.torqueReactionNodes[2], device.torqueReactionNodes[3]) I hope this helps you when you decide to come back PS: to give credit where credit is due, I found the fix on https://www.beamng.com/threads/rks-highly-customizable-engine-now-v8.67381/page-67, I believe posted by a user named "Ihmemies allan"