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Early Experimental Preview of Career Concept

Discussion in 'Microblogs' started by tdev, Sep 19, 2022.

  1. Hermel9n

    Hermel9n
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    When I deliver fluids from Sealbrik Belasco, it shows that I can also drop them off at Sealbrik Belasco and if I try to, it shows a lua error, won't drop it off and won't let me drop it off anywhere else.
    --- Post updated ---
    And there are floating poles near the at the Spearleaf Refinery loading terminals.
    upload_2024-9-21_18-48-32.png
    upload_2024-9-21_18-50-1.png
     
  2. Musicman27

    Musicman27
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    Instructions unclear, trailer now attached backwards and upside down...

    Seriously though, please fix the backwards to-be-delivered trailer spawn at the new commercial garage pickup.
    --- Post updated ---
    And while i'm saying stuff, please make it so we can view the map in the normal mode when were hauling cargo. Just as a toggle or extra button maybe?
    --- Post updated ---
    Also, maybe add a "Are you sure?" popup when your hauling a trailer and try to disconnect at speed. I just accidentally disconnected my trailer at 40 mph by pressing "L" instead of the right blinker button ("<").
     
    • Like Like x 2
  3. Farman.sap

    Farman.sap
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    Looks great! Lets see what comes next.
     
  4. VolvoB10M

    VolvoB10M
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    I just noticed the quick travel to service stations feature is now gone? How do I get back to the garage to get the spare vehicle other than walk the whole journey if the main vehicle is no longer working?

    Also, is there any way to find out the combined weight of the load as you could before?
     
  5. _toasteD

    _toasteD
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    yeah I cant quick travel to any locations on the map after discovering them like before, spawned in and was stranded
     
  6. P2FX

    P2FX
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    So this happens to a lot of facilities: they say they have trailers available but if you inspect there will be none.
     

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    • BeamNGx64_2024_09_23_15_38_06_699.jpg
    • Agree Agree x 3
  7. John Hunter

    John Hunter
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    You can press "R" and take a taxi.
     
  8. P2FX

    P2FX
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    The long tanker trailer gets unstable when loaded, it shakes and makes collision noises like it's getting damaged from it's own weight.
     
  9. RcCookie

    RcCookie
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    Alright, there IS a thread for career mode feedback, better hidden than career mode itself. I created my own thread: https://www.beamng.com/threads/career-mode-feedback.100564/ but I'll repost it here. A collection of bug reports and feature requests, in no particular order.
    --- Post updated ---
    (Bug) Buttons should change tabs

    Let's start with something simple. The top buttons above the triggers of the controllers should change tabs, but don't, in these places:
    • Cargo loading screen (tabs "Facility Info", "Parcel Delivery", ...)
    • Milestones (same visual style as above, can probably be solved generall)
    • Progress of specific branch (e.g. tabs "All", "Apex Racing", ...). Currently, the buttons move focus to the tab selection button, but they should just change tabs immediately.
    • Logbook: Should switch between "Info" and "History"
    --- Post updated ---
    (Bug) Some input not working during test drive

    When a test drive vehicle is spawned, some controller input stops working for me (note that I have remapped some stuff). Especially:
    • Can't start engine (mapped to (Y) on controller, keyboard [v] works)
    • Can't shift down (mapped to (X) on controller, keyboard [y] works). However, controller (B) works fine for shifting up.
    • Can't enter / exit vehicle (mapped to D-pad down on controller, keyboard [f] works)
    • Can't reset camera angle (mapped to pressing right controller joystick down, didn't test on keyboard). Rotating with right joystick works fine.
    I couldn't find pressing these controls did anything else, not sure what they are conflicting with.
    --- Post updated ---
    (Bug) Delay when stopping at an interactable point until pressing the interact button works

    When you stop by a point of interest (or however you want to call it), e.g. the laptop, the sound notification comes earlier than it is possible to actually interact. If you click the interact button to fast (for me left joystick down / [esc]), you instead get the regular action for that (open the menu). There's quite a long, annoying delay until pressing the button actually opens the interaction UI.
    --- Post updated ---
    (Improvement) More loaner vehicles

    I know loaner vehicles are still heavily WIP, but I just want to note this down anyway. There are only a limited number of vehicles available, specifically I miss:
    • Dump truck
    • Dump trailer (for sand transport etc., very expensive to buy yourself)
    • Box trailer
    • Trailer dolly maybe? Mainly difficult to buy because rarely available at shops.
    --- Post updated ---
    (Bug) No route preview with controller

    In delivery mode (e.g. parcel delivery), when you hover over a task with the mouse, you see the route and, crutially, its destinantion on the map. When using a controller, the route is never shown, I guess because there is no "hover" state for the controller cursor. It also doesn't show if you click on the task.
    --- Post updated ---
    (Improvement) Confirm exit "Buy Parts" mode

    I've done this several times now, trying to edit a vehicle and accidentally going back too many times in the menu. This will loose you all your edits, which may be many. Thus, there should be a confirmation before canceling all changes (ideally only if there were any changes). The "My Parts" section doesn't need this, as any changes are permanent immediately anyways.
    --- Post updated ---
    (Improvement) Concurrent delivery jobs

    It should be possible to have multiple ongoing deliveries of type "Car Jockey" and "Trailer Delivery" (and possibly also "Materials Delivery"). Examples:
    • Car Jockey: I could use a truck or trailer to deliver more than one car at once.
    • Trailer Delivery: There actually are plenty of trailer deliveries that spawn on a "B-Trail Lead" type trailer, or you may also use your own trailer dolly. But what do you do with them if you can only have one trailer at a time?
    • Materials delivery: I haven't tested it yet, but I suspect that even if you have a tanker upfit + tanker trailer, you couldn't load again after having loaded once. You can't even load more of the same material. Additionally, some of the tankers visually have several cells, e.g. the T-Series upfit has 3 segments. This could allow you to carry different types of material in each cell, similar to the different cargo boxes not treated as one big box. See attached image.
    If you think, this is overpowered to be able to do, then maybe add a license you have to buy to have multiple concurrent jobs (although this is likely to be irrelevant, because at the point where you have the required vehicles to do so, you probably have enough money anyway). You could even expand this license system to other stuff (trucking license, bus license, etc.). But this just as a sidenote. Mainly I just want to be able to perform many jobs at once (at least like 5, but why add a limit? Won't gain you much, and if you lag out your game it's your fault and easily fixable by cancelling some jobs, after all BeamNG is kind of about doing things your own way, not being restricted by the game to do something in a very specific way).

    upload_2024-9-23_20-58-14.png
    --- Post updated ---
    (Bug/Improvement) Damage after mission with own vehicle

    The damage retained to your own vehicle after using it in a mission is inconsistent. If you just exit from the mission at the end, you retain the damage, but if you restart and exit then, you keep the old condition. This was fine for use in freeroam mode, but in career mode it seems stupid to only sometimes obtain damage, which is quite costly.

    There are two ways of handling this consistently ("non-exploytable"):
    • Always return the vehicle in the old condition. Restarting the scenario always restarts it with the old condition of the vehicle.
    • Always return the vehicle in the new condition, AND retain damage when restarting. You could make this an option "Hard Mode" in the gameplay settings, and maybe exclude some scenarios - I am thinking of the target jumping where you have to use the same vehicle for several jumps. I think this would be very interesting, and I would probably turn this on!
    Edit:

    To make "Hard mode" less hard, you could make it that restarting from during the scenario restores the old state of the vehicle, but restarting after having finished keeps the damage. This means you can't exploit to not damage your vehicle while also getting the money etc. for finishing the event, but if you mess up during a race or similar it's not a problem. Still I would like to see an option for hard mode!
    --- Post updated ---
    (Improvement) Use own, damaged vehicle for mission

    Why can't I use my own vehicle for a mission, when it has some light dents? I understand that replacing parts while retaining the damage of a vehicle is not possible due to engine limitations, but teleporting damaged vehicles has been possible in the past, and is also use at the end of a mission to move the vehicle to a dedicated spot. If the vehicle is so damaged that the center of mass of it's frame (or whatever you use for positioning) is so far of that positioning makes problems, then you probably won't be able to complete the scenario anyway.

    I actually find this one of the most annoying things right now. I don't mind driving a damaged vehicle around, if can still do the job, it's part of the fun for me. Also, if I knock out a headlight or something, I don't want to wait 10 minutes to repair it, just to use it in some mission where it will get much more damaged.
    --- Post updated ---
    (New Feature) Buy damaged cars

    I think it would be interesting to be able to buy damaged vehicles from some dealerships. You can see the damage in the test drive, but will have to guess how much it will cost to repair it. The insurance shouldn't pay this first repair (basically, insurence coverage starts once you repaired it once).

    To obtain this damage, you could just simulate the crash silently when it is first selected. But you should save the resulting damaged state, otherwise resimulating may cause different damage, and take longer. I think the preview shouldn't have to show the damage, just state that it is damaged, then you don't have to simulate before you actually want to do the test drive.
    --- Post updated ---
    (Improvement) Retrieval of damaged vehicles

    You should be able to retrieve any vehicle from storage, no matter the damage. I believe you can retrieve your favorite vehicle with damage, which may even be exploytable, but retrieving from storage should be treated similar to "Tow to garage".

    I guess the reason for this, and for the fact that damaged vehicles are put into storage when reloading a save, is that you don't save the damage state to disk, just the cost to repair it (?). This will be necessary for this, but I think this may be just some serialization work, nothing impossible. This would also be required for "Buy damaged cars" to keep the damage between reloads.

    Generally I find this, together with not being able to use damaged vehicles for lots of stuff, the most annoying problem right now.
    --- Post updated ---
    (New Feature) Bus driving

    I know that the "Taxi" branch is not available yet, but the already present description doesn't mention anything about bus driving being part of that. I actually think that a better name for this branch would be "Public Transport". This includes taxi and bus driving, and also leaves the possibility to add plains, trains etc., be it vanilla or (more likely) modded content.
    --- Post updated ---
    (New Feature) Police in traffic

    I've read somewhere this feature already exists but is disabled. I just want to add that I think it is important there is only the occasional police car, unlike in freeroam with police traffic. At the same time, you need enough police vehicles in the traffic pool ready for a chase - you don't just want one police car chasing you. You could make name this traffic mode "Smart Police Traffic" for freeroam and AI mode, which just uses a different vehicle pool logic.
    --- Post updated ---
    (New Feature) Day / night cycles

    Would be cool if day/night cycles were enabled, especially since you can't (easily) enable it yourself. At night maybe spawn lower volume of traffic (or just increase the respawn radius).
    --- Post updated ---
    (Improvement) Tuning shouldn't cost money

    Tuning a car should be free. You don't need to buy parts like for repairing, and since you can't test drive, you'll likely have to change the same value several times.
    --- Post updated ---
    (New Feature) Repair with owned parts

    If you repair your vehicle, there should be the option to use parts that you already own and are not using, which would reduce the repair cost (only if self-repairing). Then you could buy a cheap second car of the same type and use it for spare parts. This is actually something done IRL sometimes. It would be even more effective if there was a "dismantle all" option that would allow you to also retrieve the chassis / body of the vehicle which you usually couldn't remove.
    --- Post updated ---
    (Bug) AI's brakes lock up when loading

    If you load your truck (or similar stuff probably where the brakes are auto-locked), the brakes of all AI cars are also locked. You can tell by the sudden tire lockups all around you when you press "Unload". This only affects the screens which don't pause the game, e.g. parcel loading or fluid loading. When you are allowed to drive again, so is the AI.
    --- Post updated ---
    (Bug) Wrong whitespace in finish screen

    The result of a race states "Finish! You result: 1st . Well done!". Note the whitespace character after the "1st". Probably in many races, this was observed in "Going home". Yes, this annoys me a lot.
    --- Post updated ---
    (Bug) Own vehicle starts with engine off in missions

    When you use your own vehicle in missions, it starts with its engine off, at least for races and time trials, tested in an ETK I-Series. Note that I haven't changed any setting to have engines off by default, and the regular vehicle for the mission starts with its engine running.
    --- Post updated ---
    (Bug) No delay for "Repair" buttons

    The repair buttons should also have to be helt down for a while, since you have to pay money and it affects your waiting time.
    --- Post updated ---
    (New Feature) Partial repairs

    This is just an idea I had the other day. Is it possible in terms of the game engine to repair functional parts (e.g. radiator) while keeping their deformation? Fixing just the radiator would be cheaper than fixing the whole front, and keeping the deformation should prevent the replacing-part problem. However, this of course doesn't work if the damage calculation is stateless i.e. calculated from the current deformation of the part.
    --- Post updated ---
    (Improvement) Include tax in prices

    I know this is a (stupid) thing Americans do. Ideas:
    • Include tax iff metric unit system is selected.
    • Include tax based on map location (WCU: false, Italy: true, etc.) (once other maps are available). If you do this, you should definitely also use country-specific taxes.
    --- Post updated ---
    (Bug) Unfocusable UI

    • Progress overview: "Organizations" and "Milestones" buttons
    • Milestones themselves cannot be selected; rewards cannot be claimed
    --- Post updated ---
    (New Feature) Derby Racing

    Currently, there seems to be no sign of any banger racing (ok, unless you treat the regular races as such). I think there should be a specialized branch for this, like drifting or rock crawling. This branch could then also include demolishon derbys.

    I think for these races (or derbys) it would be cool if you were forced to bring your own car, restricted maybe in weight, power, power to weight ratio and/or body style (coupe, trucks, etc.). Crutially, the obtained damage should be retained after the race. This would encourage you to use cheap cars, strip them out and also attend with a damaged vehicle that is still in a drivable condition.
    --- Post updated ---
    (New Feature) Championchips

    You could try to do some simple championchips for the racing branches, going away from the isolated missions to having stuff carry over from one mission to another. I think you have done this really well already with the delivery system, which is much more exciting than just some standalone delivery missions. A similar system, probably much less complicated, would be cool for racing. Which doesn't mean that there can't be regular missions as well.
    --- Post updated ---
    (Improvement) Logbook phrasing

    I always like jokes and references to the game itself and stuff like that. The first info about a quicktravel point was quite funny, but it seems that every single last paragraph for a quicktravel point goes like "The <quicktravel point organization> would like to remind people that <something related to racing> is not prohibited. <quicktravel point organization> takes no responsibility for injuries." After having read 5 of them, it get's kind of boring, I think it would be more funny / interesting if only some of them had this kind of paragraph, and if it would maybe be rephrased somewhat. Here I think it is quality over quantity.
    --- Post updated ---
    (Bug) UI visible where it shouldn't

    In the "Career: Paused" screen the background is blurred, but the regular UI is still visible and not blurred. The UI regular ("driving") UI should also be blurred, or just be hidden all together. It seems unwanted that it is visible anyway, as it has moved above the controls footer, which does not seem like something done on purpose. I've attached an image to illustrate (see tacho at bottom (which should be at the very bottom) and at the bottom right).
    upload_2024-9-23_23-25-30.png
    --- Post updated ---
    (Bug) Tacho2 disappears sometimes

    I am unfortunately not sure when this happens and if this is correlated to career mode, but I never had this before 0.33 (and since then I've pretty much only used career mode) and several times in the last days. It might have to do with the new vehicle config UI, I believe it always happened in the garage. It could also be caused by Vulcan, which I have been using for the same period of time. The tacho "tacho2" disappears and does not come back, until you restart the whole game. Changing map, and/or to freeroam does not help, neither does CTRL+L, deleting and re-adding it or changing the UI to "Freeroam" or something else. Note that the "Start engine" button is still present, and "tacho" (at the bottom of above image) still works, thus I have it two tachos now : )

    If I find this bug again, I'll check the Lua console, but it's probably a JS bug and won't show in that console (?)
    --- Post updated ---
    (Bug) Facility tooltip lists items of organization

    The tooltip shown when at an interaction point of a facility lists the sum of items available in all facilities of the corresponding organization, but it should only list those available at the current facility. See this post.
    --- Post updated ---
    (Bug) Deliviering materials does not earn reputation

    Delivering raw materials like water does not seem to earn you any reputation, neither at the source nor destination company.
    upload_2024-9-23_23-51-21.png
    --- Post updated ---
    (Bug) Cannot deliver trailer during material transport

    If you pick first pick up some materials (including actually loading them), and then pick up a trailer before finishing the material delivery, you then cannot drop off the trailer until you delivered the materials. Meanwhile, the navigation routes you to the trailer dropoff. This should be possible.
    upload_2024-9-24_0-3-47.png
    upload_2024-9-24_0-4-25.png
    --- Post updated ---
    (Improvement) More interesting material transports

    Currently, materials can be delivered to several locations, each giving you the same amount of money. The only reason then to choose a far company is when the closer companies' storages are filled up. It should be worth more money to deliver to the far company, after all it's a further drive, and the delivery charge is not (only) for what is delivered, but mainly where it is delivered.
    --- Post updated ---
    (Improvement) Garage should select closest vehicle by default

    When you have multiple vehicles inside the garage area, opening the computer should select the vehicle closest to you automatically, since this seems like the expected and usually desired behavior to me. Currently it seems to chose effectively arbitrarily, but remembering your last choice.
    --- Post updated ---
    (Bug) Bad trailer spawn position

    There are several questionable spawn points and directions, but this one is particular bad:
    upload_2024-9-24_10-58-0.png
    (Shuffleboard Logistics Belasco City)

    And these are also all in the wrong direction (Container Port on Spearleaf Island):
    upload_2024-9-24_21-24-6.png
    May I ask whether there is some logic that trailers are purposefully always spawned in reverse? I don't think that's a good idea then...
    --- Post updated ---
    (New Feature) Trailer parking

    I think it would be cool if you had to park delivered trailers in specific positions, similar to the parking or bus system, especially since the delivery drive is always going to be quite short. You could also implement it that you get bonus payment if you park in the designated position, or just the base payment if just in the rough area.
    --- Post updated ---
    (Bug) No route preview for material deliveries

    When you select a material delivery job, hovering over the destinations does not show them or a route there on the map, as for other types of deliveries. I guess this is because you can deliver the material to multiple destinations, but since every destination is listed as its own job, hovering over each should highlight it. Otherwise, it can be hard to find out in advance where a destination is located, if you don't know its location based on its name. If you want to group them into one job, you should then still highlight all the possible destinations (although this conflicts with my request to use different prices for the different destinations).
    --- Post updated ---
    (Bug?) Toll and highway construction sites have same unloading point

    Not sure whether this is supposed to be like this, but I though I would mention it, as I found it kind of confusing. This is true at least for material transports (water).
     
    #1229 RcCookie, Sep 23, 2024
    Last edited: Sep 24, 2024
    • Like Like x 9
  10. VolvoB10M

    VolvoB10M
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    Aug 5, 2014
    Messages:
    101
    I wish I knew about that before I walked across the entire map LOL, thanks.

    There's a bit of a problem dropping off gravel at one of the dirt tracks...
    Vehicle flight mode unavailable! (I know the oil is getting a bit hot but it's hauling 2,880 KG of gravel on that trailer.)
    20240923211518_1.jpg 20240923211949_1.jpg
     
  11. John Hunter

    John Hunter
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    Jan 22, 2022
    Messages:
    44
     
    • Like Like x 2
  12. RcCookie

    RcCookie
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    Feb 24, 2018
    Messages:
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    I found this kind of confusing as well. The "tooltip" lists the trailers of the whole company (which may have several facilities in multiple places), but if you open the loading menu, you only see the trailers etc. available at this facility. In your case, the quarry is part of the "Sealbrik" organization that also has a facility at the bottom of the industrial area of Belasco City. But I agree, the tooltip should only list items available at this facility.
    upload_2024-9-23_23-39-28.png
     

    Attached Files:

    • upload_2024-9-23_23-39-26.png
    • Agree Agree x 1
  13. Musicman27

    Musicman27
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    Dec 13, 2023
    Messages:
    2,568
    Can we please remove the AI cars from the racetrack and drag strip? Hotlapping and drag racing (the new freeroam drag is awesome though) is kinda ruined because of all these random slow cars on the tracks.
     
    • Agree Agree x 9
  14. Scott Guo

    Scott Guo
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    Joined:
    Apr 20, 2017
    Messages:
    29
    I really enjoy trucking in career mode, however I don't think there's enough cargo to haul. Most of the time I can't even top up my H45 box upfit. Please consider providing more cargo on each facility and consider providing heavier cargos.
     
    • Agree Agree x 2
  15. Tomibeam

    Tomibeam
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    Joined:
    Sep 24, 2024
    Messages:
    2
    Hello!

    I would like to report the following bugs, that I encountered in career mode. I tried deep clearing cache's and validating my files.

    - If I get a lot of hazardous liquid from quarry and transfer it to the docks, and I have more than 8 containers filled, I can't unload it, because I can't scroll down to confirm.
    - Sometimes, eventhough I have a lot of space in my truck, some things are saying that I don't have enough space in the boxes for them. I have about 900 free space and can't fit in a 128 space cargo.
    - The toll construction site unloading is bugged. Manageable to unload, but not working correctly.

    Is this the right thread to post them?

    Thanks,
    Tomi
     
    • Like Like x 1
  16. Hermel9n

    Hermel9n
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    Aug 14, 2024
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    The first bug is a known issue and they're working on it. The second one, you may have some stuff in all of the boxes, try to move them so you have one box empty. And the third one, there are two drop off points at the same place, try to press the arrow above the menu.
     
  17. P2FX

    P2FX
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    Sep 19, 2021
    Messages:
    57
    Nah man, I went to the Sealbrik factory in the city and it's the same thing, and this also happens to companies with only one facility like Hot Rolled Inc. Seems the only places to reliably get trailers are Rent-A-Box, Industrial Warehouse, Spearleaf Marine Logistics, and Suffleboard logistics in the city(but this place spawns trailers backwards).
     
    • Agree Agree x 1
  18. P2FX

    P2FX
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    So with 0.33.2 trailers still spawn backwards at Shuffleboard Logistics (Belasco City) and Industrial Warehouse.
     
  19. Mopman93

    Mopman93
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    BeamNG Team

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    Jun 24, 2017
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    132
    Yeah, the fix didnt make it into that hotfix, but it should be in the next one
     
    • Like Like x 1
  20. Division_Devin

    Division_Devin
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    Dec 7, 2014
    Messages:
    58
    I would like to see the return of the "Save and Exit" option from the pause menu
     
    • Agree Agree x 1
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