Hello everyone! Is there a way to remove bugged part on my vehicle, for example my exhaust is bugged and i can't see it in the exhaust category(edit car), when you restart the game you can remove parts but then you touch a certain part like carburator and then you can't remove or add parts anymore. Could anyone help? like can i reset or remove the part via console or game files or something...?any help appreciated
I got to the bottom of it, now it works on Valo. To anyone else that might have this problem - the CarKiller skybox mod unfortunately conflicts with beamLR and will cause the time to be stuck on certain maps. You'll have to disable or delete it if you want to play this mod.
Yeah you have to edit the config file for that car (beamLR/garage/config/carX) and remove set the slot to an empty part in the parts table, also remove the line that points to that part from the ilinks table. It might be hard to do if you're not used to this kind of stuff so you can just send me your beamLR folder and I'll take a look when I have the time, either through email or github since you might not have file upload privileges on this forum due to the age of your account. Also, if you can reliably recreate this issue I'd love to know the steps. Backup your beamLR folder and then reset your career using the same seed and do the same things you did, if it happens again that means the bug can be recreated reliably and should be easy enough to fix if I can get it to happen on my end. Be as specific as possible. What seed you're using, on which map you were playing, which car you bought if any, etc. Start the game, cause the issue, close the game. Then grab the log file in the userfolder (beamng.log) and attach it to an issue report on github along with the reproduction steps.
Thanks for the quick reply and help, i've managed to get rid of the part and save my car ! I will do that all that you asked me to do a bit later, and report. And yeah we can try email. Thanks again, really enjoying this, so gonna do my best to report bugs and stuff
Here is a preview video for a new dealership manager UI app I've been working on, this UI app will make it much easier for players to add their own custom configs or modded cars to dealerships. The app covers the creation of car files with basic parameters like price and odometer, as well as the selection of slots to randomize which can be quickly previewed as the app has a button to spawn randomized configs based on the selected slots. It also allows creating and editing list/addon files. This UI app is used from freeroam and seamlessly handles vehicle switching by saving parameters you entered for each car, making it easy to create multiple vehicles simultaneously.
Just released version 1.18.2, this new update brings a bunch of fixes for issues found since last version as well as a few new features, mainly the dealership editor UI app shown in the previous post and a bunch of new options to control traffic in the mod such as traffic respawn rate (high respawn rate increases perceived traffic count but causes more vehicle pop in, low respawn rate will prioritize spawning traffic in spots that are hidden from camera), active traffic amount (rest is used in pool to increase diversity) and direction bias (will traffic spawn in the same direction you are or as oncoming traffic). Traffic vehicle counts are also now customizable number fields rather than preset values for even finer control over traffic in the mod. These were added while I was fixing traffic spawning issues caused by some old flowgraph node I had added in a very early version of the mod as a way to solve traffic suddenly spawning in front of your vehicle. From the testing I did that issue seems fixed so I felt comfortable removing it to get back proper traffic spawning. Here's the changelog for this new version: Added UI option to show/hide incompatible slots in part shop Added various traffic related options (respawn rate, active count in pool, direction bias) Added dealership cars editor UI app (create & edit cars, create & edit shop lists/addons) Fixed light manager error when switching cars Fixed vanilla jbeam issue with vivace comfort drivemode using wrong slot causing UI init error Fixed list_mixed_all car shop list having two sunbursts on a single line Fixed old sunburst model used in some car shop files Fixed incorrect AI race path on west coast Fixed bugged car meets Added extra AVB cache clearing function calls (potential fix for AVB & ilinks issues) Fixed traffic not spawning & respawning correctly Traffic amount options are now customizable number fields rather than preset values
Version 1.18.3 was just released, I had to make this quick hotfix for a game breaking bug I saw watching Born To Race's playthrough on youtube and also fixed a few other bugs I noticed from other BeamLR videos posted on this channel. The main bug that was fixed would essentially cause a part you just attached to your car to still show as unused in the part edit menu which would lead to the UI and inventory being out of sync which could potentially cause corrupted career files. If anyone experienced that bug and got broken career files as a result, send me your BeamLR career folder by email and I'll try to fix them. Changelog: Fixed bug due to part/slot map cache during inventory reload causing attached parts to show as unused Fixed part edit menu search function broken due to slot paths Fixed VLUA error when trying to set ignition off on cars without engine Fixed inconsistent paint color between shop and garage for some vehicles Fixed inconsistent paint color between race and pink slips reward for some vehicles Speaking of youtube, if you have a channel (including twitch and other video platforms) posting BeamLR videos feel free to share it in this thread! I enjoy watching playthroughs of the mod and they're also a great way for me to spot bugs I might not have encountered myself during testing.
Hi, do you think you could add the tree menu to the buy parts menu rather than just the edit menu? Also does the traffic spawn all around the map and is always visible or does it spawn around the player like normal traffic?
I'll see if I can do it. As for traffic it spawns around the player, specifically around the camera so if you're in freecam mode traffic will spawn around that, not the vehicle you're still inside. Spawning traffic all over the map would take a lot of processing power for no reason. The closest you can get to that is setting spawn rate to the smallest value so that cars don't immediately despawn when out of view.
Oh, no, I actually prefer spawning near the camera. I was just wondering because spawning a high amount of traffic (using the option before 1.18.2) barely spawned any, and there was a pretty big performance hit. I have pretty modest specs, and spawning what I believe to be the same amount of nonsimple traffic in freeroam led to better performance And speaking of traffic (sorry for another request) could you add the option to use simplified traffic?
Prior to 1.18.2 there was an issue with a flowgraph node I used to set the traffic respawn rate to an extremely low value which is what caused the amount of perceived traffic to be very low, the game would spawn a bunch of cars that once deactivated for use in pooling would basically never get re-activated. The pooling feature is quite RAM heavy so it would have a big performance impact for a seemingly small amount of cars. As for your request, the mod already uses simplified traffic for civilian traffic. Trucks and Police are regular configs because afaik there are no simplified variants for those. If you mean an option to turn it off I guess it could be added but imo there's no reason not to use simple traffic considering we actively try to avoid crashes with traffic in BeamLR as opposed to just playing in freeroam, so the quality of traffic vehicle deformation in this mod is less important. If you want to test it out you can modify the traffic spawngroup files (beamLR/spawngroups) to use regular configs.
Hey, updated to 1.18.3 but oil level is still not being read, probably some compatibility issue but i have no idea. Another thing i noticed vehicle editor does not have an option for randomized vehicle color.
The oil bug is most definitely because of broken mod, the error points to a mod script that overwrites my own edits making the fluidReservoirs table accessible in combustionEngineThermals.lua so try disabling mods that would make such changes to engines or mods that add engines or whatever. One thing you can do to speed up that process is extract all your mods in a folder, then search for a file called combustionEngineThermals.lua and it'll point you to the mod. As for randomized colors, I'm assuming you're talking about the new dealership editor tool? If so, are you talking about having a button that randomizes the color on the car being shown or as an option you can change on the actual car file used in shops? If it's the former I guess I could add one, if it's the latter there's no point because all vehicles have been using randomized paints for a while now, the paint data in car files is basically useless at this point. There's no way to toggle it for individual shops either, how it works is the mod will use "factory" paints for cars that don't have randomized parts and truly random colors for cars that do.
Here's a sneak peek at what I've been working on the past few days, for a while now I've wanted to add a part buying catalog more similar SLRR's and this is what I've come up with. Keep in mind it's still very early days so things will most likely be changed but the general idea is there. Since there are no actual categories associated with parts in BeamNG the slot tree is used to navigate the shop and the part display uses grid layout with larger images that should be much more comfortable to browse to the current part shop menu. There's also a basic shopping cart system to improve the actual buying process, which will allow displaying extra data like how much you're paying in total for a set of parts, how much extra is being charged (or how much you saved) due to the store's price scale, etc.