Features:
- For BeamNG.drive 0.40.x
- Real-time GPU fluid simulation of afterfire flames
- Flame color and size vary with pop strength, from bluish to yellow-orange
- Flames sweep back at speed and respond to wind
- Flames spread along the ground surface
- Dual exhaust outlets fire independently based on pipe setup
- Dynamic lighting illuminates the road and car at night
- Uses the game's own engine values so each vehicle reacts differently
- In-game settings for quality, intensity, size, lifetime, frequency, traffic and colors
- Requires the DirectX 12 renderer; falls back to default afterfire otherwise
- Made by raellka
Fluid-Simulated Afterfire is a beta effects mod that replaces the stock afterfire sprites in BeamNG.drive with a GPU-based fluid simulation of hot exhaust gas. Instead of static sprite pops, every flame gets its own shape, color and motion, based on research into combustion and hot exhaust jets, and tuned against footage of real cars.
In practice this means weak pops look small and bluish while strong ones burn bright yellow and orange, with flames swept back at speed, pushed by wind, and spreading along the ground. Dual exhaust setups fire independently, and flames cast dynamic light on the road and the car at night. Because the simulation reads the game's own engine values, every vehicle produces a slightly different afterfire behavior.
A dedicated settings menu lets players adjust quality (from Low up to a reference Ultra level), flame intensity, size, lifetime, pop frequency, traffic flame visibility, and even custom flame and gas colors.
This mod suits players who want more realistic, physically simulated exhaust flames instead of simple sprite effects, provided they run the DirectX 12 renderer, since other renderers fall back to the game's default afterfire.
