Hello Beam Folks!!! I'd like to introduce a project that I've been working on and off for over 3 years now. What you'll find here is a large collection of short to medium length high quality rally stages with a focus on unique and interesting routes rather than being wholly realistic. Each stage has 3 provided vehicles (as well as the option to choose your own vehicle) with the idea that each medal time has a vehicle tied to it, in order from fastest to slowest. Unfortunately as it currently stands only the first vehicle can collect stars but I'd like to work with this concept anyway. Please keep in mind that most of these were originally time trials that I had made long ago that I have slowly been converting to rally stages, so the layouts may not always make a lot of sense in terms of realism. However, in my opinion, this is what makes Beamng fun! The pacenotes were made and heavily tested using the HighDef - Enthusiast co-driver and were not thoroughly tested using any other co-driver options! A breakdown of the content that's currently available: Spoiler: Stages and Trials Automation Test Track - 4 rally stages Cliff - 1 time trial Derby Arenas - 2 rally stages ETK Driver Experience Center - 1 rally stage East Coast - 1 rally stage / 2 time trials Hirochi Raceway - 1 rally stage Industrial Site - 3 rally stages Italy - 10 rally stages / 1 time trial Johnson Valley - 2 time trials Jungle Rock Island - 5 rally stages Small Island - 1 rally stage Utah - 4 rally stages West Coast - 9 rally stages / 2 time trials Total (49): 41 rally stages / 8 time trials Spoiler: Vehicle Configurations Piccolina - 3 rally configs Stambecco - 1 rally (raid) config Bastion - 2 rally configs LeGran - 1 race config Moonhawk - 1 race config Tograc - 1 rally config Vivace - 2 rally configs / 1 race config I-Series - 1 rally config / 1 race config K-Series - 1 race config Barstow - 1 race config Grand Marshal - 2 rally (limo) configs H-Series - 1 race config SBR4 - 2 rally configs Sunburst - 2 rally configs / 1 race config BX- series - 2 race configs Covet - 3 rally configs / 1 race config Miramar - 1 rally config Pessima (1996) - 1 rally config / 1 hillclimb config Pessima (1988) - 5 rally configs Lansdale - 1 rally config Wendover - 1 rally config DT40L - 1 custom config Total (41): 28 rally configs / 11 race configs / 1 hillclimb config / 1 custom config Everything will have the tag "[RuR]" and are grouped together on the map so that you can easily find them. My current count is at 49 rally stages and time trials spanning almost every map in the base game, only omitting the grid maps. This number is likely to rise as I continue my work on this. Please note that these won't be 49 fully unique stages/trials, but still mostly. A small handful of them have tweaks to their route in order to allow for larger vehicles, or alternate routes to avoid a disruptive offroad section in an otherwise all tarmac stage. And a couple of the time trials are just vanilla game ai races that I made into solo trials. None of the vehicle configs have been made to a specific regulation or set of rules. However, many of the race configs have a similar power to weight ratio to be somewhat competitive with each other. 1.0 release notes for game version 0.39 (07/09/2026): Spoiler: v1.0 Changelog Vehicles: - Subcategorized each vehicle config in the vehicle selector - All vehicle configs received a full refresh (updated thumbnails, resaved, retested, refitted with missing parts as a result of the new update) - All vehicle configs now have a performance class and PI score 1. New Car Configs: Gavril Grand Marshal Limousine Rally in both Asphalt and Gravel configurations 2. Autobello Piccolina: lowered the RPM on the amateur rally configs 3. ETK I Series 2400i Race: exhaust upgrade to increase power slightly, making it more competitive with the other amateur/club race cars 4. ETK I-Series Rally Asphalt: complete retune of the suspension, trading a bit of responsiveness for much improved compliance 5. SBR4 Rally Gravel: adjustments to the gear ratios to make better use of the powerband, as well as changes to the toe angles to improve stability, especially at higher speeds 6. Ibishu Covet MR Turbo Rally Asphalt: more small edits to the tuning setup, mostly to the gear ratios 7. Autobello Stambecco: suspension setup changes, it should ride the bumps and jumps much smoother now. 8. Bruckell LeGran Rally Asphalt: removed as there is now an official one Missions/Events: - All events are now packed together into one start trigger location on each map, so you don't have to go searching for events - New thumbnail/preview pics for every event - A number of events received environmental changes (time of day, climate, etc.) - Massive adjustments to the pacenotes on all stages, utilizing the new pacenote system - Updated checkpoints to have proper splits rather than every checkpoint - Updated stage lengths and surface %'s in the description of multiple stages - Star time adjustments for multiple stages - Stage times are now displayed on the mission results screen to compare with runs when using the provided vehicles that don't meet the default settings requirement 1. SS Facility Road Short: updated the assets to better match the full stage (with my own small edits) 2. Cliff Beach Trial: the map itself received some massive changes, sand is much more difficult to drive through, and the tide has risen. I've had to make changes to all props, checkpoints, times, and cameras. 3. Derby Arenas Maze: added cooldown markers to help guide the player to the stop control point 4. East Coast Lumber Rally: added a couple more road blocking fences 5. Citta Vecchia - Fastello: due to the restructuring of the pacenotes for the game, some major compromises had to be made to this stages notes, otherwise the callouts simply don't happen in time 6. Rally Italia Costa Lavante: added an arrow sign in Fastello 7. Crossroads Special Stage (and Alternate Version): replaced the road barriers at the hospital as they were now causing texture issues after the 0.39 update (despite all being vanilla road barriers) 8. Volcanic Hillclimb: added arrows at the end of the stage to help guide the player to stop control 9. Jungle Velocity SS: updated the tire marks and added the new rally limo as a bonus car 10. Observatory Sling SSS: added extra advertising fences and road barriers 11. Bird Watcher SSS: the new slower pacenote system really hates this stage, I did my best to include the most important details without sacrificing too many notes (be sure to give your co-driver a drink after this stage, he'll need it!) 12. All Utah stages: replaced road barriers that were causing texture issues (same as Crossroads) 13. SS Juniper Grove: provided an alternate route to stop control if the finish jump isn't made 14. Utah River Valley Run: updated description 15. Oilex BMRA Autocross: updated the stop control area to match the changes to the terrain 16. Alder Drag To Dirt Trial: updated the props around the entrance to the dirt oval to match the changes to the terrain 17. Belasco Track to Beach Trial: additions, subtractions, and changes to various assets around the stage 18. Ursa Grande SS: added safety cushions to the newly added street lights in the redwood area and updated the description 19. Hot Rolled Steel SSS (and Alternate Version): the new overly powerful auto exposure brought in 0.39 has completely destroyed the lighting of the interiors of this stage. The fix for now is to just have lots of clouds, otherwise the indoor sections are too dark. Not how I want to have this stage but it is what it is for now. 20. Spearleaf Refinery SSS: a silly beam dev accidentally left a rogue light pole floating in the refinery. I'm guessing it's a forgotten or misplaced asset from the night lighting update in 0.39. It's mostly out of the way but very hard to ignore. Oh, also added/moved safety cushions to the newly placed street lights 21. Treasure Cove Marine Rally Trial: re-added the light poles in the shipping yard, added a safety cushion to one of the new light poles at the end of the stage, and some other minor prop adjustments 22. East Belasco Coastal Run: prop re-adjustments in a number of areas, added safety cushions to a few light posts. Finally, I've switched the main car from the Vivace to the Ardente for the following stages: Service Road Rally, North Perimeter Trial, La Meraviglia SSS, Rally Italia Costa Lavante, Old Mill Special Stage, Treasure Cove Marine Rally Trial (The challenge times will reman the same as they were for the Vivace, although the Ardente is marginally slower so you will have to work slightly harder to hit the target times) Update 1.01 and second download (20/09/2026): A second download option has been added (RubadubRallyTrials_2) which has the exact same content. The big difference is that the provided vehicles are removed from this version to allow you to tackle the times in any vehicle you choose. The gold times are balanced for the Vivace rally car. Many other times have also been slightly adjusted to space them out better. Spoiler: v1.01 Changelog - Cherrier Vivace 160 Amateur Race: slight power downgrade to help balance it with the other race cars - ETK 2400i Race: front sway bar swap to aid handling, and a power increase to help balance it with the other race cars - Downhill Dam Rally: small tweak to the pacenotes for better callout flow at the first hairpin - Automation Autocross SSS: added a chicane callout...for the chicane... - North-West Trial: multiple changes to the pacenotes to aid in accuracy and flow - East Coast Lumber Rally: more pacenote changes and time adjustments - Paddock Special Stage: pacenote adjustments - North Perimeter Trial: very minor change to the notes at the start as well as in the container yard to help with flow - Central Gravel Climb SS: one very small pacenote change near the end of the stage - Conca Azzurra SSS (Mixed and Tarmac): more pacenote management for both stages - Volcanic Hillclimb: one very minor change to a note - Old Mill Special Stage: changed the time of day - Ursa Grande SS: a pacenote change - Spearleaf Refinery SSS: removed a note after the finish as I thought that it felt out of place Known Issues: - No idea how to get the ai competitors times working properly and consistently across all stages. If anyone knows how please shoot me a message. - Sound may glitch and constantly repeat itself (game issue not mod issue). To fix it, leave or finish the stage (DO NOT DO THIS WHILE IN A STAGE OR IT WILL BREAK OTHER THINGS), and then press CTRL + L. Wait for a few seconds and it should fix the glitchy sounds. - The ambulance prop may cause a small hitch every time you load the stage. Subsequent retries should be smoother. - I wanted to add the ability to change the time of day for all stages, but having this option on broke many events. So I'm leaving it off for now until I figure out why. Planned Future Content: 2 new stages (that are planned for now, I am always on the lookout for new routes): - Fisherman's Challenge road rally in East Coast - SS Dragway road rally at Hirochi Raceway Possibly a time trial version of the Volcanic Hillclimb stage with a slightly altered route to make it a proper hillclimb event. Looking into how I want to go about doing proper night stages (nothing guaranteed at this point though). Wanting to do something at the salt flats in Johnson Valley, but nothing planned as of yet. Spoiler: Old Updates Update for 0.38: Spoiler - 0.38 compatibility update. Small adjustments needed to be made here and there in order to make things work again, shouldn't be too noticeable. - Adjusted the stage lengths and surface %'s in the descriptions to be more accurate. - Removed an unnecessary pacenote on North Perimeter Trial. Additional Content Update (07/01/2026): Spoiler - 5 new stages added. One each for Italy (at the quarry), ETK Driver Center, Hirochi Raceway, Small Island, and Utah. Small Update To Various Stages (10/01/2026): Spoiler 1. Automation Autocross SSS - added a fence in the parking lot to make the route more clear and updated the thumbnail 2. Derby Arenas Rally - added extra signs on the wide sweeping tarmac section to help alleviate some confusion, and adjusted the pacenotes slightly in this area as well 3. North West Trial - added road marking after the watersplash to clarify route 4. East Coast Lumber Rally - added corner markers where I felt were appropriate 5. SS Top Rock - added missing road closure barriers 6. Citta Vecchia - Fastello - updated and added more tire mark decals on the sand 7. Jungle Velocity SS - small update to the render priority of the tire marks 8. Bird Watcher SSS - updated the thumbnail (11/01/2026) Just one final addition as I'm adding an updated Central Industrial Trial with guiding lines Configs Update (22/01/2026): Spoiler 1. Derby Arenas Rally - added yet another arrow to help clarify route and changed the name of the stage to "Derby Arenas Maze" as that seems more fitting 2. SBR4 Rally Asphalt - tuned the diffs to make the car more agile and to tame some of the unwanted high speed oversteer 3. 80's Pessima - added 4 new rally configs (2 gravel and 2 asphalt) 4. 90's Pessima - added new hillclimb config 5. Covet Amatuer Race - updated the description West Coast Content Update (26/03/2026): Spoiler Adding 3 new rallies and the first time trial to the pack, all at West Coast, USA. 1. Oilex BMRA Autocross - found at the race track 2. Alder Drag To Dirt Trial - found at the drag strip 3. Hot Rolled Steel SSS - found at the steel manufacturing plant 4. Highway Interchange - a time trial found at the Riverway Plaza SBR4 Overhaul and Small Performance Improvements (19/04/2026): Spoiler - Big update to both of the SBR4 rally configs. Engine overhauled to increase torque and provide more power at lower revs. This also comes with many small tweaks to each cars tuning setting to help tame the car somewhat with the increase of power. The stage time for East Coast Lumber Rally has been adjusted to suit the cars increased performance. - Hot Rolled Steel SSS got downsized a bit to help aid in optimizing pc performance for those with lower end hardware. - Incase anyone missed it in the previous silent update, I also retuned the Bastion configs as well to give them proper rally tires. VERSION 1.0 UPDATE! (16/07/2026): Spoiler An early look at the 1.0 version of the mod before it gets submitted to the repo. - Added the remaining events (49 EVENTS IN TOTAL) - Times have been rebalanced throughout to be a little more forgiving and/or match changes to vehicles. - Added the target times and which vehicles they are tied to in the event descriptions. - Added Vivace diesel rally car in both asphalt and gravel configs, bringing the total number of configs up to 40. - Covet MR Turbo asphalt rally got a tuning overhaul to make it somewhat more drivable. - Piccolina 150 asphalt received a tweak to the front arb to help ease the cars desire to roll and adjusted the diff to counteract the added understeer (the car will still tripod but is much more manageable). - Switched out all ambulances with the simple traffic variant. - Moved a number of event start trigger locations. - Many small changes to checkpoints in order to ensure that they are unmissable (provided that the route is followed). - Jungle Velocity SS: added corner markers. - Citta Vecchia - Fastello: minor adjustments to the fence on the beach. - Crossroads Special Stage: small change to the pacenotes at the bridge crossing for better callout flow. - North Perimeter Trial: added concrete to surfaces in the description. - Paddock Special Stage: changed the main car from the Vivace to the Pessima Pro. - East Coast Lumber Rally: adjusted pacenotes at various sections for better flow. - North-West Trial: fixed a pacenote with a wrong turn direction and added a bump note. - Service Road Rally: added a fence on the awkward first dirt corner to help with corner clarity. - Service Road Rally: adjusted pacenotes for better accuracy. I HIGHLY RECOMMEND accessing the stages through the free roam and not the through the rally menu. Even though I've given the option to do so, you will not be able to change vehicles in this menu. Massive thanks to the Beamng.Drive dev team! Of course none of this would be possible without your hard work on this amazing game! Credit and thanks goes to @Track Broseff for allowing me to use some of his propping and propping style on the Hirochi stage. Be sure to check out all of his amazing creations as well! Also a special thanks to @car_cass220 and @brungo for testing and feedback! Note: the preview images shown below are slightly outdated as they are from an older version of the game, however, the contents within the photos are more or less up to date.
Progress had been slower than I had wanted lately due to life stuff, holidays, and an injury preventing me from putting decent time into the project. However, work is now picking back up and I've decided to include some more content for you to enjoy in the meantime. 5 new stages added: - 1 stage in Italy from one end of the new quarry to the other, quite technical with plenty of hairpins - 1 stage at the tourist area in Utah, using the fast and flowy north canyon road - 1 stage on Small Island, covering much of the islands dirt roads. - 1 stage at the ETK Driver Experience Center, using both the north and west areas of the map - 1 stage at the Hirochi Raceway, starting behind the garages and winding in and around the track Again, feedback is always welcome
I just randomly found this thread and am quite fascinated by the idea and the style of the stages you did. I love the new races within the quarry area on the Italy map that came with the latest game update, since they are quit technical with tight corners and hairpins, so I played them a lot over the last few weeks and I've been doing the same thing of creating a technical rallye/gymkhana-style layout at the quarry in Italy, although it being a bit shorter (it was in general my first try at adding/modding something on my own to/in BeamNG, am still figuring out how everything works). And your stages seem to catch that style/layout pretty spot on. So I'm looking forward to try your stages, am downloading them right now. I'll try them in the evening and will give you some feedback you're requesting in your first post
@car_cass220 Thank you so much, I appreciate that! I too love the more technical style of routes and trials, and as a time trial-er I prefer shorter, more rapid fire length stages to hunt times. I know rally isn't typically meant to be like that but that's just my style. If you have any questions about making scenarios feel free to dm me, I'll be more than happy to help. Although a lot of info is just a quick internet/forum search away. Keep in mind though that my knowledge is mostly limited to time trials and rallies.
So first of all, I was not disappointed after trying the first few races two days ago, they are pretty much what I expected them to be. Over the course of two evenings I tried all of them at least once, but not to the full extent with all vehicle presets and not try-harding every stage, being curious to explore everything somewhat as quick as possible. Using the first version of the mod with the provided cars, I somehow was still stupid enough (on purpose) to try every stage with the top tier car first, with the old Top Gear-question "how hard can it be?" in mind. Well. The stages are quite challenging to say the least, but (or better said because of that) extremely fun! I gotta say that I'm not that hardcore of a racing guy in Beam, also I play on keyboard, using 3rd person, never got into controller gaming at all and I'm not motivated enough to buy and set up a simrig everytime playing a game. So although no assists (no steering assist etc.) and manual gearbox were used, it's still just my view on the project as a keyboard-gamer, therefore the experience for others may vary and the opinion on times is not that comparable, I would assume. After trying all stages, my favourite ones are: Autocross at the Automation Track, Derby Arenas Rallye and the Crossroads Special Stage in Italy. The amount of tight corners, hairpins and surface-changes are phenomenal! So regarding the generic feedback questions 1. As said, the challenge times I can't judge too well, since the lack of a proper serious driving setup. But with the top tier car used, I managed to stay about 3 to 5 seconds behind the 3* time, at most 10 seconds on longer tracks, mostly because I chickened out rather than crashing my car. Also I should drift less, but it's way too fun and rewarding to tackle the corners Ken Block-style. I always achieved 2 stars on the first few tries tho'. With more training per stage, a more serious approach rather than showing off to the non-existing crowd I think the 3* times are still challenging but doable if you dedicate more time and tries per race than I did. Since I liked the Autocross race so much I played that more often and reached a somewhat good time today (it included riding the tunnel walls, I don't know if that hypotetically would disqualify my time ). 2. For me the pacenotes are set up very well, they help a lot even on more twisty spots. Maybe they are a tad slow on certain spots where there are several notes second after second but I guess that's rather an issue of the game mechanic and the "copilot" not being fast enough to read them. Anyway, after one or two tries you know the track anyway, so it doesn't matter too much. 3. Didn't try the other cars, as said, but only thinking about it, it would probably help to have a better view on the whole subchallenges per car. 4. Also for this one, I didn't try the bonus cars yet, but I checked out which one it was if available and I'm looking forward to try them. Them being occasional is a good idea and with them being stated in the description of each race they ain't confusing. 5. For the most parts the layouts are self-explaining, maybe on some corners, especially where the layout goes back on its own it's a bit fiddly, more on that with the stage specific questions. But again, after the first or second try everything is clear anyway and once you figured it out the flow on each track is amazing! 6. Can't judge that, as mentioned, 3rd person user here. 1. On the first run I didn't do it properly, the pacenotes stopped, I knew I messed something up around that area, but on the second run I noticed the tiremarks and together with the notes it made sense. So one can figure it out actually, it just needs a bit more attention while driving. This is easily my favourite track out of the pack. 2. For the most part, the stage is self-explaining with the signs you set up and the way the obstacles are placed. For me initially the most confusing part was the stretch on the big banked dirt corner further into the race (where the vanilla time trial/race with the jumps takes place), since everything up until there is very tight and technical and I didn't expect such an open range bit. But with the second try I figured it out, so I would assume others will too. And I can confirm, after quite many restarts sometimes the pacenotes randomly stopped working, for me not on a specific spot, maybe I hit the line a bit different and the note didn't get "ticked off", but that might also be a problem of the game mechanic not tracking correctly what's been checked off inbetween different tries. 3. In my opinion the forest stage flows quite nicely, had no problems there. 4. The latter part on the rallyecross track is indeed a bit confusing, I needed a couple of tries for it to do it properly. That's where I turned left accidentally a few times. Maybe you could add some sort of gantry, flag or prop on top of the crest so it looks a bit more natural and vivid in terms of being signed as a part of the stage. Or, I don't know if it works for this mission type, use the painted arrows on the tarmac, like in the official vanilla "campaigns". 5. Haven't tried the other cars yet. 6. Only experienced issues there when I overshot the hairpin after the observatory loop bashing back down again. Probably it wasn't registered as properly done. 7. I don't think that's much of a problem So all in all, this is by far my favourite mod that has been added to the game in recent times and I'll definitely spend way too much time to send every car immaginable over the tightest tracks in this pack. I saw you had more stages already planned/done up your sleeves, I'm looking forward to those! Thank you very much for that kind offer! For now I wanna try to figure it out on my own with the help of the official tutorials, but in case I get stuck I'll message you
Wow thank you so much, this actually very helpful! It makes me very happy and motivated to hear that people are having fun. Haha! Yes well I don't think any of the stages were designed specifically for that car but rather just to be fun with a variety of (or all?) cars, and my intention was for players to "rise up the ranks" so to speak. So yeah pulling up in the quickest car first is brave As for the times, I will admit that they are probably a little too difficult. How I set my times is I do the stage in each specific vehicle until I get a solid clean run through, then I add a second to that and round up or down to the nearest second. Then finally do another run to make sure that I'm able to consistently beat that time. But that being said I am very well seasoned on each stage and can send it with confidence. I'll consider adjusting the times. This actually gives me a couple of ideas. I don't know if I can do a painted arrow per se but I can add painted lines on the ground. Also I could maybe add colored flags as well. More to this point on the Autocross stage I can also add guiding lines on the ground, however I'm afraid that may take away from some of the look and challenge of the stage. I will experiment with this. Finally on the pacenotes, it's tricky. While I'm not sure exactly how the the triggers work it does seem that if you stray too far from the driveline, cut the corners too much or go wide, the callouts stop working. But it doesn't seem consistent (or at least I don't understand what the triggers require in some specific cases) as, for example, the wide sweeping section on the derby stage has no issues even though you could in theory drive quite a ways off the line, but then with the new Utah stage I had to edit the driveline multiple times at the start of the stage because hugging the inside of the corners would lag the notes behind. And then there's the Crossroads stage. The tight square left in the first town after the narrow straight gave me fits. I fiddled with the positioning of the line and notes and it would quit there every time. Turned out the fix was to simply just remove the slow corner instruction in the note (meaning that the next note isn't called until you've driven through the trigger for this note). It's a lot of trial and error. I can't complain too much though, it is experimental after all. And yes, I too have come across the pacenotes bugging out after many multiple restarts. This can happen on a variety of maps. I'm not sure if there is anything that I can do about that. The fix seems to be to just leave the stage entirely and reboot it.
It was fun testing and giving feedback for me, so cheers regarding that, I'm glad I could help a little Really, don't give too much attention to my time-judging, I know most of the technical stuff is not set up for keyboard-driving since one will never be that accurate with the steering, braking without ABS etc. to nail every corner perfectly. You'll probably be better off waiting for some more experienced drivers with proper sim gear setups to judge what's hard to beat and what not before editing/changing the targets. And damn, that was a quick reaction on the Industrial Site Trial! I just tried all 3 variants and in my opinion the one with the lines on the ground (noticed you added them on the first crossover point at the tank farm too) is the best. Very subtle, still noticable, super helpful as a guideline (literally, haha) and it doesn't break the immersion in any way. I don't know how the pacenote-system actually works in detail, never looked into it, but I can confirm that the failed triggering sometimes happened on random spots that never occured after or before and it's not always doing the same kinks, so I would assume it's not connected to anything you did but indeed a bit tied to the system itself having still some hiccups. In any case, as stated in my first post, if someone is into this style of races and wants to actually beat the target times, it is neccessary to do multiple runs per stage anyway. And doing that, after a maximum of two or three tries you know the track and can do it well without the pacenotes. Maybe one could see it as a fainted codriver because of the wild driving that suddenly stops doing what he should, but a good rally driver is still able to deliver on track
Things are humming along nicely now I know I said that I wouldn't add any more vehicle configs but I just recently found the unused rally and hillclimb parts for the Pessima's and had to give them some love. An amateur rally car for the older Pessima in the form of a slightly modified LX, and a near 400 hp AWD wide body rally car utilizing the unused rally parts. Both receiving asphalt and gravel configurations. The "newer" Pessima gets a hillclimb monster with 600 hp all to the front wheels.
Well, West Coast seems to be kicking my butt up and down the street. I've got a lot of stuff going on at this map and none of it is quick and easy. That said I'm pushing out a little content update with what has been done here so far. Do note that the rallies included here are all quite technical and short, I do have routes planned that are more open and flowing across the map. A quick rundown of the stages: 1. Oilex BMRA Autocross - Much like the name implies it is another autocross style course. This time using vehicles that one might find at such an event. Uses the tracks paddock as well as the drift course. 2. Alder Drag To Dirt Trial - Very short, starts at the opposite end of the dragstrip, wiggles around the staging area a bit and then up to the dirt oval. 3. Hot Rolled Steel SSS - This one in particular I really struggled to complete. However I think this may just be my favorite stage yet. It snakes its way around (and underneath) the steel mill. 4. Highway Interchange - The first time trial added to the pack. Inspired by the already existing Highway Intersection trial, I wanted to do my own spin on it. Not too much to say about this one really. Work continues...
Just a really small update to the Bastion. Not going to bother making an update note for this one. Well, I say small, it's a massive change for the car itself but overall doesn't change much for now. I've been having a mental fight with this one. On one hand the car being on road tires makes no sense for competition but if I want rally tires that meant putting on tires that are comically small for the Bastion. Initially I decided to go form over function, to have nice fitting wheels and sacrificing performance. However, after doing testing for a future stage I ultimately needed the car to go faster. So for both continuity, as well as performance I am making the switch to having cute little rally tires on the car. This also comes with small adjustments to the suspension settings.
Just a quick feedback to say that these stages are really fun! I did not try the custom car configs, yet. Most stages that I tried were easy to follow. The signs and the pacenotes worked very well. Only at the ETK Driving Center I had some trouble in the second half. Thanks for your work, Rubadub! I'm sure that I will keep having fun with these.
Thank you so much! Happy to know that my content is being enjoyed. Yeah I may have to rework the deco on that stage. The cones can be difficult to spot at times, even if they make more sense than having fences and barriers everywhere. We'll see, I do still like it how it is though.
Just finished the Top Rock stage in Utah. I demand bonus points if I actually manage to stop at the Stop Control (on all four wheels). I think I tried all stages now. Once again: they are all really well designed and a lot of fun. I also did a couple of stages now with the included car configs and I think the times are quite fair. I don't consider myself a very good driver, but I could manage two get one star on most stages after a few tries, and two stars on one or two stages after a couple more tries. Three stars is definitely a challenge. Regarding realism of the layouts: I understand that there is certain appeal in having realistic rally stages (I myself enjoy the new Rally Loop mode very much), but - especially in BeamNG - I wouldn't mind some not-so-realistic stuff as well. Like the wall ride in the dam on the Automation map. Or maybe ramp here and there.
Haha! Well it is possible, some of these cars are quite tough. I have on multiple occasions during testing driven away from a full push over the finish line there. Shame it isn't possible to have bonus stars like this on rally stages though. I can't give out bonus stars for it unfortunately, but if you manage it (and not cheese it by coasting over the finish) send in a pic and you'll have earned a like. The times are highly likely to be adjusted for the full release. Not sure exactly by how much at this point, but overall should be made a little easier. On the realism, of course it's easy to make adjustments on plenty of these to make them more "realistic." Obviously a real rally isn't going to end on a pier or have a crossover in the middle of it... or launch you over a gap jump to finish a stage. But that's not what the goal is with this. I agree with you here, at the end of the day Beam is supposed to be for fun, and I am very happy with my layouts.
The final update until the full release planned for the repo. The low end power of the SBR4 rally cars bugged me quite a bit so I finally got around to overhauling them. Retuned the engine to provide more usable power across the rev range. They are much much quicker now despite the power number remaining the same. The torque however increased quite a bit. This swung the car balance to become very tail happy. So the diffs, ARB's, and wheel alignment all got small tweaks to help make the car more drivable whilst trying to maintain the balance for good pace on a rally stage. I'm sure further improvements could be made here but I'm happy with it for now. The Hot Rolled Steel SSS rally stage was apparently causing some performance issues for lower end hardware. I removed many of the dynamic props and replaced them with static ones to combat this. Expect this same treatment to all stages with the full release. It has also come to my attention that many people are unaware that for the version with the provided cars, the times are meant to be tied to a certain vehicle. The fastest times are for the 1st provided car, the second times for the second car, and the slowest times are for the third car. With the 4th provided bonus cars times in the description. I will try to find a way to make this more clear.
First of all make sure that you only download one or the other (not both) and then put it directly into the your mod folder. Now there are a couple of ways you can access the stages, you can either go to the scenarios in the main menu or pick one of the maps in freeroam and open the map menu to find the list of events that are available for that map. All of my currently released stages are identifiable by the [RuR] tag.