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Early Experimental Preview of Career Concept

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

  1. LegThePeg

    LegThePeg
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    Yeah so it turns out this was a horrible idea (I'm now in debt). Who would've thought?
     
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  2. krallopian

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    Heya @Samybf

    Thanks for asking! For the upcoming update Career Mode will only be receiving a modest update because this development cycle has been spent refactoring some of the game's more foundational systems. There are some cool things being developed on the sidelines that should make the cut for the update after this next one - like skid pad testing being added to the performance indexing, as well as improvements and finishing touches to the other already-existing systems.

    One thing I'm excited for that will be making this coming release is the first iteration of a marketplace within the vehicle selling part of Career Mode! I won't give too much away right now, but the ability to simply click "sell" has been replaced by "list" when it comes to selling your vehicle. Now to temper expectations, it's a local marketplace meaning no online features or anything like that of other games, and still very rudimentary with more features coming down the road and I can get more into that after this coming release.

    Additionally, there are also updates to ground markers and icons, big map functionality, and general UI improvements and polish.

    Hope this isn't too upsetting to hear, it's been very important that the teams tackled some of the deeper stuff that's piled up over time, and they've done an awesome job the past couple months. I'm excited for everyone to get back into Career Mode development for the summer though, so stay tuned! :)
     
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  3. DriftinCovet1987

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    Okay, this is very cool! I hope this gets added to all the official configurations, as well (although, I'm not sure how the Wydras will be able to do the skidpan).

    What speed will the skid pad testing be done at? For my time trials, I tend to go at 64 km/h.

    That's quite alright - so long as Career Mode is still being worked on, I'm fine with that.
     
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  4. The Stig Is A Spy

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    That's great news, though! No market manipulation for me, thanks.
     
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  5. krallopian

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    Great question, and it's the primary reason it's not going to make the cut this next update. We want to make sure it's robust enough to work for everything from a city bus to a drag-spec Scintilla, one-offs like the Wydra will have to . . . suffer the same fates they do now with the 1/4 times, "... terrible" for performance :D

    In development at the moment the behaviour is as follows:

    Player selects to run a performance index, the vehicle is teleported to the drag strip, lines up, waits for count down, takes off full speed, crosses the line, continues to accelerate beyond the line for a second, then performs and emergency braking. This loads us up with all sorts of telemetry from being able to see engine power, vehicle weight, acceleration metrics, braking, and more. Then the vehicle is teleported to the parking lot behind the grandstands (just outside of Fast Automotive) where it will automatically follow a circular path and try to maintain a speed (we have it set to 50km/hr at the moment).

    The difficulties we're working with are: Some vehicles aren't geared for this or other speeds, so they will be shifting up/down/up/down causing erroneous g-force data, and other vehicles may not even be able to maintain this speed due to their differentials and center of mass etc (such as a cement truck tipping slightly, causing the inside wheels to lose traction and burn out, messing up their speed and g-forces) so we're toying with skid-pad specific AI logic to better tackle these edge-cases. The working concept is, "lets see how fast the vehicle accelerates and their speeds from the drag strip, then use that to configure how it will be tested on the skid pad" and have the ai run 1 to 2 circles of the circular test. Results are already promising, but not up to the standards I'm chasing so we're leaving it out of this release to make sure we don't have two different versions out there by the 2nd release from now.
     
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  6. DriftinCovet1987

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    Right, makes sense. I do appreciate that you're designing this for every vehicle type. (And I see why y'all are doing 50 km/h instead of 64 km/h for the skidpan, since some vehicles (like the twin-steer T-Series and the Wentward) have significantly larger turning circles at 64 km/h vs. 50 km/h.)

    Huh, that's a fair bit slower than I imagined it would be. Although, I do see why that's the case - vehicles like the three-wheeled Pigeon tend to tip over at over 50 km/h. It also looks like there's minimal difference in g-forces between 50 and 64 km/h. For context, a stock SBR4 AWD TT S2 (without ESC active) at those two speeds:

    50 km/h: 1.14g
    64 km/h: 1.14g

    And a stock Barstow Lancehead at those speeds:

    50 km/h: 0.81g
    64 km/h: 0.81g

    So, yeah, it checks out. (Also, will ESC be active in these skid pad tests?)

    In my tests, many vehicles would understeer, which would reduce peak g-force readings by anywhere from 0.03g to 0.05g (which is often the same as going from standard tyres to bias-plies, so that's...not a small gap). So, I just measured the vehicles at a steering angle that was just before they understeered.

    Yeah, I tended to solve this issue in my tests by locking the diffs on vehicles like the Stambecco and T-Series (if I could). I don't know if y'all can make the AI do that.

    Right, makes sense.

    Alright, nice.
     
  7. krallopian

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    Nice results from testing!

    Another issue is related to aero & corresponding downforce - so an SBR AWD TT S2 for instance will achieve a higher g-force closer to 100kmh than it possibly can at 50kmh for instance, this is the sort of thing we need to solve for among the other things such as, "if have differential, and have rear lock, or high/low gear, and based on acceleration and speed of drag race, and vehicle type, then do XYZ" etc etc.

    In short, we could have released something quick and easy, "here's a rough estimate of performance, all cars will be tested equally, so it's all relative" but I really want to make sure we maximize the potential we have access to, and really tap in to the realistic physics as best we can!

    To answer about ESC or not, that's tricky as well, some vehicles will have it, some won't, and therefore to equalize we should by default have ESC off, but then that might take away from the vehicle's performance, or might artificially add to it and mess things up if a player refuses to deactivate ESC etc. It's a tricky thing, and I certainly envy other driving games' more simplified driving physics in scenarios like this haha, BUT if it was easy, everyone would already be doing it, so it's a challenge I'm more than excited to tackle with the team! I'm really glad to hear your appreciation and excitement for it too, thanks a lot for sharing! :)
     
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  8. DriftinCovet1987

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    Yes, that's an issue that would definitely affect vehicles like the hillclimb SBR and Scintilla Custom. Of course, a fair few configs have trouble getting to 100 km/h, or maintaining it in a tight-enough circle.

    That's fair enough. I'm currently doing a base-model time trials tournament, where I throw various factory configurations around the track, and originally, I had around 50 configs (the cheapest factory configuration of each vehicle (except the Piccolina, whose 110 is practically identical to its 110 A), plus a few extras like the Autobuggy, Tograc, and Charro), before expanding it to every frame, then every body type, then suspensions, and finally engines and/or AWD systems.

    I haven't done every engine yet (simply because I thought some of the configs weren't that interesting), but I found out that I only need to do seven more configs to get every engine in the game. (I'm not doing it per car - I'm doing it across the whole range. So, if I have a Hirochi 2.0L F4 in the Piccolina, I don't need to use it in the SBR or the Sunburst.)

    It's taken me about two months to get these times down, simply because even with all the restrictions I've placed, I'm still at 205 (soon to be 212) configs. Which is only around 1/4 of the entire roster (880 configs).

    That's perfectly understandable to leave ESC on for those cars which come with it.

    And you're welcome! I'm just hoping we can see this skid pad testing data be implemented in the regular configs, so I can quickly look at a car's performance data and see a grip number for handling.
     
  9. krallopian

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    Yup I think there's even more than 880 configs now! Very cool stuff.

    Regarding getting the data into the vanilla configs, that'll definitely happen in time, hopefully very little time ;)
     
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  10. pigeonperson

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    Every time you say skid pad I think of this and get excited until I remember there's another type for testing which is the one you're referring to... A burnout pad is needed in this game imo
    images1.jpeg
     
  11. krallopian

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    Hah sorry about that! IMHO, every map is a burnout pad ;)
     
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  12. pigeonperson

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    Yeah I usually just go up to shuffleboard garage and either drift around the big open space or try and drift through the little container stack.

    I do have another question, in the big open port building (the one shaped like a U) why did you guys edit the model to have extra pillars at each side of the joint part, I used to drift through there but now it's been blocked. Obviously there's probably a good reason but it really caught me off guard lol!
     
  13. krallopian

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    Interesting that you mention the extra poles, I specifically removed them to *allow* drifting to take place there, it sounds like you have an older version or they some how.. ended up back in a release! Can you show me a picture of what you're talking about though so I can confirm please? Thank you!
     
  14. krallopian

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    upload_2025-6-8_1-19-33.png

    This is the area I'm referring to - it should look like this for you too.
     
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  15. krallopian

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    Strange it looks like it's been reverted on West Coast for Steam, I'm really sorry about that! We use a development version which is different from steam as we're working, and on my dev version it's as pictured above. I'll try to make sure this is released correctly for the next patch, thank you for bringing this to my attention, I had no idea this happened. :)
     
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  16. pigeonperson

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    I figured it was like that for that purpose
    No worries, I'm over the moon that this can be fixed and I'm happy to have helped ;)
     
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  17. loadedspark

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    Quick couple of questions r.e career mode as I've recently put a good 20 hours into it since the .35 update.
    -once certain levels are maxed out e.g delivery or racing etc will any sort of ungiven unlocks or earned credits etc get rewarded?
    - secondly will there be a way to keep save files over multiple updates? Or could that lead to issues with levels etc similar to my first question?
    -is there a way to have selectable icons showing up on map e.g liquid/dry material pickups, trailer pickups, also icons for quarry, hot rolled, etc or are they just not showing up from some lack of exploration as there is a good number of facilities I haven't discovered yet.

    Side note I've had a flawless run so far and career mode is really turning into something great. Look forward to what's coming in the future,
     
  18. VladisRacer

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    Hello krallopian, hope you're doing well. This might be seen as something potentially off-topic relative to the career mode, but since you had a conversation about this, I wanted to ask anyway:
    Along with this new test, do you have any plans on revisiting & blowing the dust off the non-career way of automatic vehicle performance testing? The one that's loaded with 'util_worker'. It seems really outdated. :(

    Take the selecting part: you can't select multiple configs of a vehicle without going through all of them, nor you can't put configs of multiple vehicles on a test with one launch, and that's a bummer. If a mod adds only one config but for many vehicles, changing the values in 'work.json' is really tedious. It was eventually automated with a PowerShell script, but that's just a workaround for a feature that many modders would wish for to be added officially. :rolleyes:

    The testing part is not ideal whatsoever: for example, the braking is performed at about 110 km/h for all vehicles. Makes sense, but some ones can't manage to achieve such speed. And, while this vehicle is still driving, the game just... finishes testing? Or crashes? I don't really know. But the braking test seems to get aborted. What I can suggest is either replace the 110 to 0 for MAX_SPEED to 0, OR accelerate it to 20 km/h, use the recently added "boost" feature that gives it +100 km/h and wait until the inertia speed drops below 111 km/h, and then brake and measure the distance. Though, the usability of such data is... questionable. :confused:

    The visual part is not that important in actual testing but still shows the testing map's age: NO_MATERIAL on the road, very strange reflections, etc. Once again, not that important, but would be cool to see this map being a little more polished.
    O-o-or you could spent more time on it and turn it into actual realistic vehicle testing chamber from where some promotional videos could be filmed! :D

    Thanks for reading my ramblings, hope you think about some points, and have a nice day! :p
    --- Post updated ---
    If that would grow to a full conversation, I can move my post to the performance testing thread :p
     
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  19. pigeonperson

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    One more issue I have faced is where on the road up to this carpark the AI like to drive on both sides of the road on their way up to the car park which makes them freak out crash or just sit there jittering their steering for a while. Did have a video of it but it won't upload to this message so I might put it up on YouTube instead. I meant to mention this on my first post so sorry for all my postings of issues being so spread out.
    upload_2025-3-14_21-50-23.png
     
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  20. Network)

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    You can also add a used market in which there may be: Different cars by type: one may not have a bumper, another has a rear window and so on, they may also be rusty, may not have a factory color, elements of the secondary market, racing bumpers, spoilers or some homemade features like Gambler 500
     
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