Yeah right now it adds 1 cent of repair cost for each unit of damage out of the car data node which can give crazy values in some cases like your bumper getting stuck in traffic, very big crashes that cause spiking, even parts that are completely ripped off still increase your damage. For use as repair cost I should probably cap it to some maximum value based on the price of the car.
apologies if this is something ive asked or youve touched upon already but ive been doing a few videos and streams on this on youtube and was wondering if there was mod vehicle integration planned or any way it could be done manually? i was thinking that maybe instead of having a set vehicle for each event instead some events could just have a set performance class and pick from any modded or vanilla vehicle in that performance class - obviously this would have to come with the disclaimer that some mods may not have their classes outlined correctly, and im not sure how the player could be aware of the rough performance class of their vehicle, but currently the lack of mod vehicles is a shame
With last update I've vastly increased the variety of vehicles in each race club in a way that each race can have all vehicles I've set for a certain league, except for the pink slips races and drag races (which has a race file for each car). Basically all "bronze" races use the same performance class. I like the idea of picking vehicles based on performance class out of all available cars, honestly this would save me a bunch of work when adding new races. I'll probably see if I can work that in at some point. The main problem I see with this aside from setting performance class to the player car is gravel path races as I'm not sure performance class can reflect offroad performance, though I haven't spent that much time looking at all the data associated to a certain config. Until this is implemented, if you want to race against modded vehicles you can edit race files and add them. It's a bit tedious to do manually since there are a bunch of files to edit. Take note of the format for entries, the comma separated lists will be turned into lua tables where indices have to match a model to a config. First model is matched to the first config and so on. A powerful tool for editing race files is Notepad++ folder based find and replace. You find the current line containing vanilla cars, replace it with your version that has modded vehicles added. Notepad++ can do it automatically for all files in a league folder that used the same set of vehicles (say the "bronze" league for the highway race club on utah). That's what I use for quickly adding new drag race clubs since all files have the same race path it's trivial to duplicate the entire club and replace the lines needed to have the race happen in a different location.
Here is a new showoff video, it's been a little bit since I made one of these. Upcoming version 1.8 of BeamLR brings a bunch of updates, most notably newly added randomized part configs for used shop vehicles, a new race start system using parking markers, updated fuel handling mechanics to work with auxiliary fuel tanks that caused problems as well as some UX improvements to the part edit and part shop interfaces. Randomized part configs for the used shop vehicles is a feature heavily inspired by SLRR aiming to make each vehicle in the shop feel more unique by randomizing some non-vital body parts. Randomized slots are set in vehicle shop files so specific vehicles can avoid randomizing some parts, for instance derby vehicles using fuel cells instead of rear seats as removing the fuel cell disables the vehicle, or forcing the cut hood on vehicles using hood exhaust stacks to avoid clipping. Parts for the chosen slots are selected at random which can also cause them to be removed like SLRR used cars missing body panels. In order to allow players to view the parts installed on shop vehicles the system now uses regular vehicle cameras instead of the current static camera. Vehicles are "entered" by the player which means vehicles can be tested while frozen in place. Since this new system requires an active vehicle to work, cones (counts as a vehicle in BeamNG) are now added in empty slots for the orbit cam target. This camera feature was a bit of a pain to implement, setting default rotation on a vehicle's orbit camera to be angled front view needed a bit of hacky code to look the way it does, without it the camera would first spawn behind the vehicle and quickly rotate to the front. I basically had to force the camera system to update as if every vehicle was active so that this rotation is already performed when the player camera moves to a shop vehicle. Eventually got it to work the way I wanted but this took much longer to get right than I had anticipated. The race system has also seen some improvements, for instance the race start system now uses parking markers which are interactive markers forcing the player to face the correct direction to start a race, unlike the previous trigger based system which did not force correct direction. This system is much more customizable and should allow for race clubs to have multiple race start points. Markers scale can also be edited depending on street width or rotated to face a more specific direction. Another improvement to the race system is a target wager slider option used to set your bet size during races. The old randomly generated opponent wager is now used as the maximum bet size the opponent is willing to bet which means players can control wager within that range. This should help prevent having to re-roll races until the random wager is low enough to participate in cases where the player is low on money. While testing randomized part shop vehicles I've noticed issues with the current fuel mechanic, specifically vehicles using auxiliary fuel tanks which could be stored as either "mainTank" or "auxTank". Since the previous system only handled the mainTank vehicles using auxTank would fail to correctly save/restore fuel values and gas stations wouldn't work properly. To fix this a new VLUA extension script has been added which handles fuel tanks automatically, for instance by correctly filling up both types of tanks depending on what's attached to the vehicle. You can recreate this fuel problem in the current version by purchasing a derby midsize (new model pessima) which spawns in the used shop on utah on the fourth or fifth day. This car uses the auxTank fuel cells which won't allow gas value to be read or set properly. Gas stations will also no longer charge for fuel that did not fit in the vehicle during refuel thanks to capacity info now being fetched from vlua. Another update coming in next version is improved UX for the part shop and part edit interfaces. HTML code has been reworked a bit to fix some layout bugs but most importantly the ability to show/hide slots has been added to help browse the store. The search function has also been fixed to work with previously issue causing tire sizes (17x8, 18x5, etc) and some other search terms that fail to return results that should be matching. This new version will likely release next weekend!
Thx, good work, avery time it better and better!!! Also play in hidden official pre-alpha career mode that come with 0.27(you can click several times on career button to activate it) from BeamNG team, and gameplay very bad for now.... but they add good garage mechanic realization(you can customize vehicles), maybe you can watch on it and use in you're mode?
Yeah I've seen the official career mode garage, I'd like to do something similar but this involves a lot of UI work which I'm very bad at. Right now I only make small incremental updates to the UI so that I don't spend too much time only working on that part of the mod. I'll probably get to focus a bit more on the UI stuff when I'm done adding content to other maps. Thanks for the feedback!
I know this is starting to delve into the complex and possibly unrelated mechanics of other games but I reckon it might be relatively easy to implement a heat system per car, since I notice you have wanted levels but they never seem to increase since it's so easy to escape the cops, maybe every escape increases the level by 1 and decreases by 1 every 24 hours? (Though since time is 1:1 this may be too long - alternatively a good reason to hold multiple cars, in case you get busted in your high heat, expensive main car.) This could also multiply the bribe cost, making it more of a risk reward. And also to steal more ideas from Most Wanted, could also do fixed "boss races" at new points around the map to both shake things up and give players a good milestone for where they are in progression. Maybe make these pink slip like the blacklist.
I like the idea, right now I'm using the regular flowgraph node for pursuit information so that's where "heat" levels come from, I'll have to see if it's possible to force it to a higher level from the start of a pursuit to match vehicle heat level. If that's possible it should be easy to add. From what I've seen just at level 2 cops are pretty crazy. Also since it's easy to escape cops your heat level will increase quite fast so probably I'd probably not have every escape rising the level by 1. I know it's also possible to spawn roadblocks with a different flowgraph node but that seems unfair for anything except max heat level given we're playing a game where crashing into roadblocks ruins your car. Other unique events like boss races are also planned, I'm thinking of something that notifies you a new unique event spawned somewhere on the map when you reach a certain amount of reputation points, which will also be used to unlock official race track events with car specific requirements like performance class and installed parts.
Version 1.8 just released on github! The update contains a bunch of changes that were not shown in last video including difficulty settings (changes start money amount), different starting vehicles (randomly picked using seed) and part shop daily price scaling (changes from day to day like gas price, each part shop has different range for percentages). Here is the full changelog: Added target wager slider option for races Added part UI slot toggle buttons Added randomized shop vehicle parts Added parking markers based race start system Added fuel capacity to stats display Added career difficulty setting (changes starting money, default is medium) Added different starting vehicles (randomly picked using seed) Added part shop specific daily price scale Added automatic seed increment option (adds 1 to seed value on career reset) Shop vehicles now entered by player (able to rev engine, turn wheels, etc) Vehicle shops using game cam instead of static cam (defaults to orbit cam) Vehicle shops now add cone in empty slots (for orbit cam implementation) Improved part UI search function string matching process Fixed part shop & part edit UI staying available outside triggers Fixed missing scrapyard moonhawk car shop file Improved fuel handling to work with multiple tanks (mainTank,auxTank) Gas stations no longer charge for fuel that doesn't fit in vehicle Visual damage based repair cost value capped between $10 and $100k Fixed garage UI layout issues after part edit Part shop now shows owned part indicator with count Small amount of reputation is now lost daily Fixed part edit UI inventory data only updating on search/category button
This is another video demonstrating the system for loading multi opponent official track races, this time used on the Nordschleife. This track is very complex for the AI compared to the last shown superspeedway, it needed a bunch of brake zones to be added in order to keep the AI risk value high enough to deliver a competitive experience. While the AI is still shy when it comes to overtaking or keeping the speed up in corners that can be taken at high speed, somehow depending on used vehicle the AI is able to lap the whole track with a risk value of 1.5 which is crazy. While the AI still has no idea about best racing line or how to handle rear engine cars I think this is the best AI race experience I've had on this track so far. It's way better than regular traffic or flee mode as they actually will overtake you if you give them the chance.
The track race system? I'm not sure as I have no idea how the multiplayer mods work. Server could definitely simulate AI drivers and handle the leaderboard, I bet it's also possible to do the race start system by sending each player their start position in the grid and spawning the appropriate parking markers on the client side, while the server sees all start spots and waits for everyone to get in position before filling the remaining spots with AI drivers and triggering race start countdown.
Not likely, this is built as a single player scenario and the data persistence part has to be made with multiplayer in mind to work properly, races with other players have to be handled differently compared to AI races, server needs to take over actions that are currently fully client side. Then there's the issue of different maps running on different servers, if server files are not shared between all servers running different maps players need to send their own save which allows cheating. Overall this is a major task and I don't plan on doing it at least until official multiplayer becomes a thing. Even then I'd probably have to start from scratch to get it working right, adding multiplayer to a project that isn't built for it is a development nightmare.
BeamLR relies on a UI app Have you gone into your UI settings and added the BeamLR UI to your game? I don't see it active in your screenshots.
i will do that --- Post updated --- i have checked and aparently it does not need a ui app since a few updates ago --- Post updated --- i have tried reinstalling, clearing cache, reinstalling again and it still wont work