BeamNG.drive's 0.35 Vehicle Strength And JBeam Updates Bolster Playability

Crash 4.jpg
Both cars contuined the race after this crash thanks to the improved durability of the JBeam parts
In the latest 0.35 update for BeamNG, the physics and JBeam calculations have been adjusted. Although the changes avoided the headlines at release, they have had a tremendous impact on the gamification and playability of BeamNG for both sim racers and the wider BeamNG audience.

BeamNG has always had a reputation for being the most intricate simulator for damage and realistically calculated crashing. However, the cars have always felt rather delicate and precious. Any slight impact with a kerb would either cause your wheel to be off the vehicle or throw the whole suspension geometry so far off that it would make the car undrivable. These JBeam and physics updates rectify the damage given.

Bruckell Bastion Rear-end.jpg

Bruckell Bastion rear-end accident, both cars drove away thanks to the new, more substantial suspension strength.

Unlike most racing games, BeamNG uses Softbody physics instead of RigidBody simulations. Without overly complicating things, this means that physical objects, such as cars, are deformable. This is possible through the use of Node and Beam structures. Think back to the early magnetic building toys popular in classrooms worldwide throughout the 1990s and 2000s!

JBeam structure within BeamNG

JBeam (short for JSON Beam) is a core system in BeamNG that defines the physical structure and behavior of vehicles and objects. It is a data format used to create soft-body physics models, allowing vehicles to deform, bend, and react realistically to forces like crashes or terrain interaction, something BeamNG is most famous for in the realm of sim racing or

JBeam uses nodes and beams to simulate a vehicle's chassis. Nodes are Points in 3D space; think of them like joints or connection points on a car, whereas beams are connections between nodes (like springs or struts that can stretch, compress, or break). When these two factors work together within BeamNG, they create a flexible framework that acts like a physical chassis or body.

{"beamSpring":40000,"beamDamp":0}, // Suspension springs
{"beamSpring":0,"beamDamp":4500}, // Suspension dampers
{"beamSpring":8000000,"beamDamp":125}, // Structural vehicle components, such as suspension arms
{"beamSpring":14001000,"beamDamp":250}, // Steering rack, it needs to be super stiff to keep wheels pointing in the right direction
Example of how the dampers and suspension calculations look visually. Credit: BeamNG

Crash 1 JPG.jpg

Suspension components are much stronger than they were, and when they do break, they break realistically!

JBeam files define most of what the vehicles in BeamNG can do and achieve. These Jbeams simulate everything, such as the basic and more advanced Collision properties, suspension geometry, engine and drivetrain logic, and the subject of this article, Vehicle weight and mass distribution across the axles.

Implementing JBeam mathematics makes BeamNG's physics unique in the world of simulation titles—every bent bumper and damaged radiator results from calculations between thousands of nodes and beams. Think of it as the brain behind the complex calculations that form BeamNG's physics engine.

Physics improvements across the BeamNG fleet​

Outside of the JBeam changes, many vehicles also saw physics improvements. For instance, the Autobello Stambecco underwent a total overhaul of how it deforms on impact. The development team also added collision physics to its cargo holding area, enhancing its structural integrity and collision response. These sorts of changes make BeamNG such a detail-oriented simulator that, without prior knowledge, you would never have picked up on.

"Previously, the majority of our vehicles used to suffer from weird suspension behavior, consisting of parts stretching and clipping with each other upon steering and articulation. This was caused by the suspension JBeam structures having received many changes and improvements through the years, while the visual geometry remained the same, and the two have become unsynchronized

We have fixed this issue on the majority of vehicles in this update by updating the suspension 3D models to match the JBeam structures" - 0.35 BeamNG patch notes

Stambello.png

Autobello Stambello is much more robust off-road!

With these new changes to the physics, racing and derby events like demolition derbies and banger racing are much more doable now than in any of the previous versions of BeamNG. Complaints about the car's durability have been long-standing for several update cycles, and this is a fantastic step in the right direction.

Engine damage is also much more common with significant front impacts, which shut the engine down and destroy it instead of keeping it running, even if it was out of the vehicle!

What do you think about these new physics additions and JBeam changes? Let us know in the comments down below!
About author
Connor Minniss
Website Content Editor & Motorsport Photographer aiming to bring you the best of the best within the world of sim racing.

Comments

Premium
I have been enjoying this update. The cars feel good to drive, physics and FFB seems improved (at least to me). The game runs better on my aging computer than it did before. I am having a lot of fun with it.

I have read complaints of older mods being broken, but it does not affect me as I don't have many mods installed and the few I do have are working fine. Overall, this is a great update to a excellent game. Nice job.
 
Premium
@Connor Minniss, I have a idea for you. As I have never played rally racing games, I have no idea what the symbols mean and what the co-driver is yammering on about as I am navigating the treacherous rally stages. I had to turn his non-stop incessant instructions off because he was starting to sound like my wife telling me how to get to the local Wal-mart.

Maybe you can do an article explaining what the symbols mean, and what the guy is trying to say?

Then the next time she drives, I will scream the instructions to the store in her ear, you know? Just to be helpful.:)
 
OverTake
Premium
@Connor Minniss, I have a idea for you. As I have never played rally racing games, I have no idea what the symbols mean and what the co-driver is yammering on about as I am navigating the treacherous rally stages. I had to turn his non-stop incessant instructions off because he was starting to sound like my wife telling me how to get to the local Wal-mart.

Maybe you can do an article explaining what the symbols mean, and what the guy is trying to say?

Then the next time she drives, I will scream the instructions to the store in her ear, you know? Just to be helpful.:)
I think I have just the thing for you :)


It looks like the images in that are broken unfortunately, but we shall fix that soon!
 
OverTake
Premium
@Connor Minniss, I have a idea for you. As I have never played rally racing games, I have no idea what the symbols mean and what the co-driver is yammering on about as I am navigating the treacherous rally stages. I had to turn his non-stop incessant instructions off because he was starting to sound like my wife telling me how to get to the local Wal-mart.

Maybe you can do an article explaining what the symbols mean, and what the guy is trying to say?

Then the next time she drives, I will scream the instructions to the store in her ear, you know? Just to be helpful.:)
As Yannik has already linked the article, I will second that!

I'm sure your wife's driving speed will only improve if you start shouting co-driver calls to her from the passenger seat! 😄

If you are still confused with what the calls mean, send me a DM and i would be happy to help :)
 
Although I'm not intimately familiar with BNG's suspension solving, that rack stiffness looks maybe a magnitude too high. I can't imagine that's good for the shaking and vibrating. Link stiffness is pretty reasonable if that's the whole link in series.
 
Although I'm not intimately familiar with BNG's suspension solving, that rack stiffness looks maybe a magnitude too high. I can't imagine that's good for the shaking and vibrating. Link stiffness is pretty reasonable if that's the whole link in series.
I think one of the issues of the physics system is that things feel "undampened".

A vibrating rod of metal wont have the same vibration from the other end once its clamped down and bolted, in the game it seems to make no difference sometimes. Even if you use the interior views some cars just... vibrate in a way IRL cars dont.
 
I think one of the issues of the physics system is that things feel "undampened".

A vibrating rod of metal wont have the same vibration from the other end once its clamped down and bolted, in the game it seems to make no difference sometimes. Even if you use the interior views some cars just... vibrate in a way IRL cars dont.
It's probably just actual solver error causing vibration and not things being undamped. In my experience you end up with a lot more damping than IRL when running compliances at an insufficient physics rate. That's with rigidbodies; BNG uses harder to solve softbodies.

I don't know exactly what rate BNG runs at, a few kHz IIRC, but it's not sufficient. Thing is consumer PCs just aren't gonna be running who-knows-how-many-dozens of kHz needed for sufficiently solving softbodies IMO.
 
Premium
When can we set up a download section for BeamNG.drive?
I don't think that will ever happen. 99.9% of mods for BNG are rips from other games. The scratch made mods are available "in game" using the repository.
 
Last edited:
Premium
I think one of the issues of the physics system is that things feel "undampened".

A vibrating rod of metal wont have the same vibration from the other end once its clamped down and bolted, in the game it seems to make no difference sometimes. Even if you use the interior views some cars just... vibrate in a way IRL cars dont.
Harmonics, especially in vehicles, is super important. And knowing natural frequencies of components and transmission through the entire structure is super HPC work tho. Now a consumer model that still captures this sufficiently and realistically is doable, but few consider this, while IRL racers and drivers with experience in enough cars know exactly why the 90s and 00s 911 is more stable and solid than a Vette. Build quality and characteristics matter. and it's not a single value. it's not a ratio. It's a whole set of component interactions and where things exacerbate issues and others minimize or nullify them. Everything from roll cages, mount points, front and rear subframes and direct connectivity versus through a body or shell. and then all the suspension components and which deflect, or don't deflect enough.. so many fun things to understand to know how engineering can make things better and how simulations can better represent them digitally.
 
Harmonics, especially in vehicles, is super important. And knowing natural frequencies of components and transmission through the entire structure is super HPC work tho. Now a consumer model that still captures this sufficiently and realistically is doable, but few consider this, while IRL racers and drivers with experience in enough cars know exactly why the 90s and 00s 911 is more stable and solid than a Vette. Build quality and characteristics matter. and it's not a single value. it's not a ratio. It's a whole set of component interactions and where things exacerbate issues and others minimize or nullify them. Everything from roll cages, mount points, front and rear subframes and direct connectivity versus through a body or shell. and then all the suspension components and which deflect, or don't deflect enough.. so many fun things to understand to know how engineering can make things better and how simulations can better represent them digitally.
Im not even talking about the specifics of harmonics, but rather that they feel undampened by things attached to it. This is SPECIALLY easy to tell if you are in the interior view of some vehicles. It feels like any kind of engine torque gets transmitted directly into every single part of the car instead of getting weaker as it travels.

Honestly I don't think this is unfixable, but it's something I noticed specially with rigid body games.
 
At last. Took them long enough. Next, hand over the AI generation to the GPU. It will change the game. Makes no sense to have the CPU handle it while the GPU is far more capable.
 
I've sorted my anti aliasing issues. There is a dlss and taa mod you can find if you Google beamng dlss 3.7. Has boosted frame rate too.
 

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