Help with camera setting
BeamNG Forum
by fishbazookas
4h ago
After i tried to do thumbnails in the showroom,the camera is super sensitive and when i adjust my seat in any car it sets to 40cm or -40cm no matter what. --- Post updated --- Restarting the game solved it ..read more
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Broken AI Traffic
BeamNG Forum
by C3lis
4h ago
in West Coast and East coast USA, none of the traffic responds properly to traffic lights. like they don't go when the lights turn green. Another issue I find annoying is the parked cars spawn facing the wrong side and I'm hoping its not just me ..read more
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I created a monster
BeamNG Forum
by Besquef
5h ago
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1996 Honda Poverty
BeamNG Forum
by ryan west
8h ago
(low quality mod warning) I found a pack of honda logos and stuff so i decided to make a car. The car is good but it has no interior. Short Lore: In a small rural town somewhere, a group of people hiking find a 1996 honda rotting on the side of the path. They somehow get it to a garage and get it checked out. They hoped repairing it would be cheap but it wasnt. They really wanted to keep it, so they paid the mechanic enough to make the car drive again. Over a period of a couple weeks, they... 1996 Honda Poverty ..read more
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MTN-Goat Floats
BeamNG Forum
by jgb
10h ago
This is a temporary thread, for while the repository version gets approved, so that people can have access to this work in progress mod! This mod adds a configuration with floats to the MTN-Goat Bushplane, made by @Shadow_Clan1965 Find the original mod here: https://www.beamng.com/resources/mtn-goat.29759/ The mesh on this mod is temporary, and not very detailed. This will be redone later, when I add a usable rudder to the floats. If you want to have a... MTN-Goat Floats ..read more
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Autobello Plurima (Fiat Multipla)
BeamNG Forum
by whatawhat
10h ago
View attachment 1130559 View attachment 1130560 Wanted to try making a standalone car mod, and so I am currently working on a somewhat lore friendly Fiat Multipla. Will most likely make a facelift variant for this as-well Currently a major WIP but I thought enough of the body was done that I could make a thread for it Any suggestions are welcome Thanks to Franz027 for the name Plurima This is my second ever mod (and first standalone) and so I am still very new to modding, so be patient... Autobello Plurima (Fiat Multipla ..read more
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Utah is unplayable :(
BeamNG Forum
by ttsportLover
12h ago
View attachment 1130553 this is just unplayable have i already mentioned how unplayable this is? --- Post updated --- clipping yuck ..read more
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Traffic Issues
BeamNG Forum
by C3lis
12h ago
Okay, so I decided to spawn traffic just to play around a little bit, and I noticed that all the parked cars that the game spawns are facing the wrong side of the road like its UK... I couldn't find any posts relating to this issue. This happens on every map by that way. Another issue I keep experiencing is that traffic doesn't respond to traffic lights. Like the traffic wouldn't go when the light turns green and they just stay stopped there for eternity. Please help because I like to have... Traffic Issues ..read more
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Vanilla Aircraft
BeamNG Forum
by Fussyfez
13h ago
I'm a bit of a flightsim enthusiast and part of the reason i love beam as a vehicle sim is the fact that planes and helis actually work as expected. There are some great mods out there but i think it would be great to have some vanilla examples. As much as i love the modding communities efforts i really do appreciate the level of quality that inherently come with vanilla vehicles. Any plans to develop vanilla air vehicles or is the dev team focused on land based stuff for the foreseeable ..read more
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[SOLVED] Change "glow" property of material at runtime
BeamNG Forum
by AlexKidd71
14h ago
Hi, in my mainLevel.lua I already have code for switching on and off lightsources by daytime. I have a couple of TSStatic items which make use of the glow property at stage 0 in materials. Is it possible to switch the glow property to false(0) or true(1) in the onUpdate() function? Like local mat = scenetree.findObject(matName) mat:setField('glow', 0, 0) or mat:setField('glow', 0, 1) and refresh the material? In material editor you can switch this property without problems. I'm just... [SOLVED] Change "glow" property of material at runtime ..read more
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