Outdated Beam Legal Racing - SLRR Inspired Hardcore Career Mod

Discussion in 'Content Creation' started by r3eckon, Aug 4, 2022.

  1. NordschleifeSpeeder

    NordschleifeSpeeder
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    I crushed a stock covet with nodegrabber, saved it, resetted, and then loaded it. The doors were still shut and I drove it around for a bit before ending its misery by going full throttle off a cliff.

    Also tried this with many other cars and it did not break hinges.
     
    #1561 NordschleifeSpeeder, Apr 8, 2025
    Last edited: Apr 8, 2025
  2. r3eckon

    r3eckon
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    Well that's weird, I don't see why they would fix it then break it again.
     
  3. TonyValo

    TonyValo
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    Sorry for the late reply but thanks A LOT for your detailed answer. It gives me a better insight. I will verify everything and probably install more RAM.
    --- Post updated ---
    Can someone tell me how to refill the nitrous in BeamLR? Also does changing maps can corrupt my save? Is it not recommended?
     
  4. r3eckon

    r3eckon
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    It's done at repair garages. If you have all the needed nitrous parts it will give you the option to refill it.



    Also I might as well give you all an update on where the mod is at regarding 0.35 compatibility, I'm unfortunately currently waiting on a hotfix that will add back slot tables that were removed by the update. These slots tables were replaced with slot trees that would basically force me to rewrite a ton of code from scratch. The difference between a table and a tree structure is pretty big as trees require recursive traversal to find a particular slot even if you know the slot id unlike a table that can be directly indexed in a single operation when you know the slot id. Everything from part inventory, part editing UI, part buying UI, config saving and a couple smaller features (like for instance oil leak and GPS part detection) relies on the slot table.

    I've discussed this with a dev that said a slot table should be added back in a coming patch. They'll still require me to change a few things as the slot ids the mod currently uses will be replaced with a new "slot path" that's required because cars can apparently now have parts with the same exact slot ids. Not sure in what cases that happens or what advantages there are to allowing this, seems like it probably involves only cosmetic parts that are exactly the same. Like maybe two antennas on the left and right side fenders, instead of being labeled as left and right antennas they're the same antenna slots using the same part. So the only way to make sure each slot has a unique reference is to use the path, similar to folder structures (ex: pickup/body/fender_R/antenna VS pickup/body/fender_L/antenna).

    Sadly I can't give an ETA on when the mod will finally work with 0.35 as I'm stuck waiting for that hotfix and I'm still very busy with other projects. I will start getting more free time to work on the mod once April is over and hopefully by then the slot table is back in.
     
    #1564 r3eckon, Apr 18, 2025
    Last edited: Apr 18, 2025
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  5. Ac1Frikkie

    Ac1Frikkie
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    I Fresh installed the game, Completely deleted my user profiles but when installing version 1.17.5 i spawn under the map on utah. Anyone else having this issue?
     
  6. Devel6016

    Devel6016
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    Mod doesn't work as of 0.35 yet
    For a temporary workaround, install 0.34 from the Steam Beta menu, or contact BeamNG if you updated on another platform (Epic, Humble Bundle, etc.)

    Also @r3eckon I think you should mark this as Outdated until the mod starts working again
     
    #1566 Devel6016, Apr 28, 2025
    Last edited: Apr 28, 2025
    • Agree Agree x 1
  7. r3eckon

    r3eckon
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    Good call, as of now I have no idea when the slot table will be added. I hoped it would be done by now but devs haven't released a patch since April 10th. I'll have to ask the dev I talked about this with if they have an ETA on when this will be added back to the game.
     
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  8. Rody_Danna

    Rody_Danna
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    Hello...
    I need some help. I modified the list of cars to appear in the used car store, and I added all the trucks to appear. It was a bit difficult at first, but I managed to get them all to appear.
    However, none of them have an oil pan, and even though I made them appear in the new car store and with the odometer reset, as soon as I start the engine, it runs out of oil.
    Does anyone know how I can make the oil pan part appear for the trucks?
    And another thing, why does the engine seem to be undamaged even without oil? Could it be that it takes longer to damage it than the cars? Because I tested it for about 10 minutes driving without oil and the engine was 100%.
    I am aware that the mod is not working with the new version, but I am using an older version 0.32 along with the mod version 1.16.3 which worked perfectly.
    If anyone knows how to fix this oil pan issue and can help me, I would appreciate it.
     
  9. r3eckon

    r3eckon
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    Check in part editor. Most likely it doesn't have an actual oil pan part, it only has damage groups set on certain nodes that my code can't find because I only tested it for cars as I never intended shops to sell the T series. There's no easy fix for this unfortunately.
     
  10. Ac1Frikkie

    Ac1Frikkie
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    @r3eckon

    I see Beamng had a update, Do we have some good news?
     
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  11. r3eckon

    r3eckon
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    Yes we finally do, I can't believe this took so long to add but hey better late than never. You can see the "folder" like structure of the keys in the table. Now I have to change my code to use this new format, shouldn't be too hard to do but it'll take some time considering there are a bunch of scripts that need to be updated.



    I'm not sure how useful that new tree structure for slots will be considering the vast majority of parts in the game had no ambiguity as to where they could fit, but I guess we can expect more "universal" parts in the future if devs thought this was a necessary change to make. Like I said before this seems to be mainly for slots that use the same exact part no longer having to be designated with left, right, front and rear suffixes. Like fender antennas.
     
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    • Agree Agree x 1
  12. zbengs

    zbengs
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    Hi! Great news, I’m really looking forward to it!
     
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  13. OfficialUser

    OfficialUser
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    This mod is incredible. Amazing work so far. It's so much better than Beam's campaign.
    Is there a way to make the opponents harder though? They're too slow most of the time and in higher leagues they crash out way too often. In track events you force their tires to behave like slicks right? Maybe something like that for normal races could be good. Gold and silver slicks are forced and in bronze sports. More power for the AI too maybe, they're just so slow. Right now my biggest opponent's are rocks and curbs instead of the AI.
    Are track events intended to be so long? The last one I tried was 3 rounds that took 18 minutes each and it was one of the shortest I could choose. I think this is way too long especially considering the AI. I know I can edit the events but that takes awhile and I'd have to do it again every time a new version of the mod changes them.
    Also please consider allowing players to node grab or teleport to the track on track events. It should not be possible to lose 30 minutes of play time because a tire barrier decides to eat my car.
    Abandoning the round penalises you too much too. None of the Ai's ever finished a round but only I got penalised for it. Points scoring instead of total time would be better I think. That way in a 3 or 4 round event you could still get a good result with 1 dnf and 1st place on all other rounds.
    upload_2025-6-22_13-51-10.png

    I can't stress enough how cool the mod is though. It's exactly what I wanted out of Beam NG.
    I've sent a donation you way, get yourself some well deserved pizza!
     
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  14. PrestonLK

    PrestonLK
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    Love this mod, looking forward to seeing it fixed.
     
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  15. r3eckon

    r3eckon
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    Thanks for the donation, I'm glad you like the mod!

    About making opponents harder, there isn't much I can do about this. Aside from giving them slicks like you mention, I've milked all I could from the vanilla AI so it all comes down to BeamNG devs making the AI better at racing. All other options, like making them artificially faster, would make for unfair or even impossible races. This isn't a racing game like forza or nfs so there's no way to make the AI magically catch up to you or take a perfect racing line. As for performance I think it's pretty well balanced, I was actually worried about some leagues having too strong opponent vehicles for the performance restrictions as I've seen some players struggle to build a car within class restrictions that can beat certain opponents in drag races.

    The track events are an area of the mod that need balancing. The events are indeed quite long and I'll be making them a bit shorter for next update. But they are intended more as way to get the needed rep to unlock the final boss event, not as a time efficient way to make money. And losing the whole event because of a single DNF is intended as you said the AI sucks at these for the same reason they suck at street races, so the only way to add some difficulty is to make the track event more of a test of endurance and just not crashing. Also consider the fact that there are zero monetary penalties for crashing during the track event. The mod is intended to be hardcore where one mistake can cost you potentially hours of progress and that's how track events do it. Same with the AI being allowed to magically finish even if they never complete the round, their times will be generated randomly by adding a few seconds to the worst time for that round. The alternative would be forcing you to wait until they all finish and somehow ignore those that are never going to finish. I will however consider adding nodegrab during track events since getting stuck in tire walls does suck and isn't really realistic. You could technically use world editor to get yourself out of these, in fact it might be necessary if nodegrab isn't strong enough to get you out.
     
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  16. OfficialUser

    OfficialUser
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    For extra difficulty in races you could adjust the classes down for the player or force us to use certain kinds of tires. It's odd that race tires don't affect the class when they have a huge impact on performance. Maybe in bronze normal tires only, silver up to sport and gold unrestricted. For dirt I'd only restrict bronze to regular tires.
    Drag races are the only place where they can sometimes challenge so long as the AI is using a car they can launch. A lot of the time they will break traction initially and then they act like TCS kicks in and bog down. In Drag I think it would be worth looking at the car configs opponents use, I've won an S class Piccollina from a silver club (in utah I think) that had an open diff.

    I understand what you mean about track events. It's not really the most fun way to approach difficulty but given the AI constraints it's probably for the best. In my game I adjusted the lengths and reduced money and rep rewards (significantly on higher classes) and that alone makes it feel way better for me.

    Also, used parts feel like a huge progression skip especially for those where mileage doesn't have an effect. Maybe a cap on the possible discount? So do Pink Slip races, I started skipping those.

    That's all the feedback I have for a lot of hours of play on this and previous updates. Really great work I love your mod.
     
  17. r3eckon

    r3eckon
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    I wish I knew how to make the AI better but I don't really understand how it works well enough to make good changes. Someone else posted some modified AI scripts that they said improved the AI performance a bit, I might check those out eventually. I'm definitely planning on giving good tires to cars in silver and above. One issue I'm seeing with this is that unlike track events some street races have dirt sections in which slicks would do worse than regular tires. And tires aren't considered in performance class because there's no metric for how they improve performance unlike power to weight ratio which is easily measured.

    As for used parts this system is in place anticipating that at some point performance will be lower for high odometer parts, or they might even fail entirely. So far I add some "integrity" decrease for high odometer engines which is what gives the rough idle for very high odometer cars. These engines also definitely perform worse than brand new engines, I've seen some players struggle to win drag races against AI cars that had a the same engine but brand new. Because the older engine has added friction that I don't think is reflected in the performance metrics, so you can have a car that's maxed out in the performance class but won't win against a car that has technically a lower performance class value because the added friction in the old engine makes it perform worse than it says it does. This added friction is seemingly present in a lot of the scripts for powertrain parts but the effect is hard to notice for most of them unless you compare the exact same car brand new VS with old parts.

    Thanks for the feedback and suggestions!
     
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  18. r3eckon

    r3eckon
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    Progress report, I've finally gotten the scenario to launch without throwing errors in console, the mod mostly seems to be working as expected though the part editing still needs some work, specifically to deal with the new slot paths. I just last night managed to get them to show up in the part edit menu. I may keep these as a new type of "internal" slot names in the part edit menu alongside the old internal slot names (which was shown when clicking on the slot name) as it can help disambiguate slots of the same names that are in different locations on the car. A ton of other code used what are now called "slot IDs" and must be changed to work with slot paths, so I'll need to test pretty much every single feature to make sure things are working as intended. So for now I can't give an accurate ETA as I'm not entirely sure just how much will turn out to be broken when I test it.

    After fixing everything I'll also have to implement content from 0.35 and 0.36 to the mod such as levels and vehicle changes. I'm not planning on implementing all of these changes for the first release as I do want to release a working version as soon as possible, whatever content is missing will be added in the next patches.
     
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