Whats with beamstate damages are not saved when its off yet when i activate it it resets odometer to 0 Edit: man screw this latest version i barely managed to get classic engine pack to work on 16.1 and this latest one broke it now even price on pack wont woek no more and its hella buggy i'm rolling back
after loading in my save, error here are the logs: https://www.mediafire.com/file/0xsfrwnb5q94ogo/0.32.rar/file (also, i did update beamlr, so now im on the latest version) btw, can i edit the chance to get a pink slips race? --- Post updated --- another error, i noticed those lua errors always happen when i get a car from pink slips and sell them, after some time i end up getting a broken car like this one and it just breaks the game (this time it didnt allow me to exit the scenario) more logs: https://www.mediafire.com/file/8yfnvgq5459a8zr/0.32_%281%29.rar/file
On a d series (default car) changed engine to a custom gm 7.5 l new and race oil pan, odo and oil stay the same. Not sure if it's the few mods I have (mostly UI apps) or what ? I'll try in a clean user folder. Tried in a clean user folder no mods or cache just beamlr, and Still the same, on the same car, oil is 0.24...I'll try a new career and see. New career, new engine install, oil goes 0.24. (no oilpan) I install a new race oil pan, stays at 0.24.
You need to fill it up yourself any engine swap is the same it removes oil pan so that makes car run with only little film on components i did swap and did not put oil engine seized up
Beamstate saves even when it's turned off, they just don't load because that's what breaks advanced couplers. Feel free to revert to a previous version if you want to but your bug reports become useless to me if you do. Maybe try playing without that other mod? Idk seems like it doesn't work well with this mod, you're just asking for bugs by trying to use it. If your save was broken from previous version then bugs can happen in the new update. Start a new career and see if you get issues. Also the pink slips chance is defined in race files. If you don't want to start from zero just cheat yourself enough money to rebuild the cars you had in the new version and then you can set the same amount of money/rep. Exit your car at a gas station to access the convenience store, there you can buy consumable items like gas cans and oil bottles. Buy an oil bottle and fill the engine. Also the odometer shown in the stats window is tied to the "main part" of the car which on unibody cars is the body, on other cars like the D-series it's the frame. This part can't be removed but you can swap it for a different one and it should change the odometer.
Thanks ! I didn't read the updates as I should've. I'll keep testing to see what mod if any breaks the camera (where you can't switch cars)
Version 1.16.3 has been released, should fix a couple more bugs found since last version. Now I highly recommend that if you had bugs with last version you should start from a fresh career, do not restore potentially broken save files. I'd even do a clean reinstall in a fresh userfolder just to be sure. If you don't want to start from scratch, cheat yourself some money/rep by editing the mainData file. You can even skip ahead in race leagues by manually setting the league value to silver, gold or hero in races/.../progress files. If you want to report bugs, only do so if the bug happens on a fresh career. Otherwise it's impossible for me to tell if a bug that happen on career saves from prior versions is caused by an actual bug with the new version or broken save files due to bugs that have already been fixed. Anyway here's the changelog for the new version: Added toggles to show/hide option categories Fixed selective repair issue with new inventory system Fixed Italy traffic spawns blocking player home entrance Fixed onVehicleResetted hook error when traffic is reset while player has no car Missing partConditions table now loads fallback (can't recreate bug, this will reset part odometer values but should avoid breaking save files) I already have too much on my plate to consider actively working on supporting specific mods but nothing stops someone else from adding compatibility for other mods. I'm gonna work on overall mod compatibility though. One thing I'm probably going to add is a way for mod compatibility files to be loaded "additively", basically right now if you add stuff to list files for car shops and release the changes as a zip mod, it'll load the zip changes over the original list files and allow your mod cars to show up. However if you have more than one of these mod compatibility zips, it'll only work for one of them (whatever mod zip loads last and mod loading order in BeamNG is alphabetical). The solution is to have the shop lists to use modded cars in unique list files and dynamically merge them with the original list files. I'd probably do the same thing for performance classes as well, so you can have modded cars as opponents. Glad you figured it out lol, I was about to tell you because the edited post didn't load until I clicked on it to reply.
My man ! I just partially restored a junk 200bx, under 5k, no way I'm staring again lol, I'll update and see if it brakes anything tho. lol --- Post updated --- From the junkyard to a possible future scrap yard ! lol View attachment 1165269 --- Post updated --- Running a few ui apps as mods, still that camera bug won't let me play, testing on new careers every time, buying cars and switching sometimes quick sometimes not so quick, that bug appears. --- Post updated --- Running a few ui apps as mods, still that camera bug won't let me play, testing on new careers every time, buying cars and switching sometimes quick sometimes not so quick, that bug appears. The last image is right after the bug. running about 13 ui mods.
Hello, I changed the truck engine from the beginning of the save for a "6.9 V8 Engine", and when installing the "Transfer Box", I received this LUA error
What version of the mod? If you're not on the latest version this is probably an issue that's already fixed. Update the mod and start from scratch, don't bring back the broken save. If you're on latest version, fresh start and still get the issue, post log files. I'm pretty much certain your other mods are to blame, the screenshot of that error message you posted comes from a script called valueDisplayMod.lua which isn't part of this mod. There's another error for SkillChainApp. I know you like playing with a bunch of other mods but if you want to make bug reports for BeamLR, back up your userfolder to keep all your other mods, delete it, start BeamNG so it creates a fresh one, install just BeamLR and play for a bit to see if your camera bug is fixed. If not, please post log files instead of screenshots, the console output is incomplete so I can't tell what started the entire chain of errors.
Was it a brand new career or did you reload a backup from an earlier version? If you didn't delete them the log files should contain the error, they're in the userfolder. Just attach them to a post so I can take a look.
Huh and now it works with classic engine pack when i switched to 1.16.3 tho at first i got same lua error as ZL18k so i tracked down that line deleted it but that caused engines to become disabled so i unpacked blrutils to fix and lookie look it worked engines show in edit list
Nice. If I understand this correctly it would be possible to create add-on mods with car bundles that are prepared to work with BLR? Would it work if the add-on bundles had their own dealers so that they wouldn't overwrite or conflict with each other. So if one was to create and add-on car pack of existing car mods prepared for BLR they would also include dealer(s) where these cars could be purchased? Some of those UI mods seem really useful. I thinks it's been suggested but it would be nice if some of the functionality could be integrated in the gameplay. For example to be able to dyno and/or weigh your car to be get power/weight info which also gives you a classification for the car to join track races. I've been trying to improve the opponent car lists for track races and it's working fairly well. Slicks certainly improve the AI racers but it feels a bit like cheating (feels unlikely that lower classes have slicks). So far I've got a short list of 7-8 Class D configs and there is a clear difference between configs with and w/o slicks. Would like to look into how to improve the AI behavior too but I haven't had much time lately. I'll keep working on this tho. Also - I'm creating the opponent class-specific configs while playing, which is taking a lot of time. This got me thinking of a side quest type of thing: Buy/build a number of Class D (or other class) configs and "sell" them to a bulk buyer for X amount of money where the money received would likely be larger then the money spent. (is it possible to track money spent on each car?). - Each config has to win (1st place) at least one track race (maybe possible to add a flag to car config in player garage or smth..?). - Each config needs to be a different car model. This would add another way of making money and guide the player toward trying different cars and building on a budget to make a profit while still being able to win races.
exactly, i did that, i deleted my old save thru the beamlr options, created a new one and put the money i had before, but still i do get those errors --- Post updated --- so what i just did is, i created a new userfolder, reinstalled beamlr and fresh save, if i do happen to get any bugs, ill report it