Yeah I'll probably add it as one of the random starting cars. It probably won't see much use in races except for drag. That car is so old it kinda feels out of place with everything else in the game, it's not the type of car you often see on the street let alone in dealerships.
Yeah there are some crazy configs, the "seat and fuel tank" body style is hilarious. Probably the most realistic way to have a car that's just an engine strapped to a frame on wheels.
Version 1.17.2 is out, this update makes the mod compatible with BeamNG 0.34 and it also brings a couple new things including the Bruckell Nine (drag config for drag clubs, top speed config for ROH event, one config in shops). Both the Bruckell Nine & Soliad Lansdale were added as starting configs. There are now track events on the West Coast USA level: 3 layouts on the race track and 2 on the dirt oval. Track events in general have two new features added, the first one is an option that gives all AI vehicles slick tire grip to improve their racing skills especially in lower classes where vehicles don't come equipped with slicks. The second one is the ability to load a set of prefabs during events to block off sections of the track that aren't used in a particular layout, as can be seen below: This update also introduces a new addon that adds track events on the superspeedway from the Motorsports Playground map. The Nordschleife addon has also been updated to add the prefabs so if you're using that addon make sure to update to the new version. Anyhow, here is the full changelog: Added Track Event Slicks Mode (track event opponents get slick tire grip values to help handling) Added Track Events to West Coast USA (3 race track layouts, 2 dirt oval layouts) Track event files can now define a list of prefabs to load during event Fixed jbeam caching using nil gcinterval preventing the saving of cached mods file (0.34) Added Bruckell Nine drag config to drag race clubs (0.34) Added Bruckell Nine and Soliad Lansdale starter configs (0.34) Added Bruckell Nine ROH config (0.34) Added Bruckell Nine used shop config (0.34) Updated level files for new game version (0.34) Updated modified lua scripts for new game version (0.34) Removed some modified lua scripts due to being made obsolete by vanilla script updates (0.34) Freeroam drag disabling now done through game option (0.34) Updated traffic spawngroups with new simple_traffic configs As always with new major versions of BeamNG there are most likely some issues I didn't catch as I want to release a compatible version as fast as possible. There are usually some broken race paths due to level changes, which is quite annoying but easy enough to fix so if you encounter races where the opponent isn't driving just let me know. Also this update removes a few of my edited scripts as according to the patch notes the updated vanilla versions should resolve the issues that were fixed by the edited scripts. These include broken lights on traffic at night and traffic driving on the West Coast dragstrip. If you still encounter problems with these features please let me know.
can you make randomized start cars? like we get a certain pattern always, you start with the legran, then in a new save, it goes to the d-series (or it was the miramar, i dont remember) and etc, it isnt randomized
It is randomized, just seed based, and the seed increments by 1 every time you reset to get a different car. You just need to change the seed to a different value.
I don't have issues with part edits so follow the troubleshooting guide on github before anything else. Then if you still get the problem make an issue on github, make sure to include log files. Also please use english. If I can use google translate to read what you're saying surely you can use it before posting.
manda os arquivos .log que fica na pasta onde tu instalou o beamlr, além disso, faz igual o cara ali falou, escreve em inglês, ou usa google translate eng: send the .log files that are in the same folder where you installed beamlr, btw, write in english or use google translate
Tested the new version a bit: Again, great stuff! Somehow this does really have the SLR vibe. Noticed a couple of bugs. - WCUSA gas station bronze race to sports complex (D-series opponent) did not start. - Gooseneck haybales to dead end did not have markers at the end of the mission (could not finish the mission). - Tried to change the rear suspension of the starter Legran to make it AWD but wasn't able to put the wheels back on. The garage UI said the wheels were installed but they did not show and the car sat on the suspension. Might be worth a look. Some thoughts: - Would it be hard to separate the mission giver from the parts shop? I feel like the delivery missions could be expanded a bit.. I know you want to keep it more focused on racing but I still think deliveries are a nice part of the grind to afford the racing. -- Maybe a dynamic pricing for deliveries could be implemented based on distance (straight line), weight and how fragile the cargo is? Didn't get to do much racing this time as I totaled my car and had to start over just as I was getting a few upgrades done
Thanks for letting me know about the race club bug, I've fixed it for next version. I really have no clue how waypoints work in this game, I literally just moved it a bit and now the AI can find it again even though it still was on the decalroad. I haven't found any clear explanation of what causes a waypoint to work or not, or why a few of them just stop working after a game update. I've also fixed the incorrect delivery destination, if you encounter more of these and you still want to complete the mission you can use the world editor: scroll down to the bottom of the scenetree and you'll see 4 objects that start with "rectMarker", double click on one of them and it'll move the camera to where the destination is. In the case of that mission it was incorrectly placed behind the fire station. For the rear suspension with missing wheels, it's most likely because you didn't install the spindles: As you can see the config has wheels installed, but because the spindles are missing they don't show up. This is a quirk of the part tree in BeamNG, not a bug with this mod. Technically the wheels are a subpart of spindles but it doesn't look like that in the part tree meaning they're not organized that way in the slot system. Spindles are called "wheeldata" internally so from what I gather they're the root part of everything that has to do with wheels so if that part is missing it'll break everything else wheel related. In vanilla BeamNG you can't remove the spindles so that never becomes an issue, but my jbeam loading script edits allow all parts to be removed to prevent infinite money exploits which can lead to confusion or even bugs in situations like this one where the game isn't built to deal with certain parts being missing. For example, if I allowed the "main" part of the vehicle to be removed (ex: the frame on a pickup) without being replaced, the game breaks as the car just starts flying, which is why for that part the remove button is disabled but you can still click "use" on a different frame to swap it to a different one. That part just can't be empty otherwise the game breaks. All that said, I'm not entirely sure why spindles are not shown as a parent to wheels in the part editor, which would avoid some confusion. Since afaik on a real car it goes spindles > hubs > wheels > tires. Actually just after typing this last line I got curious and looked it up, this post explains that wheels, brakes and spindles have to be linked to the same parent part and require a specific loading order to work properly so that explains the weird part edit tree structure. Anyway, as for your delivery suggestions, the delivery system already does scale rewards by weight and item fragility. There isn't a direct scaling with the distance however when I make mission files I usually take the distance into consideration when setting the base reward value. Splitting the part store and delivery missions probably wouldn't be too hard but I don't really see why what would be necessary. What did you have in mind to expand the delivery missions?
Yea, I've noticed a similar thing while messing with decal roads in the editor - some nodes seem to randomly fall through the terrain or mesh that I'm placing them on. Moving them around slightly usually fixes them. Maybe it's a similar thing with waypoints. Nice, thanks. I did look for some kind of mission end waypoint in the editor but didn't know what I was looking for. Indeed, I did not. I figured it might be something like that. Just thought I'd mention it since it seemed weird. Well, grinding delivery missions quickly gets repetitive. Adding more mission givers would alleviate this. Separation from part shops just prevents every mission location from also selling parts to keep the number of part shops reasonable. Currently it seems you've manually entered a base reward for each delivery mission - my suggestion was to calculate this based on weight (kg), fragility(G-forces) and distance (example, on a 2d plane: d = √[(x2 − x1)2 + (y2 − y1)2], height difference may be an added factor). This should make it possible to have one list for each item type (small; trailer; gooseneck) that is shared by the mission givers (no need for listA, listB etc.). Basically sorting items by type instead of being specific to a mission giver. I'm not certain I understand this correctly but if this is the case it would allow for a more modular delivery system. Some mission givers could have trailer missions, some don't. Possible to add categories and/or tiers for different types of mission givers (industrial, food, commercial)... Mission givers and missions would be easier to add and balance (?). The desired result would be increased immersion and more variety. Example (WCUSA): deliver trailer to quarry, pick up small item on the way back. Currently the distance to the next mission feels too long. I'm not sure I'm able to explain my idea in an understandable way or even if the idea is feasible. Just trying to help
Hi there, found a broken checkpoint. WCUSA, Island racing club, bronze, race 5 checkpoint 5 broken, trigger is sitting too high off the ground. And thanks again for making this mod, it's by far my favourite.
I might add your suggestions at some point but this is very low priority for now as the current system works fine for what I intended it to be, which is just an early game or fallback method to make money. Though I am more focused on the racing aspect I do realize some players enjoy the delivery missions so I'll keep the suggestions in mind. Thanks for letting me know, I've fixed it for next version. You can just manually move it down in world editor then save the map to fix that race until next update is out.
Hey, for some reason, the missions don't show up for me in free roam. Like, none of them. Is there a fix for this? I reinstalled RLS from the start, to ensure a fresh install.
BeamLR... My bad, I get the names mixed up. My point still stands, lol! The BeamLR mission start is not showing up for me.
Small update just released, fixes some issues that were reported since last update and also updates West Coast USA with changes added in BeamNG 0.34.2: Fixed broken race waypoints on West Coast USA, East Coast USA, Italy and Utah Fixed incorrect gooseneck delivery destination on West Coast USA Updated West Coast USA level with 0.34.2 changes Fixed missing track event level objects on West Coast USA As long as you have the mission files in userfolder\gameplay\missions\BeamLegalRacingUtah then it should be visible. The fact that you have no missions at all showing in this UI means something else is to blame as BeamLR doesn't touch it at all beyond adding a single mission POI to load into your career. Reinstall in a clean userfolder. Follow the troubleshooting guide on github.
idk why, but the AI on the dirt oval WCUSA track event never decided to race. The AI in the other track event that I've done (Hirochi Short) worked, so I don't think it's something that I did that caused it. It could be, obviously, I just like assuming I'm perfect and blameless, as a default. Also I don't want my first post in this thread to be nothing but that so I also want to say thank you for working on this. I've been having a lot of fun with it.