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Early Experimental Preview of Career Concept

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

  1. Esquisita

    Esquisita
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    I'm enjoying career mode alot but it lacks any incentive for building cars other than delivery one. Racing challanges supply you with car and using your own for them locks you from rewards and challanges don't lock you from using overpowered ones. They are good as "license tests" from GT series but that is kinda all to it. Maybe some kind of randomised event generator would fill that hole? Challanges that pop up in the world with randomised opponents in specific classes? Like FF, FR, 300hp, Turbocharged, Classics etc. Or maybe possibility to challange specific traffic cars for a race?
     
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  2. crashmaster

    crashmaster
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    why the actual F did yall absolutely gutted down the insurance stuff in career mode?...

    it was literally already implemented. it was literally there. just to throw it all away? what the hell?

    why the enshitification?...

    what even was the thought process behind removing this?

    i loved the depth it added to career mode.
    now its NOTHING!!!!

    dont start enshitifying the game, please devs.


    from having multiple tiers of customizable insurance policies, that let us specify how much mileage, and if paint was covered in repairs, TO ABSOLUTELY NOTHING!!!

    to say the least, im very disappointed.
     
    #1702 crashmaster, Sep 16, 2025
    Last edited: Sep 16, 2025
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  3. pigeonperson

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    Hold on vro give them time it's not done yet.
     
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  4. evansje9

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    Found a bug with accessing vehicle performance in the new update, after the run and coming to a stop, the AI continued to keep creeping forward and braking while switching between drive and neutral for like a solid minute and a half before the test ended, car was equipped with an automatic transmission which may be the reason:
    BeamNGdriveScreenshot20250916-20093249.png
     
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  5. HerbieVW953

    HerbieVW953
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    @krallopian how's everything going I was kinda surprised to see not much of anything added to career this update
     
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  6. krallopian

    krallopian
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    Thanks for bringing up the WIP nature of Career Mode @pigeonperson :)
    @crashmaster I appreciate how jarring this change is to the experience. The process for features like this goes something like this, "We should have feature XYZ, lets plug it into the development schedule" followed by, "We might be able to squeeze in some of the functionality of feature XYZ in time for this release, lets focus on it next release!" However, due to the nature of innovation, one thing leads to another and features are rarely completed as initially conceptualized. So, the insurance system in this case was outlined and planned, and eventually put together as a working prototype and made it out in a release. Other systems were worked on, and the insurance system needed to be brought up to spec to ensure compatibility with the new UI and UX elements. First pass, "listen to the people who have complained that it's too complicated and too involved and simplify it for now as we bring it into line with the UI/UX development. Lets see how the community feels, and go from there."

    Personally, I'm a big fan of detailed systems, and for Career Mode I really want to see a realistic car-insurance system - after all, insurance is a massive part of vehicle ownership in real life, and in a game as unforgiving as ours, it's a crucial mechanic to take care of all of those accidental curb slaps! So, moving forward we'll see how the feedback comes through on this and adjust accordingly! :)

    Thanks for sharing your thoughts, it's how features like these become the best versions of themselves!

    Thanks for the heads up on this, I've passed this through to the team and hope we can get to the bottom of it!

    Yeah, this update was extremely light on the Career Mode side, there's not too much to mention outside of the above-mentioned insurance system change (and some other smaller changes that aren't as noticeable). Looking forward to getting more development going with the Career Mode for this next development cycle, still putting pen to paper on the overall scope and plans for this next run!

    If I may ask, what were you hoping to see most in this release? :)
     
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  7. HerbieVW953

    HerbieVW953
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    Was kinda hoping for taxi/bus/limo delivery jobs, like the package delivery tasks. Tho I am still very happy to see my suggestion of the ability to favorite specific configs made it into the new vehicle spawner, the strides made in optimization and the new Miramar & I-Series powertrains, just thought career mode would get a little addition or two. still loving the updates tho no hate here
     
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  8. MarcDoesRacing

    MarcDoesRacing
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    We are so far from enshittification that we shouldn’t even speak it into existence.

    It’s almost like you want it to happen.
     
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  9. brunifdez

    brunifdez
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    Hey James! Long time no see :p

    I have to agree with both crashmaster and you that the whole Insurance simplification was quite of a downer... I really liked the way complex insurance was implemented in the game the first time as it really felt like a realistic and well put system that really pumped up the immersion by a lot. I'm hoping it won't be much of a hassle to implement it back because I do remember we weren't the only ones who liked the idea of a complex insurance, as at least many other content creators were amazed by its realism!

    Hope you're doing well and best of luck with everything :p
     
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  10. pigeonperson

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    Since it's work in progress even things that seem finished still aren't and are likely to be updated and replaced with better systems. Chances are it will be back better than ever next update
     
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  11. alexeysvrv

    alexeysvrv
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    Hello everybody! I really liked update 0.37, except for the aforementioned simplification of the insurance system. Dear developers, this moment has upset me and many people from the community quite a lot. I would like to highlight some points.

    1. An expanded and detailed insurance system was and is very important. It was very pleasant to set it up. The coloring of new parts, the repair time, and other points are very important to many people (including me). By this point, I want to say that this is very important for all of us.

    2. Yes, many in the community did not like this system because of its obscurity. We are all human beings and we perceive things differently. For such people, it can be done in the game settings (in the basic settings). Or a switch in the career insurance menu that enables and disables advanced insurance options. Relatively speaking... Now the system is simplified for such people, but by clicking on the "Extended insurance" switch, you can fine-tune the parameters of this system.

    3. The insurance system needs to be carefully worked out and all aspects taken into account. For example, insurance of trucks, cars and buses. It is necessary to make it not only dependent on the purpose of using the vehicle, but also on its class.

    4. I hope it will come back in the next updates even better and more thoughtful.
     
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  12. pigeonperson

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    They are planning to bring back the detailed insurance system, as mentioned further above. Both the current and previous systems were placeholders as a new system will likely come next update, which will likely be more advanced and overall better than previous systems. At the end of the day, to expect any feature of something that's such a work in progress to be done is sort of naive as nothing is really finished and won't be done for the foreseeable future.

    ''due to the nature of innovation, one thing leads to another and features are rarely completed as initially conceptualized. So, the insurance system in this case was outlined and planned, and eventually put together as a working prototype and made it out in a release. Other systems were worked on, and the insurance system needed to be brought up to spec to ensure compatibility with the new UI and UX elements.''
     
    #1712 pigeonperson, Sep 18, 2025
    Last edited: Sep 18, 2025
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  13. crashmaster

    crashmaster
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    thank you so much for clarifying.
    i was genuinely devastated when i saw it was all removed. i feared the worse. but thats my own brain always being an a-hole.

    i apologize if i came off a bit extreme. beamng is basically the last thread of hope and sanity ive got left because no other game company actually does what you guys are doing. aka a decade of passionate work on a software for it to be the best.
    there is nothing else like beamng, and the realism is what keeps me coming back, taking away from it, in my eyes, would only diminish the "ultimate experience" my words might not be perfect. but i do mean them.

    anyways, thank you for your continued effort on this game, its not only greatly appreciated but a breath of fresh air compared to the dogpile of current gaming failure thats been crapped out in these past few years.
    i literally cannot get enough of beamng, and am always eager to see where else the devs will be pushing the limits of the game. (and my own sanity :p )



    so let me get this straight... me complaining AGAINST enshitification means i want it to happen?...
    what kind of backwards mental gymnastics are happening in that head of yours?...
    the state of the gaming industry has never been worse, ill speak up against it because im sick of seeing it happen everywhere.

    in what world is complaining about it, meaning i want it to happen? are you okay? lol. (dont answer, nobody is okay lately and i wouldn't blame you for the current state of the world)
     
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  14. MarcDoesRacing

    MarcDoesRacing
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    I’m just saying don’t speak it into existence.
     
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  15. DriftinCovet1987

    DriftinCovet1987
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    I wanted to see if I could take a 4.5L Gavril V8 directly from a Grand Marshal and drop it into a 200BX - unfortunately, it seems like you can't do that, which is a shame. Are there any plans to allow players to do this? I get that I could buy a Gavril V8 for the BX, but I would like to be able to take engines from vehicles in my fleet and drop them into others (which would save money).
     
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  16. CaptainZoll

    CaptainZoll
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    likewise with the roamer/d-series or legran/wendover/lansdale chassis components, since the Jbeam parts are technically different between the cars for different positioning, slots, support beams, etc.
    But it would be a nice feature if there was a way to make these sort of parts fungible between the vehicles.
    Perhaps something like a lookup table to say "pickup_engine_4.5, fullsize_engine_4.5, roamer_engine_4.5, etc." or "legran subframe_irs_R, wendover_subrame_R, lansdale_subframe_irs_R..." can be transformed into each other for no cost, retaining metadata like mileage and wear.

    Of course, parts with subtle differences would be left incompatible, like the lansdale intake/exhaust parts being different to those of the legran/wendover, or the H-series suspension parts being wider (and therefore incompatible) with the D-series/roamer.

    It could open up some interesting strategy in gameplay, i.e. "I could buy this D-series for deliveries, but if i buy the 'worse' lansdale, I can give it some 'free' upgrades from my starter car legran",
    or "if I buy a K-series as my race car, when I upgrade it I can keep the old 'hand-me-down' parts for my 800-series delivery car".
    This sort of savvy recycling/scavenging is a common thing in real life car maintenance and modification, and not many other games do it well.
     
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  17. DriftinCovet1987

    DriftinCovet1987
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    More examples of this that you didn't mention:

    -Wheels (they could be shared among lug types, instead of being restricted to the vehicles that they were put on)
    -Pigeon/Wigeon engine/trans/front suspension parts
    -Bluebuck/Barstow engines (and the 423 for the Burnside, as well as all three Barstow/Bluebuck V8s for the Nine)
    -Piccolina/SBR engines (and possibly the Sunburst/SBR for the 2.0L and 2.5L flat-fours)
    -Covet/'88 Pessima/'96 Pessima 1.8L and 2.0L inline-fours
    -Bastion/Dunekicker V8s
    -T/MD transmission and suspension parts

    Some other examples are a bit of a stretch (such as taking transverse inline-fours and sticking them in the BX), but you see my point.

    To go back to my Grand Marshal/BX example, one big reason why I wanted to swap the 4.5L V8 into the BX was that the GM can get the 6.9L V8. So, if I wanted to make a limo out of it (which is quite tempting), I could use the bigger engine in the bigger car and the smaller engine in the smaller car. More examples of this are:

    -Taking an SBR4, swapping it to electric, and dropping the 2.5L flat-four into a Piccolina for a drag build
    -Buying a wrecked '88 Pessima, pulling the 2.0L inline-four out of it, and putting it in a Covet
    -Converting a Nine to a custom frame and using a 6.9L V8 out of a Barstow in that car (instead of having to buy a new V8)

    This could also be helpful for self-repairs - if you blow up the engine of your drag or drift car and need a new engine, pulling one out of another car in your fleet could be a nice option for saving money on that style of repairs.
     
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  18. ManfredE3

    ManfredE3
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    As far as the insurance conversation goes:
    Personally I generally prefer the old system, though I worry once the career mode is "complete" and has multiple systems like that it would just be too much to deal with for casual players. Perhaps somewhere between the two versions would be best.

    As far as the parts inventory conversation:
    I certainly agree with all of the above. One of my most anticipated features of the full release game is cheap car challenges, so the ability to have donor part cars in game would be great to see. Perhaps someday the player will be able to pull out an i6 from their wrecked drift car to drop into that Barstow they never got around to building so they can challenge some highschool students to a touge, or pull the axles off a junk MD to put on their D15 crawler build (Or D35 axles for their Hopper build)
     
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  19. TalksWithNoise

    TalksWithNoise
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    A few recommendations in no particular order:
    1) Players who wreck a test-drive vehicle should have to pay for the vehicle or the damages (plus a little extra). Currently you can leave the owner with their vehicle totaled!
    2) Potential mechanical problems with worn/old vehicles would be huge for BeamNG. I’m currently fixing a car IRL and have come to realize BeamNG is missing out on some features that’d sell the ‘used’ car feeling. An example that’d be fairly hefty on the audio front is old engine sounds. We currently have reduced power but there’s no audible valve ticking, piston slap, knock, blow-by, or misfires if the engine is heavily worn or damaged. On the logic front, having an old manual transmission could have a small chance at coming with a missing a gear or inability to select a gear. Maybe syncros could grind when trying to select it. Slipping clutches for manuals and automatics would be really nice. Of course the chances of a used car having mechanical problems should scale with milage. I’m know the team could brew up a massive list of worn/broken part symptoms that could come with a used car.
    3) The last time I checked, a vehicle’s true peak power is listed on the market. I think this should only show the factory listed power. Therefore the players must test drive the vehicle to determine if it’s a lemon or worth buying.
    4) Visual interior/exterior degradation of older cars would be great. I think it sort of ties into the work required for ‘dirt and scratches’ for the exterior - though I’m not sure if that system is possible or if something different would be needed for career. I know you’ve said the team has talked about this before, but I’m voicing it’s something that would really benefit the joy of finding a car on the used market.
    5) I’d personally like to see the players’ cars become an integral part of progressing through career mode. I really like to look at my vehicle and think “building this up to fit my needs is essential for progression”. It helps build an attachment to a vehicle which I’d argue is a very important part of open world driving games.
    6) More props for challenges please! If I’m driving a test car for data retrieval, a table with some papers and clipboards near the start helps sell the story. Maybe some telemetry appliances in the car?
     
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  20. alexeysvrv

    alexeysvrv
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    And hello to everyone again! I want to list some problems and suggestions for the career mode! I want to point out right away that I play on Linux, so some of your problems may not show up.

    Problems:

    1. There is a problem with gravel orders that can be taken to Seilbreak and taken to the construction site. When trying to unload the cargo at the destination, a Fatal Lua Error appears, which prevents you from getting rid of the order without penalty, correctly finish the delivery and exit the menu. The buttons start working only after entering the map menu.
    2. An error occurred when trying to measure the performance of the car. A C++ exception error appears.

    Offers:

    1. Add a full-fledged garage and housing system to the quarry. In fact, we only have 2 garages - Commercial and Belasco. This is not enough for development. It's okay to start a career, I agree, but as you move along various branches, I'd like to open up the possibility of buying other garages to access a computer and drive vehicles. For example, there is such a garage in front of the bridge when going to Spearleaf Island. But it does not work and is not being used.
    2. Add many new INDUSTRIAL locations for taking orders and delivering them. There are quite a few such things now. There is only 1 metallurgical plant, 1 quarry, 1 gravel and sand production plant, 1 docks and 1 port. It's not enough. And in order to implement the expansion and addition of various enterprises, it is necessary to enlarge the map. This will be the next point.
    3. Significantly expand the game map, namely West Cost USA. Yes, it's not the smallest one anyway, but this is the card that is used in the career. It is small for a career and requires significant expansion. You can expand, for example, the forest and put it there as an industrial enterprise... The sawmill. And the orders there will be boards and logs. Or create some kind of food processing plant somewhere. It will be possible to take food for delivery there. And it will even be possible to transport vegetable oil in a tank (to take it from the factory) to some packing plant. And then this oil is taken as a regular cargo (in a batch) and delivered to stores.
    These are all just examples.
    4. Expand the list of delivered bulk materials. Currently, apart from gravel, sand, water, gasoline, diesel fuel and dangerous liquids, there are no bulk materials in the quarry. I suggest expanding this list. As an idea, uranium rods can be transported from hazardous materials. This requires making a nuclear power plant.
    Or coal can be transported, logs, rebar from the factory, coils of metal, beams, and so on. There are a lot of simple options.
    5. Add the ability to take containers from the port on your trailer and deliver them to various locations. This is one of the main methods of logistics of goods in the world.
    6. Remove the opportunity to complete missions in the provided car OR significantly add the meaning of using your car for passing or racing. This will make it more sense to buy your own different cars for different purposes.
    7. To restore and even improve the insurance system. This was written above.
    8. Develop and implement a system of documentation and manuals for vehicle configuration. It is necessary to carefully document the difference between a dependent and an independent suspension or a limited differential from an open one. Guide to setting and selecting gear ratios. As well as car tuning. What is the effect of tire pressure? How does the engine speed limit affect? Collapse and convergence? What is the effect of air compressor pressure?
    These are all very important points. I can still figure it out, because I understand cars. But many people are new or just don't understand. Therefore, the documentation system is extremely important.

    Thanks for your attention! And many thanks to the developers for such a wonderful game!
     
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