Released Beam Legal Racing - SLRR Inspired Hardcore Career Mod

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

  1. r3eckon

    r3eckon
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    Quick update: next version should be releasing this weekend if all goes well. Even though I've been too busy to work on the mod as much as I wanted to for the past two weeks, I've finally finished replacing text with translation keys which took longer than expected even using scripts to automate the process whenever possible. I'm currently finishing up work on a few other fixes as well as a new feature so hopefully it should be done in a day or two.
     
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  2. r3eckon

    r3eckon
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    Version 1.19 has just been released. This version adds dealership vehicle history system with associated purchasable reports and barn find vehicles. This version also adds translation file loading ability for those interested in creating translations for the mod, as well as a bunch of smaller changes and fixes as usual. This new version might be a bit unstable as it contains brand new features so be sure to do frequent manual backups of your beamLR folder if you don't want to lose progress.

    Here's the full changelog for this update:
    • Added dealership vehicle history system (used cars have a history which affect the effective odometer)
    • Added "VehFax" reports in dealership (buy report to see vehicle history and how it affects odometer)
    • Added "Barn Find" Vehicles (one spot out of a few per map has an old but higher tier car to buy)
    • Added translation file loader script
    • Fixed multiple oil leak decals issues when focused on dealership cars
    • Fixed dealership util issue with cars that don't use main part name as model name
    • Fixed part shop tree mode issue with cars that don't use main part name as model name
    • Changed all code using main part name as model name to fetch actual model name
    • Fixed dealership factory paint generation not working for cars using legacy paint system
    • Part shop UI now shows favorite button when searching
    • Fixed oil leak decals error after car is despawned
    • Moved odometer fetch node before stats UI nodes to unify stats display into a single node
    • Police chase UI now shows proper infraction names & current fine during pursuit
    • Modified vanilla imgui text and button flowgraph nodes to work with translation keys
    • Converted all text strings in project to translation keys
    • Fixed old sunburst configs used in car meet config list & updated file with new sunburst configs
    • Missing configs in car meets will now be avoided (a cone spawns to indicate the config was missing)
    • Damaged cars now have a score of 0 at car meets (guaranteed rep loss if you bring a damaged car)
    Vehicle history is basically a bunch of randomly generated positive or negative history elements (such as past owners count, their driving skill and style, quality of maintenance and amount of involved accident) that change the effective odometer value of a vehicle (odometer change used to simulate increased/decreased wear). You can buy detailed "VehFax" reports for used cars that will show the history of that car as well the change in odometer value. As this is the first release of that feature the balance might not be quite there yet so I'd love some feedback on this.

    Barn finds are a new type of hidden interactive areas that spawn older but higher tier vehicles that aren't usually found in dealerships in such configurations and prices. For instance one possible vehicle is a used Bolide 390 GT, or some of the high performance V8 Moonhawk and Barstow. These areas are unique in the sense that they will only spawn one vehicle per career per map. If you see an interesting barn find that you can't afford yet that car will not change from day to day and will remain until you purchase it, after which the area no longer spawns any car. Only one these areas per map will spawn a car and the area that contains a car as well as the car it will contain is randomized based on career seed.

    Regarding translation files, those interested in translating the mod should refer to the file beamLR/locales/en-US.json as it contains some tips on how to do it. I will eventually be adding a guide on how to do these properly to the github repo, until then you can ask questions in this thread if you're having issues. Long story short take the en-US file, copy it, rename it using the name of the target vanilla translation file and start translating lines of text. Do not edit keys on the left side, only strings on the right. Also some JSON editors might complain about the comments so if you want to use one of those just remove comments from the file.
     
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  3. rapturereaperALEX

    rapturereaperALEX
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    Amazing work ! For the barn finds, can I suggest a system that creates "urgency to buy" i.e Offers with a % probability will surface after the barn is found. Meaning that if an offer with 100% pops up you get a specific timeframe to get it yourself, but the price is higher for bumping the 100% offer. Even better, add a fee/day to keep the car from being sold.
     
    #1743 rapturereaperALEX, Nov 17, 2025
    Last edited: Nov 17, 2025
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  4. r3eckon

    r3eckon
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    I like the idea of a limited time to get the car + ability to extend the time limit for a fee, but I think the higher price to buy doesn't make much sense if you also have a time limit to buy it, at least from a gameplay perspective. Because you can just visit car shops until you get what you want, unless for example the barn find Bolide is a better deal than the one you can get at the dealership there's no point to go for the barn find. That's why I made them used cars, it's basically the cheapest Bolide you can get in the mod and even with the increased odometer it'll be a great deal.
     
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  5. r3eckon

    r3eckon
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    Version 1.19.1 is out, this is a very small update with a fix that was needed to work with multiple translation files in the locales folder. I've also made a change I wanted to for a while but somehow always forgot to do it despite how simple of a change it was which is having starter cars use old paint skins for cars that have one available, just to make the starter cars look as crappy as they are.

    Changelog:
    • Fixed multiple languages not stored independently in locales cache table
    • Starter vehicles now use old paint skins if available for model
    The first community translation file for the mod (Portuguese Brazilian) has also been made available on the new community translations addon page. A guide on how to create translation files will soon be added to this page for those interested in translating the mod. Keep in mind these only work if the game also has a translation file for that language.
     
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  6. zbengs

    zbengs
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    Maybe it’s possible to add a PI (performance Index) classification for cars, like in that mod: UIMPI
    Also, buying used parts could affect their performance.

    Brakes - they’d heat up faster or have reduced braking force.
    Turbos - would overheat quicker (No idea for superchargers).
    Clutch - same as turbo, faster overheating.
    Radiator - same.
    Long blocks - higher chance of getting a torque reduction.

    Cars must have license plates. To receive license plates, a car must have, for example, all body parts, headlights, windows, and an exhaust.
    Vehicles that don’t would get stopped by the police.
    I think this would make players invest not only in increasing power.

    Not sure how realistic this is to implement, but judging by what you’ve already done, I think it wouldn’t be too hard for you.
     
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  7. CharlesPerceptions

    CharlesPerceptions
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    Hi. I'm currently having an issue with Valo City mod. I completed the installation as referenced in the readme but when I enter the map I can't access races or missions. The UI icons don't appear over the garage or any reference point in the map, and the GPS doesn't show any races, just garages and car shops.
     
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  8. r3eckon

    r3eckon
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    The performance index is already implemented in the mod as performance class, is that performance index any different? Used parts do have reduced performance as a vanilla BeamNG feature, I don't want to mess around with these too much myself because it's all vanilla scripts I need to modify and I like to avoid doing this when possible, it frequently causes bugs and almost always breaks when the game has a major update.

    As for license plates and street legal cars it's actually surprisingly difficult to reliably know if a car has certain parts installed, but this is a feature I had planned a while ago and never got around to it. The difficulty comes from the fact that there's no indication in jbeam of the "universal" type of a part, so I have to rely on string matching of keywords on the internal part and slot names like "bumper" or "door" and so on to know what each part is supposed to be. That process often leads to cases where some parts either aren't found because they have weird naming or parts are found that aren't actually supposed to be found. I'll still try to implement this eventually but I can't promise anything because I don't know yet if I can get it working properly.

    I'll check and let you know if I get the same problem on my end. Just to be sure when you say the readme you mean the addon readme right? I'm asking because some players previously assumed BeamLR comes with files for Valo City but you actually need to install the addon.
     
  9. zbengs

    zbengs
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    The performance class is determined by the car weight and power. I suggest also adding drivetrain, grip, and braking like in the mod. I think this will balance the classes a bit, because in C-class it was hard for me to race on the Bluebuck or Lansdale against the SBR with dct ;)
     
  10. r3eckon

    r3eckon
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    I see, but I'm not sure how much the performance value should scale with arbitrary items like AWD vs FWD or different brakes and tires. That'll require a lot of testing to balance properly. And I mean some cars are just naturally better than others for certain races even at the same performance class. The SBR for example has lower air resistance than a lansdale and a lower center of mass. Probably also has more downforce. That means it can go faster both in a straight line and in corners even if both cars have the same tires and same power to weight ratio. So even if I tweak the performance class it'll still be difficult to beat certain cars especially if the AI does well on a particular race path.
     
  11. Aeroracer

    Aeroracer
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    Hey, just wanted to tell you that the 0.38 update is here, and it's breaking BeamLR as usual. To rescue my current save, would I use save my mainData file somewhere else on my computer?

    Talk about a bad time to hop back into this mod, lol.

    EDIT: nvm, I found to do on the github page. Took me a minute to find it tho, lol. Can't wait for the next update for this. I really like the new UI for buying parts. Game changer!
     
    #1751 Aeroracer, Dec 10, 2025
    Last edited: Dec 10, 2025
  12. PrestonLK

    PrestonLK
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    I know I haven't said anything here in a while, but just dropping back in to say I love this mod.
     
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  13. r3eckon

    r3eckon
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    Yeah I'm aware the update dropped, it'll take a couple days to fix it probably. I'm glad you like the new part buying UI!
     
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  14. r3eckon

    r3eckon
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    Version 1.19.2 has been released, this version brings compatibility for BeamNG 0.38 and implements the Italy level changes. Here's the changelog:
    • (0.38) Updated modified vanilla scripts that changed since last version
    • (0.38) Removed modified vanilla scripts that are no longer needed
    • (0.38) Updated jbeamIO caching for advanced vehicle building to work with updated vanilla script
    • (0.38) Updated italy level files & fixed broken race paths in new tunnel
    • (0.38) Fixed AI no longer entering race mode automatically (now using ai.setRacing vlua command)
    • (0.38) Fixed scenario restart no longer working properly during career reset
    • (0.38) Fixed various mission start/stop issues
    • Fixed repair UI ng-repeat bug when multiple parts have same damage value
    • Fixed repair UI select all toggle not selecting engine internal damage
    • Fixed towing UI reappearing during UI init process if closed using cancel button
    • Fixed game over UI using incorrect translation keys on cancel buttons
    • Fixed blrlocales.lua bug caused when UI appears before translations have been loaded
    Now there's two important things I have to point out about this version. First is that the scenario startup and shutdown process had to be changed a bit because of new changes to the BeamNG scenario loading process that caused issues with the way I had been doing it which prevented the scenario from starting and stopping correctly during regular startup, career reset, backup loading, etc. I personally do not have issues with the changes I made on my PC but because the new scenario startup relies on delayed function calls this may not be the case for every player/hardware. If you have issues on this end just let me know.

    Second, because the new BeamNG version had made pretty major changes to the jbeam.io caching process that plays an important role in the BeamLR advanced vehicle building feature I had to rework my edits a bit in a way that I'm not yet sure how it will affect long lasting hard to recreate bugs that some players had been experiencing when editing cars. Because my previous method was to clear vanilla jbeam cache when loading a car with AVB and now this new version instead stores both vanilla and AVB modified jbeam files in their own caches I feel like this might fix such bugs but I can't be sure since I have no way to recreate such bugs to test. As far as I could test everything that relates to this feature worked as expected on my end so at this point all I can do is release this version and see if you guys have issues. Once again if you do get problems just let me know.

    With both of these things in mind I highly recommend you make frequent manual backups of your career files until issues (if any) have been solved. Consider starting a new career and cheating yourself some money to test things out before investing time in a real career. Also, all level addons have been updated so make sure to grab the new zip files if you're using these addons. The ValoCity addon has also had this issue fixed, it was caused by incorrect object names in the markers file.

    Other than that this is a relatively small update. One thing you may notice is (supposedly) improved AI racing abilities as I've seen this mentioned in the release notes for 0.38 but haven't really had enough time to see for myself.
     
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  15. Jesse Burch

    Jesse Burch
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    bro why am i just now finding out about a SLRR inspired career mod?????
     
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  16. delorean835

    delorean835
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    So, it's taking a VERY LOOOOONG time to load BeamLR on my end. Is it because I'm using a hard drive, or because I have too many mods? (I have a little over 300)
     
  17. crashmaster

    crashmaster
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    to be honest both lol.

    on some maps the game can take a few minutes even with an ssd, depending how many mods you have installed.
    more mods = more loading time.
    fewer mods = quicker loading times.
    the game has to load all that content, you gotta remember that.
     
  18. delorean835

    delorean835
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    Fair, but I think I should've been more specific.
    The game takes forever to cache the jbeam files upon trying to start BeamLR. Like, I try to start it, the little message pops up on the loading screen, and around 30-40 minutes later, it's STILL caching files or whatever it's doing.
     
  19. r3eckon

    r3eckon
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    Jbeam caching on HDD is extremely slow because it's not a sequential read like a single big file, it's a lot of small files and HDDs are terrible at this. Even when the game is vanilla there's a ton of files to cache so if you have a lot of mods + a HDD this is the worst case scenario for jbeam caching. Part mods and car mods are to blame for this because they add extra jbeam files. One thing you can do to make sure it's not completely frozen is tailing the beamlr log file with powershell, I wish I could make a progress bar in game but that would slow down the caching process even more. Tailing the log file should give you an idea of whether or not the process is frozen completely and if not how long it would take to complete.

    Long story short I highly recommend you play vanilla BeamLR for now. If even that takes too long to cache jbeam files let me know, I think the cache files I included with last release of the mod might be one hotfix behind so I'll generate them myself and send you updated files.
     
  20. Esquisita

    Esquisita
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    Reseting career fixed the issue, but still with some mods i cannot leave scenario and "fatal lua error" pops up about brake air ducts, idk which mod adds that.
     

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