BeamNG / System guide

Physics and vehicle recovery

Reset, recover, pause and manipulate the simulation — and tell the four of them apart, which no published list of this game's controls currently does.

Vehicle state
Crash

Recover

Insert · Home

→ Continue

The vehicle is repaired and put somewhere usable. The world carries on as it was.

Reset

R · Shift + R

→ Reinitialise

The run or the physics state starts again. What you were in the middle of does not survive it.

Controls

7 actions, 7 meanings.

Each card carries what the action is not as well as what it is, because two of these are swapped in most published guides for this game.

recover_vehicle

Repair / Rewind

Insert

Repairs the vehicle and rewinds it out of where it ended up.

Use it when: The ordinary one. Reach for it after a crash when you just want to carry on.

Not this
It is not “recover to a saved position”. That is Home, and it goes somewhere you chose earlier.

recover_vehicle_alt

Repair / Rewind (alternate)

Ctrl + Insert

The alternate form of the same action.

Use it when: When the ordinary one leaves the vehicle somewhere unusable.

saveHome

Save current position

Ctrl + Home

Records where the vehicle is now as its home position.

Use it when: Before a run you expect to repeat — the start of a jump, the top of a hill.

Not this
Nothing happens to the vehicle when you press it. It only writes down where it is.

loadHome

Repair and recover to the saved position

Home

Repairs the vehicle and returns it to the position saved with Ctrl + Home.

Use it when: Repeating the same attempt from the same place.

Not this
Without a saved position first, this has nowhere to take you.

reset_physics

Restart current mission or vehicle

R

Restarts what you are doing.

Use it when: Starting the scenario or the vehicle over rather than patching up the one you have.

reset_all_physics

Reset all vehicle physics

Shift + R

Resets the physics state of every vehicle in the world.

Use it when: After something has gone wrong across the whole scene rather than to one car.

pause

Pause

J

Stops the simulation where it is.

Use it when: Mid-crash, to look at what is happening before it finishes happening.

Not this
It sits under General rather than Gameplay, which is why it is missing from most “physics controls” lists.

Node grabber

One button, three jobs, no label on the button.

Hold it and every node on the vehicle under the cursor is drawn as a sphere. Drag a node below and watch what the middle mouse button would do change under your hand — pin, attach or detach, decided entirely by what is beneath it.

Node grabber
NOTHING HELD · 50

Middle mouse button would

Nothing held

Hold the left button on a node to grab it. Left Ctrl is what draws the nodes in the first place.

Grab strength50

The mouse wheel does this while a node is held, and the number appears on the label.

The middle button does three different things — pin, attach, detach — and nothing about the button says which. The on-screen label does, by changing colour. It is the same shape as the arrow keys meaning five things: in this game the input is not the instruction, the context is.

A drawing of the idea, not a simulation. The nodes here move because you drag them; in the game they move because a solver said so.

Hold Ctrl

Enables the feature and shows the nodes.

Left Mouse Button, held

Grabs the node under the cursor.

Mouse Wheel Up / Down

While grabbing, changes the strength of the grab. The value shows on the on-screen label.

Middle Mouse Button

While grabbing and not over another node: pins the node in mid-air.

Middle Mouse Button over another node

Attaches the two. The label changes colour when the hover is valid.

Middle Mouse Button on an attached node

Detaches it again.

Couplers

A coupler joins two nodes so they hold a position relative to each other and answer to the same forces. A node carrying a couplerTag joins a node whose Tag matches it.

L

Couplers: Toggle

couplersToggle

Shift + L

Couplers: Lock all

couplersLock

Alt + L

Couplers: Unlock all

couplersUnlock

Two ways out of a crash

A racing game has one reset button because there is one thing to undo. This game has two families of answer, and choosing the wrong one costs you the run rather than the crash.

Recover repairs the vehicle and puts it somewhere usable. The world carries on as it was, the traffic is where it was, the time of day has not moved. Reset starts something again — the mission, or the physics state of every vehicle in the world — and what you were in the middle of does not survive it.

Both are correct actions. They answer different questions, and almost every list of this game’s controls prints them in the same block as though they were alternatives.

Recover, repair and home

Three of the four are routinely swapped in published guides, so here they are with their internal action ids, which are the part that does not move between versions or languages.

Insert is Repair / Rewind, internally recover_vehicle. It repairs and rewinds the vehicle out of wherever it ended up. This is the ordinary one.

Home is repair and recover to the saved position, internally loadHome. It returns the vehicle to a place you chose. Press it without having chosen one and there is nowhere for it to take you, which is why it is so often described as broken.

Ctrl + Home is save current position, internally saveHome. Nothing happens to the vehicle when you press it — it only writes down where the vehicle is. Press it at the top of the hill before the run, not at the bottom after it.

Ctrl + Insert is the alternate repair, for when the ordinary one leaves the vehicle somewhere unusable.

Reset and pause

R restarts the current mission or vehicle. Its action id is reset_physics, which is why it gets described as a physics reset, and Shift + R is reset_all_physics — every vehicle in the world rather than yours.

J pauses. It stops the simulation where it is, which is exactly what people mean when they ask how to pause physics mid-crash. The documentation files it under General rather than under anything with the word physics in it, and that single filing decision is why it is missing from most published lists of this game’s physics controls.

Alt with the arrow keys is slow motion: up or down toggles it, left and right change the rate. In a game whose entire subject is what happens during an impact, that is a magnifying glass rather than a novelty.

The node grabber

Hold Left Ctrl and every node on the vehicle under your cursor is drawn as a sphere. Hold the left mouse button and you have one. The wheel changes how hard you are pulling, and the number appears on the on-screen label.

Then the part worth the section. The middle mouse button does three different things:

  • Over empty space, it pins the node in mid-air.
  • Over another node, it attaches the two.
  • On a node that is already attached, it detaches it.

Nothing about the button says which. The label on screen does, by changing colour. This is the same shape as the arrow keys meaning five different things depending on which action map is listening — in this game the input is not the instruction, the context is. The figure above lets you drag a node around and watch the answer change without touching the game.

That is what makes trailers, tow ropes and improvised attachments possible without any of it being a feature with a name.

Couplers

A coupler joins two nodes so they hold a position relative to each other and answer to the same forces: a node carrying a couplerTag joins a node whose Tag matches it. That is the mechanism behind every trailer hitch and every fifth wheel in the game.

L toggles couplers, Shift + L locks all of them, Alt + L unlocks all. Three keys for a system that most players meet as “the trailer came off”, and one of the clearest cases on this site of a control whose name explains nothing and whose mechanism explains everything.

What each one actually does

Recover moves a vehicle to a recoverable position. Reset reinitialises simulation state. Pause stops the physics simulation. The node grabber manipulates nodes and objects directly.

Those four sentences are the whole distinction, and the reason the cards on this page carry what each action is not alongside what it is. Two of these are swapped in most published guides for this game — including in the design brief these pages were built from — which is why every row on this site carries the action id the game uses internally rather than a label somebody typed.

What happens

Recover

Moves the vehicle to a recoverable position.

Reset

Reinitialises simulation state.

Pause

Stops the physics simulation.

Node grabber

Manipulates nodes and objects directly.

Verified against the publisher's own documentation on 2026-09-22 · game version 0.39.4