RLS Studios
ProjectsPatreonCommunityDocsAbout
Join Patreon
BeamNG Modding Docs

Guides

Reference

AI Module ReferenceBackwards Compatibility Module ReferenceBdebug Module ReferenceBdebugImpl Module ReferenceBeamstate Module ReferenceBullettime Module ReferenceController Module ReferenceDamageTracker Module ReferenceDrivetrain Module ReferenceElectrics Module ReferenceElectrics Custom Value ParserEnergyStorage Module ReferenceExtensions Module ReferenceFire Module ReferenceVehicle Engine True GlobalsGuihooks Module ReferenceGUI Streams Module ReferenceHTML Texture Module ReferenceHydros Module ReferenceInput Module ReferenceJBeam-Lua Integration GuideMapmgr Module ReferenceMaterial Module ReferenceBeamNG Math & Unit Conversions Referenceobj (Vehicle C++ Object)PartCondition Module ReferenceParticlefilter Module ReferenceParticles Module ReferencePowertrain Module ReferenceVehicle Property & Module TreeProps Module ReferenceProtocols Module ReferenceRecovery Module ReferenceScriptAI Module ReferenceSensors Module ReferenceSounds Module ReferenceStreams Module ReferenceThrusters Module Reference`v` (Vehicle Data & JBeam)Wheels Module Reference

UI

Resources

BeamNG Game Engine Lua Cheat SheetGE Developer RecipesMCP Server Setup

// RLS.STUDIOS=true

Premium Mods for BeamNG.drive. Career systems, custom vehicles, and immersive gameplay experiences.

Index

HomeProjectsPatreon

Socials

DiscordPatreon (RLS)Patreon (Vehicles)

© 2026 RLS Studios. All rights reserved.

Modding since 2024

API Referenceve

`v` (Vehicle Data & JBeam)

The `v` global manages the vehicle's JBeam data and configuration. It is primarily used to access the compiled physical structure and the JBeam configuration of the vehicle.

The v global manages the vehicle's JBeam data and configuration. It is primarily used to access the compiled physical structure and the JBeam configuration of the vehicle.

See Also

  • Globals: Overview of other vehicle globals.
  • Obj: For C++ binding.
  • JBeam: For loading/parsing logic.

v.config (Configuration)

Contains the specific part configuration and variable settings for the vehicle instance.

PropertyDescription
licenseNameThe text on the license plate.
mainPartNameThe name of the main part (e.g., "etk800").
mainPartPathThe path to the main part (e.g., "/etk800").
modelThe model name of the vehicle.
paintsTable containing paint information (base color, pearl, etc.).
partConfigFilenamePath to the .pc file used for this configuration.
partsTreeThe full hierarchy of selected parts.
varsTable of JBeam variables and their assigned values.

v.data (Parsed JBeam Data)

This table contains the fully merged and processed JBeam structure. It is populated during the vehicle loading sequence.

Structural & Physics

  • nodes: Table of all physical nodes. Indexed by CID.
  • beams: Table of all physical beams. Indexed by CID.
  • triangles: Table of all triangles (used for aerodynamics, collision, and pressure).
  • flexbodies: List of flexmesh objects and their node bindings.
  • props: Configuration for Props (visual components that move/rotate).
  • glowMap: Mappings for GlowMaps (lights that glow based on electrics).
  • refNodes: Reference nodes for vehicle orientation.
  • slidenodes: Nodes that slide along rails.
  • torsionbars / torsionHydros: Torsional spring/damper systems.
  • rails: Paths defined for slidenodes.

Powertrain & Mechanical

  • powertrain: The full Powertrain device tree.
  • mainEngine: Configuration for the primary Combustion Engine.
  • gearbox: Configuration for the Gearbox.
  • wheels: Configuration for physical wheels and tires.
  • energyStorage: Configuration for Energy Storage (fuel tanks, batteries).
  • mainTank: Reference to the primary fuel tank configuration.
  • turbocharger: Settings for the Turbocharger (if equipped).
  • hydros: Configuration for Hydros (steering, active suspension).

Controllers & Logic

  • controller: List of Controllers defined in JBeam.
  • vehicleController: Configuration for the Main Vehicle Controller.
  • driveModes: Configuration for Drive Modes (Sport, Comfort, etc.).
  • tractionControl / brakeControl: Settings for ESC/TCS.
  • adaptiveFrontDamper / adaptiveRearDamper: Settings for active damping systems.

Input & Interaction

  • input: Input mappings and definitions.
  • triggers: Definitions for clickable or proximity Triggers.
  • triggerEventLinksDict: Mapping of triggers to events.
  • interactionGroups: Groups for organizing interactive elements.

Metadata & Misc

  • information: Metadata about the vehicle (brand, name, author).
  • variables: Current values of JBeam variables.
  • vehicleDirectory: The path to the vehicle's folder (e.g., "/vehicles/etk800/").
  • activeParts: List of currently installed parts.
  • soundConfig / sounds: Configuration for engine and environment Sounds.

Methods (from jbeam/stage2)

  • v.loadVehicleStage2(initData): Internal loader for vehicle data.

Usage Example

-- Accessing node position (not directly via v.data in physics loop, use obj)
local nodeData = v.data.nodes[0]
print("Node 0 mass: " .. tostring(nodeData.nodeWeight))

-- Checking a JBeam variable value
local fuelLevel = v.data.variables["$fuel"] or 1.0

Thrusters Module Reference

Module defined in `lua/vehicle/thrusters.lua`. This module manages the application of continuous forces (thrusters) and temporary impulses to the vehicle structure. It supports both JBeam-defined thru

Wheels Module Reference

Module defined in `lua/vehicle/wheels.lua`. This module manages the physical simulation, thermal state, and braking logic for wheels and non-tire rotators. It acts as the final interface between the [

On this page

See Alsov.config (Configuration)v.data (Parsed JBeam Data)Structural & PhysicsPowertrain & MechanicalControllers & LogicInput & InteractionMetadata & MiscMethods (from jbeam/stage2)Usage Example