WIP Beta released A Tuner's Day Out 0.5.3

A story campaign

  1. HighDef

    HighDef
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    Game Design, QA and burnouts.
    BeamNG Team

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  2. HighDef

    HighDef
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    Game Design, QA and burnouts.
    BeamNG Team

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  3. HighDef

    HighDef
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    You may need to refresh your mydocs/beamng folder. Make a backup of it and then delete it, then put the mod into the new mods folder after you have started the game once.
     
  4. Mopower77

    Mopower77
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    ... I finished it though not since the update. Did you fix multiple AI not working in races? That needs work, but fun story.

    The go fetch missions weren't bad. Decent enough story. Took me a few days to finish. So I thought it was decent. Holy balls talk about peaky cars though haha.
     
    #24 Mopower77, Sep 20, 2017
    Last edited: Sep 20, 2017
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  5. HighDef

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    No the AI is still bugged. The devs know about it but they must be to busy to help. Maybe if others asked about it, it might encourage them have another look at it.
     
    #25 HighDef, Sep 20, 2017
    Last edited: Sep 20, 2017
  6. shmiffyplop

    shmiffyplop
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    I really enjoyed playing through these campaigns, however I'd like to comment on some bugs that I experienced and a few things that I think could do with improvements.

    General improvements/suggestions:
    -In my opinion, you should make checkpoints more frequent. Especially when I first started playing part one, I often found myself second guessing whether I'd missed a checkpoint or gone the wrong way at an intersection due to the long distances between the checkpoints.
    -Add an off-road race where you drive your hopper. Throughout part 2 I was waiting for the opportunity to race my hopper. In my opinion both of the off-road races in part 2 could have been completed and won using the hopper perhaps if some off-road tyres and/or suspension was fitted prior. Personally, I became a little attached to the hopper, and also got a feel for how it drives, so it would have been really nice to race it.
    -The races should be cleaned up. What I mean by this is that in most races, at least some of the AI drivers crashed. I understand the way the AI behaves is not under your control, but there were a few things, that if changed, I thought might help:

    -If the races were shortened. I noticed that as the race progressed the amount of AI drivers still on the course decreased as time continued. So logically if the races were shorter it would provide less opportunity for the AI to go wrong.
    -If the courses were simplified. As much as I liked your course design, it sometimes seemed too challenging for BeamNG's AI. Where this problem was first prominent for me was in the second race in part 1 (where you drive Dan's muscle car). In this race all the AI drivers crashed, leaving me default in 1st position. The tight, almost U-Turn, corners seemed to catch out most of the AI in particular, so it might be better to avoid these trickier corners to keep them going.
    -If there were less competitors. There were numerous instances when AI drivers took each other out due to crowded roads. So if there were less drivers this might not happen.

    Bugs:
    -There were a couple of instances in part 2 where there were checkpoints way out of place (they could be seen if I pressed F8 to switch to the free camera). Unfortunately this was pretty game-breaking for me so I skipped those particular scenarios. (I'd specify which ones, but I don't remember sorry.)
    -At the start of the second off-road race in Utah my truck was spawned at the garage instead of down at the starting line. I also noticed the AI driver did not start the race.
    -There were instances in the delivery scenarios where the trailer was either empty, or didn't exist
    -In the final race the ETK I-Series car didn't seem to drive. (I launched right into it's trunk on my first attempt.)
    -When the hopper had the 11psi turbo fitted, the turbo overheated. So an intercooler might be needed.

    Don't get me wrong, I'm not an expert with this stuff, so if i sound a little know-all-y, I'm just trying to offer some ideas. And sorry for the long post, but I thought I'd just list all that I could think of. This mod was a really unique and fun experience and if it were perfected it would make my day. Anyway, hope all this is helpful.
     
    #26 shmiffyplop, Sep 28, 2017
    Last edited: Sep 28, 2017
  7. HighDef

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    Thank you very much for your reply. I uploaded this project now to get responses like yours so I can effect how I make chapters 4 and 5 for the better. I will work on these bugs on the weekend. Thanks again. I wish more people would respond like you have.
     
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  8. shmiffyplop

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    no problem :)
     
  9. HighDef

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    Sorry I didn't have any time to type yesterday. I feel that all of your points about improvements are very valid. I will do some testing my self tomorrow and have an update out for early next week.
    Yes the AI are crap at those hairpins. I shall be relocating that race, I already think I know the right place. I facepalmed when you mentioned the trailers, I left sorting them out till last and forgot. You had one job Rob!
    Thanks again.
     
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  10. HighDef

    HighDef
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    HighDef updated A Tuner's Day Out with a new update entry:

    Fixed and improvements

    Read the rest of this update entry...
     
  11. missionsystem

    missionsystem
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    For me part 9 (the hatch race) doesn't load and crashes the game
     
  12. GrandMarshalGuy

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    when i try to enter the first event of the RC race (the part where you drive to the RC race) crashes as soon as it loads.
     
  13. HighDef

    HighDef
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    Make sure that you have the latest version of the mod. Try backing up and deleting your my docs/beamng folder. You can transfer your settings and mods folder back over once you have started the game once and it has made a fresh one. Hope that helps.
     
  14. Tackytuba221

    Tackytuba221
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    First off, nice mod, enjoying it so far but the first bug i've noticed is that in part 27, checkpoint 5 is WAY too far away and doesn't need to be there, as you come down the hill you get to a T junction on the dirt, left is checkpoint 6 and the ranch but checkpoint 5 is to the right and has no reason being there as you to to 5 and come back to the same place for 6. I'll post another comment if i find anything :)

    Edit: Part 28a: I think the first checkpoint should me moved to the left down the road a few meters because it's not obvious which way the player needs to go as it is placed before the t junction and you cant see checkpoint 2 to determine whether to go left or right.
     
    #34 Tackytuba221, Oct 23, 2017
    Last edited: Oct 23, 2017
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  15. Zannu

    Zannu
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    Hi,
    First off I must say this is an amazing campaign/load of scenarios.
    I have just finished part 1 and loved it. There are now very few issues with it, so really good work on that.

    1. I can still not get my campaign to work though. I can press the start button but nothing happens so I have been playing it scenario at a time. If there is anything I could try to fix it that would be super, as it may be an error my end. Otherwise if you could look into that as it was the same with parts 1 and 2.

    2. As noted several times above the AI cars need altering. I may suggest that for now you make all the races have 3 car in, then there are less that just stay in the middle of the road when the race starts.

    Otherwise Part 1 was great, and I have no other issues. They checkpoints were frequent enough, I had the ocasional doubt, but I actually quite liked that and never did go the wrong way.

    I have started part 2 and will feedback some more soon, as and when I have gone through all the scenarios of it and have found other bugs. I did find one level with checkpoints way off, but can't remember the number so I am going back to find it and let you know which ones.
    Edit, adding some more part 2 bits:

    1. On scenario 23 on the way home from the race, the last checkpoint is half way up the hill. If you added another 2 checkpoints to it you would then be able to drive all the way home, rather than finish when you are almost there

    2. As noted above, scenario 27 has a wrong checkpoint(checpoint 5). I also noticed that the description is identical to one a few stages back so I am guessing you copied and pasted a previous stage and moved bits around. This led to you missing one of the checkpoints to delete, hence it being so far off course. I also think you left the description here, as you go and pick up a trailer(which was empty for me), where the description is saying about dropping off some paper work and picking up the pessima. Otherwise all other checkpoints and objectives are fine.

    3. On Scenario 28 it all works very well, but came as a bit of a suprise and with no descriptions. Normally for the race we are told about it and drive there, here you just start in the parking lot in the race car, and it just tells you to race, no story behind the race. I think it just needs a bit more explanation, even if it is just "A friend is setting up a fun race of pigeons here, can you represent me and race in it"

    4. Again, other people have said about this, but in scenario 28a the first marker should be moved slightly further forward and onto the left fork of the road so people know which way to go, rather than guessing.

    5. On Scenario 30 the challenge is to go and get the parts needed to finish the pessima, however you do the challenge in the pessima, presumably without the parts you are picking up. This also means that you can't connect to the trailer and the Pessima has no tow bar. I think you meant to do this challenge with the hopper. Another note, I also found the trailer was empty, so think there may have meant to be some crates on it.

    Overall this is really fun to play.
    Thanks for putting all the work into the levels so that we can enjoy it.
    Again, I am no expert, but just playing this game and noting a few changes that would make it even better. Hope it is helpful.
     
    #35 Zannu, Dec 20, 2017
    Last edited: Dec 20, 2017
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  16. HighDef

    HighDef
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    Hi, that's a great review. I will look into this over the holidays. Can't type much now but I will get back to you soon. Thanks.
     
  17. Zenmaster

    Zenmaster
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    Not sure if this is dead or not but the launcher for the campaign in the campaign menu doesn't work, throws back to the main menu of the game, From what ive played of this pack in the scenario menu its an excellent pack and should be continued and finished!
     
  18. Capricious Curtis

    Capricious Curtis
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    For me, a few scenarios are not showing up in the scenarios tab. Can get back to you later if you want specific ones. I don't know if this is a mod conflict, as i have 140 some mods:cool:
    Other than that, I am really enjoying this so far. It is great to feel the tiny changes in the way the hopper drives as you progress through. Great work!;)
     
  19. Zenmaster

    Zenmaster
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    Are they missing or just disorganized, level 3 was down by 32 for me
     
  20. Capricious Curtis

    Capricious Curtis
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    I looked and it wasn't anywhere. Nine should be right after 8, following the logic of the organization of the other items. In a minute I will run this mod on its own without any of my hundred sixty other ones;)
    --- Post updated ---
    Yeah I removed all my other mods and it was a mod conflict. All the scenarios are there now! Will hopefully find time to play some tomorrow!
     

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