Outdated Beam Legal Racing - SLRR Inspired Hardcore Career Mod

Discussion in 'Content Creation' started by r3eckon, Aug 4, 2022.

  1. PrestonLK

    PrestonLK
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    Today I was jump scared by a T-Series randomly spawning inside my truck while doing a gooseneck delivery. upload_2023-11-15_21-17-49.png
     
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  2. rapturereaperALEX

    rapturereaperALEX
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    He wants in on the delivery, also, I can't seem to be lucky enough to get the d series to spawn in any shop...lol
     
  3. r3eckon

    r3eckon
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    Yeah that traffic glitch has been happening to me, I think since 0.30, but so far I didn't have any spawn inside my vehicle. In my last preview video when finishing the delivery mission you can hear tires screeching because two traffic cars are stuck together. Annoying but there isn't much I can do about this, the mod doesn't change traffic spawning scripts I'm not familiar with how traffic spawning works. Hopefully someone has reported the issue and it'll be fixed in a future update or hotfix.
     
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  4. rapturereaperALEX

    rapturereaperALEX
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    Could you lock the trailer missions behind a requirement ? Either a certain REP or number of simple missions ? or both ? So if you loose rep you can't do them ? Or a license per car you buy ?
    Another small feature that would help is to have the repair damage $ in the garage so you know what damage you need to pay before you get in the car.

    And a toggle for the ground markers. Just played carp and they have a toggle for that.

    Also maybe consider this map as your 'west coast' lol
    https://www.beamng.com/resources/ogc-map-ultimate-beam-ng-map-0-30-compatible.22814/
     
    #704 rapturereaperALEX, Nov 16, 2023
    Last edited: Nov 18, 2023
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  5. rapturereaperALEX

    rapturereaperALEX
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    How the heck do you raise/lower the goose neck trailer legs ? Trying the hotkeys does nothing, new hotkeys do nothing...no mods no mopd cars in content\vehicle folder. upload_2023-11-18_1-15-21.png
     
    #705 rapturereaperALEX, Nov 17, 2023
    Last edited: Nov 18, 2023
  6. r3eckon

    r3eckon
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    I might add rep requirements for trailer missions in a future update, showing repair cost in the garage UI is a good idea should be easy to add. I'm already working on west coast right now, I'd rather do vanilla maps before mod maps for career.

    I haven't used hotkeys for this, in freeroam you can get out of the car and click the in world buttons (or just click them by tabbing to the trailer) but in BeamLR the problem is that we can't exit the car or tab to the trailer so until I add voluntary walk mode the nodegrab should let you lift the trailer up in case your pickup is too tall to connect. Also there's probably a vlua function to trigger the buttons from console, I'll see if I can find them.

    Edit: the hotkeys work for me, try these in console (make sure to select the trailer as target for command):
    Code:
    controller.getControllerSafe('hydraulicTrailerFeet').moveFeet(1 or -1 or 0)
    Code:
    electrics.values.ramp = 1 or -1 or 0
    1 for up, -1 for down, 0 to stop movement.

    Also I just noticed, the hotkeys you show are suggested when you're in the pickup for some reason but they do nothing, they only work if your current vehicle is the trailer itself.
     
    #706 r3eckon, Nov 18, 2023
    Last edited: Nov 18, 2023
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  7. rapturereaperALEX

    rapturereaperALEX
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    Thanks I'll try, but I can't raise lower ANYTHING in freeroam or beam. Clicking buttons does nothing from any vantage point. Mind you I tried with no mods. I'll take a look. Please add the toggle for the ground markers for people using a map. We can have the path there. Thanks.
    --- Post updated ---
    upload_2023-11-18_22-13-2.png The code in the first msg.
    --- Post updated ---
    With over 30k N I can node grab the legs and push them, but these values are nerfed in the mod, So, I'm stuck for now..lol
     
  8. r3eckon

    r3eckon
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    You need to select the trailer as the target for that command, if you're tabbed to the trailer you can pick "Current Vehicle" but in BeamLR you can't tab to the trailer so just pick the one called "tiltdeck" also replace "1 or -1 or 0" with a single number depending on what you want to do, I explained what each number does in the previous post.



    But there's probably something wrong with your game install if you can't raise the trailer. If you enter walk mode you should be able to click on these buttons like door/hood/trunk latches.



    And if you're tabbed to the trailer (when it's not connected to the pickup) the hotkeys should work. Try verifying game files or safe mode.

    As for using nodegrab, don't try to push the legs, just pick up the front of the trailer in freecam if you're having trouble connecting because your pickup is too tall. If you move far away with freecam nodegrab can pick up even the heaviest trailer config. Not an optimal solution but it works.
     
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  9. rapturereaperALEX

    rapturereaperALEX
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    Thanks, I didn't choose the current veh in console, but now I get the error message : "Didn't find controller 'hydraulicTrailerFeet' returning nill controller

    Game is validated. I'll try in safe mode
    --- Post updated ---
    It works in safe mode...I'll work my way from here, thx.
    It's some lua file that caused this. Didn't find it yet.
     
    #709 rapturereaperALEX, Nov 19, 2023
    Last edited: Nov 19, 2023
  10. r3eckon

    r3eckon
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    Sounds good, let me know if you figure out what was causing it, if a mod to blame I'll keep it in mind in case someone else has the same problem.
     
  11. rapturereaperALEX

    rapturereaperALEX
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    It works in safe m
    Trying to pin down the lua file/s folder. Can you zip your lua folder and upload here ?

    problem is somewhere in lua/vehicle/ I have lua files here, tested and works, but the folders not so much. 4 of them here:
    controller
    energy
    storage-extensions
    powertrain
    somewhere in these 4 folders, after a beam integrity check nothing was found as corrupt.
    I uploaded the lua folder (vehicles) It's way bloated and I don't know why. Maybe mods taht I forgot about...
    It works now with a clean folder (apart from the BeamLR career files)
     

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    #711 rapturereaperALEX, Nov 19, 2023
    Last edited: Nov 19, 2023
  12. r3eckon

    r3eckon
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    Your userfolder definitely isn't supposed to have that many lua scripts. Looks like you have old versions of game folder scripts in there so that's preventing up to date vanilla scripts from being loaded. Unless some other mod would need modified versions of all these scripts (it would be a mod you install like BeamLR, not a repo mod) you don't need anything except those that are added with BeamLR (which are modified for the mod to work). I know BeamMP has a few modified lua scripts but nowhere near that many.
     
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  13. rapturereaperALEX

    rapturereaperALEX
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    Tried a goose delivery with a beat up (decent power) D series, 7 tons of wood killed the engine uphill...lol You gotta lock both trailer types behind a progression scheme, only the simple missions should be 'free' Another addition would be some insurance scheme for lower repair costs, and a higher tow fee if the car isn't damaged, and maybe scaling for tow value depending on vehicle total part value ?

    Edit on the TOW
    Best idea I had yet !

    1)- Offer a 'self towing experience', a company on the map that is a towing company can offer a recovery vehicle for you to drive to the crash site and try to bring it home ! (makes sense if scaling is involved)
    2)- COMPANIES ! I.E. The garage ! If I buy it (must be expensive) I pay a daily/other fee to my employees, but any crash value is deducted by that daily payment (this is end game stuff)

    3)- The towing company will offer free towing if bought (same mechanic as the garage)

    ALSO ! Companies that produce profit (if you own the company and deliver a certain number of missions/specials) they produce a reward ($/other) What do you think ?

    (another tow idea) Maybe tow $ can scale with elevation ? you decide what values trigger the scaling (if possible) If you're in a ravine it should cost way more than 50$, or choose to salvage yourself as per the above idea.

    Also 'mission streaks' you get a bonus for chaining missions without repairing/towing, and have a speed bonus and extra cargo bonus (more weight better bonus)
     
    #713 rapturereaperALEX, Nov 19, 2023
    Last edited: Nov 19, 2023
  14. rapturereaperALEX

    rapturereaperALEX
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    My new UI, Took a bit to find these !
     

    Attached Files:

    • beamlrUI.png
  15. r3eckon

    r3eckon
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    There's already a cargo weight bonus added to gooseneck mission items. I might add rep requirements for trailer missions at some point, also a small bonus for mission streak could be a good addition. Not sure elevation based towing would work, some roads have lower elevation than ravines on Utah. Repair cost insurance could also work somehow with a daily % of vehicle part cost paid for insurance and if you don't have enough money the insurance expires. But I think buying companies is too RP for the type of gameplay I'm going for, I'm mostly trying to follow a racing game formula. Like I said previously the mod is open source so I wouldn't mind someone else making their own version of the mod with more RP features like food/energy, buying homes, companies, various jobs, etc. If I end up adding this stuff it'll definitely be after I'm done with everything else already on my to do list.
     
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  16. rapturereaperALEX

    rapturereaperALEX
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    I know, these are just ideas I wanted to share, you already merged racing and RP seamlessly !
     
  17. rapturereaperALEX

    rapturereaperALEX
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    Is it possible to equip multiple parts on the car and apply in bulk, just like vanilla ? (apply changes automatically tick off)
     
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  18. r3eckon

    r3eckon
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    Yeah that should be simple enough to add.
     
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  19. r3eckon

    r3eckon
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    Someone on github reported a problem with imgui scale being too small on 4k resolution, I had a look and turns out the options > user interface > advanced > UI maximum resolution parameter doesn't change the scaling of imgui menus. For next version I'll most likely add an option for imgui scale as well as a custom imgui ini file to restore imgui window sizes, positions and docking states when the mod loads. Until this is added, anyone having a similar problem can follow this process using the lua console:

    To scale the imgui menus:
    Code:
    extensions.ui_imguiUtils.changeUIScale(2)
    Replace '2' with whatever value fits best, you could also make them smaller by using a scale of 0.8 if you feel the imgui menus take up too much space. Then the issue is that windows will be too small (or too big) for the text size, you can resize them however this change will not stick for next time you play because the imgui ini file is constantly overwritten by BeamNG, so the solution is to save/load a custom imgui ini file:

    Save a custom imgui ini file:
    Code:
    extensions.ui_imgui.saveIniSettingsToDisk("settings/beamlr_imgui.ini")
    Load a custom imgui ini file:
    Code:
    extensions.ui_imgui.loadIniSettingsFromDisk("settings/beamlr_imgui.ini")
    To recap: once you're done resizing/placing windows so they work with the increased scale, use the command to save. Next time you start playing BeamLR, wait until the mod has finished loading then execute the scaling function and the ini file loading function. This should restore your imgui layout. Note that opening world editor will reset the scale value.

    This is the result with a scale of 2 on a 1080p screen, with the ui app resolution set to 720p. Too large for my taste but you get the idea.



    As I said I'll be implementing this as options that are automatically loaded when playing BeamLR so you don't need to use lua commands. This will most likely be added to next version as it is a great QoL improvement.
     
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  20. rapturereaperALEX

    rapturereaperALEX
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    Is it possible to load paint with the configs ?
     
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