r/BeamNG • u/MadFluffy_Panda • 8h ago
Teaser Is this ✨ art ✨ ? Is this engineering? Is this a pigeon? Well, it's not even an Ibishu, so... 🤔
#wip #art #TeaserTuesday
r/BeamNG • u/MadFluffy_Panda • Jul 31 '26
Hello, drivers!
With Version 0.39 and the Ardente now here, we wanted to share some stunning Ardente artwork with the community — all sized perfectly for wallpaper use ✨👀
Grab them here: https://bng.gg/ardente
r/BeamNG • u/MadFluffy_Panda • Jul 30 '26
Several important fixes for v0.39 have been deployed 🛠️
r/BeamNG • u/MadFluffy_Panda • 8h ago
#wip #art #TeaserTuesday
r/BeamNG • u/SirJxPumpknhead • 7h ago
r/BeamNG • u/Guilty_Fail_259 • 2h ago
(NOTE! THIS IS NOT A REAL MOD. THIS IS ALSO NOT AN ATTEMPT TO REPLACE OTHER MODS! THIS WAS NOT MADE WITH AI, IT IS SIMPLY A FUN LEARNING ACTIVITY)
For this redesign, I had 3 major focuses - reducing feature creep, increasing clarity, and enhancing usability and design. Let me lead you through and explain each decision I made.
First - the design. Imho, the original's was way too generic, and it sticks out like a sore thumb. At the same time, it has an issue that isn't even specific to vibe-coded mods, it just... lingers on your screen. Mods like CK's Graphics Settings handle this by using keybinds and minimize-able windows, but I opted to blend it in with the existing controls menu. I added a new button beside the already discreet, disappearing ones that shows the randomizer window.
But here's where things start getting pretty large in terms of creative decisions, because I noticed that half of this stuff wouldn't be useful or navigable to most users in a single session. How can I even be sure of what a "wild" profile is? How does this differ from the chaos level? How is a "stock cfg" involved, is it saving a new one, overwriting it, is it just choosing from stock configs, and if so, does that override other options? I'm already confused, and I'm not even to the Rainbowmizer-style "auto-roll" yet... which... would just stop your car abruptly, because from my knowledge, you can't keep your momentum while changing parts. It somehow over-explains itself as a UX while leaving so much confusion behind. Same with the branding, I don't personally need to know the name of the creator, the name of the mod, or the version when I'm just trying to use it - again, not AI-specific.
So, I tried reducing clutter (There is unused space, I will acknowledge this), and sticking to relatively straightforward features. Small things, like plural "cars", the forward arrow on "More filters...", and checks vs. sliders are supposed to make it exceedingly clear where the UI flow is going to go next for the user. I tried making sure this was all accomplishable if it was an actual mod, but some things might not be. I also tested the mod to rebuild the experience for actual use, so there's a clear "roll back" button for each option, I split up "randomize vehicle" and "randomize specs" (for lack of a better term) into separate steps, so you can get a clean stock config from a few selections before you randomize all of the parts. There's already an option for this in the BeamNG menu, so this could be improved on, I just know that I never use that specific button and it would reduce friction a lot if I didn't have to go through tabs or press esc, I just clicked a button.
I also focused on the direction behind it and maintainability. Adding a "safe mode" to the parts randomizer seemed like a good idea at the time, and from a UI standpoint, it is. However, if you consider mod cars, mods for vanilla cars, updates to vanilla cars, Automation, the list goes on and on, how do we know what parts work safely together always? What if a fender and a tire work together, but not with spindles? How would we even make a database for it? Simple, we don't - and we don't offload it fully to the user either. I added tooltips and a simulated response from one of them, telling you the risks of each category of randomization. For example, I chose to put the tooltips on only two of them, but if someone made the mod, they could add a warning to "Randomize drivetrain" that tells the user that enabling it could potentially fuck up the fuel tank. I also carefully considered adding a "Allow empty parts" selection, but again, this wouldn't be that maintainable, some mods literally name empty parts "Nothing" or don't have an option for it. So, for now, all parts are enabled, and it also reduces UI clutter significantly. By the time you get to submenus for if random liveries or spindles are allowed to be what parts, you've introduced way more feature creep than you've removed. At most, I'd put a "load configs" button that has specific vehicles, but even that's a bit much, so I omitted it entirely.
My own criticisms (you can add your own guys!):
Tell me what mod you want me to redesign next! Or, you could ask me to design the UI/PoC of a mod from a description (even the BeamNG launcher itself, I've been considering that), I'll choose one for tomorrow.
r/BeamNG • u/toustovac_cz • 8h ago
As we all probably know, another teaser just dropped!!! Yay!
Now I've seen some people saying it might be a bus or a truck, but after closely watching it for additional 3 seconds (due to low attention span) I've concluded it might be specifically european truck.
Do you agree or is my attention span really too low?
Edit: I just noticed I am the (at least) second guy who posted this, so sorry if that bothers anyone :)
r/BeamNG • u/Nexus_104 • 3h ago
My image keeps breaking reddit, this is the 4th attempt at posting
r/BeamNG • u/ItsALuigiYes • 1d ago
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r/BeamNG • u/allegedthinker • 13h ago
The Hirochi outlaw is good but the rear loses traction easily.
Screenshot taken on my potato pc
r/BeamNG • u/LessAssociation9271 • 8h ago
r/BeamNG • u/Nexus_104 • 2h ago
*we all know this teaser is a very small portion so I cant tell what the actual silhouette looks like
r/BeamNG • u/ArkoNoWhere • 23h ago
What you know about being broke in RLS? 😂
r/BeamNG • u/Euphoric-Release-772 • 7h ago
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Literally Unplayable (Sorry for potato quality)
r/BeamNG • u/Nurko59 • 12h ago
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r/BeamNG • u/Nosypoke09 • 20h ago
All of these photos (should) have titles and descriptions in their captions. Feel free to read them!
I really love this update, it looks amazing. Fun fact for the only crash image: I had to clear the particles from the Dynamic Damage Particles mod because they don't get blurred with the Depth of Field.
The Ardente also looks great, I love it aesthetically. I had to stop myself when the update came out from just taking photos of it. Driving it is also fine, but I really the configs didn't save weirdly.
r/BeamNG • u/Smellypuce2 • 1h ago
She's putting out about 300 HP with how I have the turbo tuned at the moment.
r/BeamNG • u/LentoMakkara • 1d ago
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r/BeamNG • u/Silversally996 • 7h ago
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Flat 6 SBR4. GT3 engine is NA and revs to 9000. GT2 engine is Turbocharged and revs to 7500. Both come in PDK and manual, but for this demo the GT3 is M and GT2 is PDK
Hope my Porsche Guys will enjoy
r/BeamNG • u/Stunning_Respect4616 • 8h ago
so, i know beamng is for 16GB ram pcs, but mine is 8, but it still is playable, sometimes lags, sometimes crashes, but i should not use too detailed maps or big cars,. tips?
r/BeamNG • u/Afraid_Ride7781 • 4h ago
r/BeamNG • u/Silent-Switch7317 • 8h ago
•A European semi-truck, something akin to a modern TC-series
•DLSS support
•General performance improvements
•Possibly some expansion to WCUSA or Italy to make hauling missions better.