A repair for damaged transmissions. So whatever repairs yo do, unless you repair your trans. You'll have the gear pop. If it's not worth it, ignore this.
There were stairs directly in front (the whiter part between the brick walls), if you go to that part of chinatown, you'd see why I didn't just drive in front
I remember now lol. That's the most difficult one. Just skip over it if it comes up, or you can edit the amount of money it gives, so it's more worth it. I used to love the delivery missions, but actually got tired of them, and mostly care about the racing.
tbh, I've only really only done deliveries if I don't have enough money for something, like races or repairs Also, I've been wondering if it'd be possible to implement a sort of anti-cheat feature that automatically saves the game if you crash. Even I'm guilty of just reloading the game if I mess up in a race
Yeah it's not really worth the added complexity to the repair system, also I don't think it would be very useful considering you can't edit your car until you repair the transmission because as far as the game is concerned gear damage is just "mechanical" damage like blown head gasket or flat tires. I don't really want to add that, I've considered auto save in the past but decided against it. Because saving everything is a relatively long process that involves vlua it doesn't block the main thread so anything that happens while the save is created could potentially cause corrupted or at least out of sync (as in some things that happened didn't get saved) save files. The mod saving progress when you abandon is safest. You just have to force yourself not to reload your backup when something bad happens and just roll with it. I mean technically even with auto save there's no way for me to stop you from making backups of the autosaves and reloading those, so at the end of the day it all comes down to how you want to play.
I believe all WC track events have the Ai non starter 'bug'. Also Nurbugring still has it after changing the mod location to the 'mods/repo' folder Another idea would be 'end race AI cameras' After race finish you get (after a few seconds) a camera view of your opponent.
The west coast track event was indeed not working because of annoying broken vanilla waypoints I brought back when updating the level. This time I just replaced them entirely with my own waypoints so it should hopefully be fixed for good now. Also had a few decal roads that didn't have autoJunctions enabled. Nurburgring is fine on my end, even tested with a brand new userfolder to make sure. Not sure what could cause this for you. Follow the usual troubleshooting steps, reinstall the mod and the addon in a clean userfolder, don't bring back your mods or anything from your userfolder backup and test the event. If it works fine that means something about your current userfolder is causing issues. To test the event without having to get into career mode to build a compatible car open the file beamLR/currentTrackEvent and replace the contents with this: Code: carid=0 seed=1234 cround=0 ctimes=player:0,op1:0,op2:0,op3:0,op4:0 eventid=0 status=joined efile=nordschleife_trackA_classS Then launch into the track event like you normally would and it'll let you start the race. You can change the efile value with the file name of any track even file in beamLR/trackEvents to quickly test them.
I'll test rn, thx. Also, another idea, Maybe days can pass based on ingame time and not just the button press. Also, if no race is won in that day, you loose a large amount of rep ? And a cool effect after any won race would be a slow mo cinematic cam trigger, combined with a sfx/graphic.
Days already do pass if you let the time go past midnight. Not sure about losing a large amount of rep, I think the small daily rep loss is enough. And for cinematic finish on all races it could be done but a lot of work so I don't think it's worth it, especially for non drag races that have finishes all over the place because I'd need to find a place for the camera at every finish location.
I think it would be better if the in game time was sped up, instead of the time scale being 1:1. At that point, time might as well be frozen. Something that could be really cool though would be the ingame time matching what your computer time is. I know it would probably be hard to implement, but a few vehicle mods have done it before, and could be inconvenient for some people, just the option could be pretty cool
You can select the time scale in the settings, my guy. --- Post updated --- Turns out it was the actual map, not being in the repo folder...wow --- Post updated --- At least one non starter on WC gold league. --- Post updated --- Pink slip cars don't leak oil for me.
Yeah that does it. If you have the map in the mods folder and the addon in mods/repo it will load the original level files over my edits. If you keep both mods in the same folder it loads alphabetically which is why I add "zz" at the start of the addon zip file name to make sure it loads last. Personally I keep both the level and addon in the mods folder not mods/repo but they should work the same as long as both mods are in the same folder. I'll check the pink slips oil leak. What race club had the bugged AI? It wouldn't be hard to implement but probably wouldn't work well with the mod's daily change system.
Pink slip cars don't s WC gold (the one close to the garage) Any way to add an oil pan to engines that don't support it ? I'm using the dream engines pack but it's a mess, with some engines not having them.
It shouldn't be a problem, some vanilla cars don't have oil pans and will only use the odometer of the engine for oil leak rate. If there's issues there must be something else wrong with the mod. Edit: Update on the pink slips oil leak and bugged west coast race, no issue on my end, tested all races on a clean install, tested a pink slips car and it leaked oil as expected. What's the odometer on the car you won? Only cars from bronze league will have high enough odometer to leak oil. As for the bugged west coast race if you have RLS installed in the same userfolder as BeamLR it'll definitely cause issues because that mod edits the west coast level. Same goes for any mod that changes vanilla levels. I know you like playing with a bunch of mods but BeamLR isn't even gonna use most mods that aren't part mods without the extra files needed for BeamLR to use them. So maybe you should keep your BeamLR install in a separate userfolder and use as little mods as possible. There's a way to relatively easily switch between different userfolders without migrating files that you can use to make and play "modpacks". This is what I use to test clean installs of the mod: If you open up the game install folder and look for the file startup.ini you will see a field called UserPath that will be empty by default unless you've moved your userfolder from the default location. If I create a folder on my C drive called "TEST USERFOLDER" and want to use that as a brand new userfolder without migrating the existing userfolder I would set the UserPath value like this: Code: UserPath = C:\TEST USERFOLDER When I start the game it populates the folder with a version specific subfolder (0.34) and creates the necessary base files and folders of a clean userfolder: So one thing you can do with this is create one folder on a drive that contains all your BeamNG userfolders. Treat each userfolder as a different modpack where you install combinations of mods that work well together. Then you can switch between them by setting the UserPath value to the appropriate userfolder (just remember that you want the path to the folder that contains the 0.34 folder, not the 0.34 folder itself). You can keep a text file with paths to quickly replace them in the startup.ini file. Personally I created my own tool to manage userfolders, which I use to create releases of the mod. Before I had to manually copy folders and delete extra files, with this tool I can load (and save) selections of files and folders that are automatically copied to create releases of the mod, which saves a ton of time. The tool can also export and import archives (and just folders) of userfolder data to easily create and restore backups. I recently added the option to change between userfolders so instead of manually replacing the UserPath value the tool opens up a folder browser dialog and does it for you. I'll probably end up releasing this tool at some point since I feel like it could be useful to others.
Thanks, I'll check to see if I have remnants of RLS. As for the Oil leak, that car was 300.000 flat. I won 2. One from Bronze and one from Silver I think. A Legran and a Roamer, both having the same odo and no leak. Also, for the custom engines not having an oil pan, they behave like vanilla, you get 0.24 oil, and it burns like vanilla. It's a shame, because the sound is amazing ! lol
Pink slips cars don't have 300k odometer, there's two integrity files used for opponents one has 200k and another with 30k. The 200k is only used in bronze league. The "night" clubs that aren't class restricted don't actually have bronze league opponents, the bronze league uses cars from silver league that are gonna have a 30k odometer. As for the engine mod, if the oil leaks out entirely it means the engine should have an oil pan and you need to install it. If anything it might not show up in the UI because of some problem with the mod compatibility with BeamLR. What car and engine was it?
I'll check the odo again. It's the full version of "dream engines pack" The engine is for the 200bx , a 2.5l i6 I believe. You can get it from here: https://www.beamng.com/threads/dream-engines-pack-full-24-engines-v1-5.100779/ rb25det, I'll check again in game. But it has no oil pan even in vanilla. I'll come back with a screen. Also, It's 30k on the odo, I don't see the "." before the zero in a mod I use for displaying the odo.
I only got the lite version downloaded but I see the file for that engine, and I'm pretty sure the issue is caused by a typo in jbeam. The mod tries to use the vanilla oil pan but it uses an incorrect slot name, so because the slot doesn't exist it doesn't show up in game. It should be bx_oilpan_i4 instead of bx_oilpan_I4: Try this: extract the contents of the mod zip in a folder somewhere, open the file vehicle/bx/RB25DET_bx_engine.jbeam and replace that line I marked (13) with this: Code: ["bx_oilpan_i4","bx_oilpan_i4", "Oil Pan", {"coreSlot":true}], Then archive the contents back into a zip file and put it in your mods folder, replacing the original mod. It'll probably show up in game now. If it does you should let the mod creator know about the bug. This issue could affect other engines as well.
Omg, lol. I'll try that. No need for extracting I just edit and save inside the archive ! THANKS ! Works now ! Any idea how to get the 'customizable transmission' to work ? It has a child slot for the transmission type called just that, and Beamlr can't read that. It breaks the car If I use any type of trans in the custom one.
Hello, i really enjoy the mod so far been really fun, but i have a question, is it possible to add mods to the mod? like if i want to add an acura NSX mod, is it possible? do i have to do anything to make it work? are parts gonna be available for the car? thanks again for the mod!