BeamNG.drive 1908

MOD
UPDATE
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6 Dec 2025 at 14:36

Capsule version 3.7.2 for BeamNG.drive (v0.36.x)

- Bugs fixed.
A double-decker bus in the shape of a capsule. Available with left-hand drive (LHD) and right-hand drive (RHD).

- Colored route display;
- Opening passenger doors, wheelchair ramps, and engine door (can be controlled via keyboard or trigger);
- Digital sensors;
- Interior lighting;
- Various configurations.

NEWS
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22 Oct 2025 at 11:55

BeamNG.drive Update 0.10

Our first update focusing on audio!

Audio
Procedural track
Connect any two nodes
Support for direct drive steering wheels
Playback menu
New radial menu
Dynamic field of view option for increased speed sensitivity
Transbrake for cars with brakes
Improved shifting logic
Added new car engine mixing to avoid sound phase issues and improve quality
Built-in customizable BeamNG plugin for controlling new car engine sounds
Improved FMOD sound library integration
Exposed engine mod parameters (equalizer, volume control)
Added internal filter for all vehicles
Added filter changes depending on camera angle to the vehicle
Added new asphalt roll and skid sounds
Added starter motor and noise-absorbing gears
Setup of new 2D and 3D ambient sounds
Created ambient zones (SFX Spaces) and ambient 3D emitters on all maps
Added dynamic reverberation for tunnels on all maps
Added dynamic environmental reverberation for remote driving
Significantly reduced audio latency and smoother sound

New vehicles and parts:
Added "Box Utility" trailer (regular and large)
Dryvan: added "Loading Ramp" part. Added "Beam Industries" decal
Old General Pessima: Ported exhausts from Hatch. Added "Racing Livery" decal
Hopper: added "Windshield Bar" and "Spare Wheel"
Torque converters and flywheels are now separate parts with various selection options
Added 265/35R18 Race tire for 18×11 wheels

Physics:
Added ability to connect two nodes
Improved initial connection stability
Pressure modeling for tires, balls, drops, etc.; now fully volumetric
Added Lua function "getRelativeAirDensity" returning air density relative to sea level air density
Improved aerodynamic debug visualization. Now shows independent normal, drag, lift lines, and angle of attack. Normal line length is related to surface area at the point
Groundwater hydrodynamic friction no longer limited
Wheel angular velocity calculation now more accurate using full numerical precision
Displayed parameter "torqueArm2" used by wheel torque reaction
L-beams are now anisotropic, allowing different compression/expansion parameters
Added "beamPrecompressionTime" parameter for beam beams, allowing gradual beam compression over duration
Added beam deformation limits (using "deformLimit" and "deformLimitExpansion" parameters) to reduce vehicle stretching
Added perpendicular and orthogonal functions to mathlib.lua. They return a vector perpendicular to a given vector
Improved vehicle memory recovery
Minor speed optimizations

Improvements and fixes in physics core sound APIs:
Added dead zone support at path ends in bindings
Updated bindings for SpeedLink Drift OZ steering wheel
Added input map for Heusinkveld Engineering Sim Shifter Sequential
Added input map for SimXperience AccuForce steering wheel
Added force feedback support for SimXperience and OpenSimWheel simulators
Improved default force feedback settings for Logitech G27 and G29
Added new binding for switching to previous camera, not just next (not assigned to any key or button by default)
Added new binding for editing UI applications (shift + alt + U)
Added support for direct switching to any camera via bindings (default row numbers), regardless of enabled state
Normalized force feedback strength between vehicles
Enhancements for input handling for vehicles without engines
Changed clutch speed for kbd/button for more forgiving offset

Artificial Intelligence:
Improvements to AI racing line calculation. Now considers vehicle position and direction.
Optimized AI racing tires (converges faster)
Improvements in AI path routing
Fixed BeamNGWaypoint radial route calculations (manual waypoint)
AI settings now persist when restoring vehicle ("i", "r")
Improved AI steering: calculates target position using circular interpolation on AI path nodes, creating more accurate movement trajectories.
Added ability to specify road drivability that AI considers during pathfinding.
Added ability to set desired drivability for AI in JSON scenario files
Fixed AI traffic in Rock Island jungles
Exceptional AI depth fixes in Rock Island jungles
Fixes and additions to AI roads on the US East Coast
Added new onAiModeChange callback
Implemented selective vehicle tracking in vehicle ("common": {"enableTracking": true})
Added support for ball as AI target

Replay:
Added playback menu to control panel and main menu
More consistent arrow key search shortcut behavior
Added informative text when playback does not open correctly
More efficient search

NEWS
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22 Oct 2025 at 11:40

West Coast USA - Preview

Quite a lot of time has passed, but we are finally going to release West Coast USA in the next update, scheduled for November 2017.
What started as an experiment to see how feasible it was to create an urban environment has turned into a very detailed map in BeamNG.drive.
We are very excited to bring this project to completion and are looking only forward, considering all the ways the community uses it.

Happy Halloween! We have a small mod for you that includes an achievement: Halloween 2017 (305 MB) - enjoy!

NEWS
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22 Oct 2025 at 11:33

BeamNG.drive Update 0.11

Update 0.11 brought the first large urban area to BeamNG.drive, as well as many improvements such as clutch heating, siren and horn sounds, new effects, and much more.

In addition, you can now browse and download new mods directly from BeamNG.drive and easily save them all with a single click.

Main changes:
- Map West Coast USA
- Built-in mod repository (automatic mod updates available)
- Added simulation of vehicle behavior reaction to engine RPM changes (vehicle rocking during sudden RPM increases, especially noticeable with powerful engines) https://youtu.be/TIwv0UClSjs

Physics:
- Improved overall physics performance by approximately 10%.
- Improved heightmap interpolation. This smooths road surfaces and enhances the overall driving feel.
- Enhanced collision reaction force calculations between vehicles. This improves tarpaulin sides and increases payload capacity.
- Improved tire marking placement.
- Improved calculation of initial tire inflation pressure.
- Fixed pressure physics: previously, pressure stopped decreasing above 88 meters altitude.
- Fixed objects not moving during pause.

Powertrain:
- Implemented clutch heating with the possibility of overheating during intensive use.
- Improved clutch stability with the torque converter.
- Improved clutch for automatic transmission and parking mode.
- Added realistic nitrous oxide (NOS) injection support, including various tank sizes, visual effects of line clearing, and engine block explosions at excessive torque.
- Added sequential gearbox

Source

NEWS
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22 Oct 2025 at 11:04

BeamNG.drive Update 0.12 - Get Busy

The twelfth update for BeamNG.drive has been released! The new version adds another new vehicle and some interesting new features (described below), along with the traditional list of improvements, optimizations, settings, and bug fixes.

Highlights:
- New vehicle - Wentward DT40L bus - https://youtu.be/3sbU1YnzrMg" >https://youtu.be/3sbU1YnzrMg
- Bus game mode "Bus Routes" - https://youtu.be/3sbU1YnzrMg" >https://youtu.be/3sbU1YnzrMg
- New mini-campaign chapter "Hustle and Bustle".
- Added dynamic track creation tool: Track Builder
- Added more vehicle sounds - https://youtu.be/x3izDOHiuQY

Gameplay:
- New game mode "Bus Routes"
- Added mini-campaign chapter "Hustle and Bustle"
- Added Track Builder
- Fixed some issues with the tanker delivery scenario
- Improved some languages in scenario descriptions
- Improved "Airfield Brawl" scenario
- Improved navigation line

Vehicles:
- Added Wentward DT40L bus, featuring various skins, suspension, airbags, pneumatic doors, and "JATOs"
- Added ETK800/ ETK K stage 1 turbo, with about 440 hp
- Added ETK K "Trackday" configuration with better tires, suspension, brakes, spoiler, and stage 1 turbo
- New racing tires for 19×9 and 19×10 wheels (ETK wheels)
- Added new engine tuning options - engine management / ECU, engine internals
- 200BX: Street tuned config uses sport brakes
- Barstow: Fixed rear suspension instability with 15 × 8 Magnum wheels
- Bolide: Fixed exhaust issues
- ETK800, ETKC: reduced inertia, fixed shaking during burnouts, engine damage occurs in smaller crashes
- ETKI: improved suspension geometry, fixed rear suspension instability, reduced rear collision durability, Knallhart uses racing tires and RP02 wheels
- Grand Marshal: base tire grip fixed, police configurations get sport steering
- Hopper: fixed steering instability
and many other minor changes

More details: https://blog.beamng.com/get-busy/ (eng.)

NEWS
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22 Oct 2025 at 10:42

BeamNG.drive and Automation Collaboration

If you like cars and car games, you have probably heard of Automation, a game where you can design and build your own cars in minute detail, from the body and chassis to the suspension and engine tuning. Automation has a large community of players who come up with incredible cars to share with each other, constantly discussing the intricacies of design.

We are now collaborating with the developers of Automation so that players can get behind the wheel of cars from Automation. Export your car from Automation to BeamNG.drive with a single click! Style, sound, and mechanical details – everything will be transformed into our game. Not only that, but we will be hosting your creations in our mod repository so you can share them with all BeamNG.drive players.

Cars are not the only fruit of our collaboration. We have also joined forces to recreate the test track from Automation. Located in the mountainous terrain of New Zealand’s South Island, the map features a complex American-style track and many unique features to explore. Do your best to replicate Automation’s lap simulations, or identify the strengths and weaknesses of your designs on various surfaces and obstacles.

In light of this development, both our games will be available on Steam for a cross-promo sale! If you own Automation or BeamNG.drive, you will be able to get a discount on the second game and join the fun.

Expect the joint release from BeamNG.drive and Automation on July 13. That’s when the cross-promo sale begins!

Source

NEWS
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22 Oct 2025 at 10:31

BeamNG.drive Update 0.13: Collaboration with Automation

Cars from Automation, a map, and new sounds!

The update is the result of collaboration between the BeamNG.drive developers and the development team of the game Automation. Automation, developed by Camshaft Software, is a standalone game centered around managing your own car company and designing extremely detailed vehicles from scratch, and it also receives an update today.

This joint update allows BeamNG.drive players to drive cars designed by Automation players using the usual BeamNG mod repository. At the same time, Automation players have the option to export their vehicles, drive them in BeamNG.drive, and submit them to our mod repository, where they will become available to every BeamNG.drive player.

There are other important highlights in this update:
- Automation Test Track map
- new tire squeal sounds, updated metal screeching sound, new ambient sounds (gravel, sand, mud, grass, asphalt, rumble strips), turbochargers, superchargers, etc.
- Track Builder: new ramps, track gaps, and other improvements
- new skins for T-Series, ETK K-Series, Burnside, New-Gen Pessima, Barstow, Moonhawk, and others
and of course a huge list of improvements and fixes thanks to player feedback

Source

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