Released TLT - Update Notes, Sharing Light Trail Settings and Reporting Bugs

Discussion in 'User Interface Apps' started by Lurantis, Apr 11, 2026.

  1. Lurantis

    Lurantis
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    Good news: I’ve almost finished the mod, and I’ll be releasing the full version directly without a beta.
    I want to add the default light trail settings for cars loaded as “mods” into the Lua file, but I have no idea whether the car owners will give their permission.

    Which vehicles do you think I should add presets to?

    CCF comes to mind; I'll try to talk to the owner.
     
  2. Lurantis

    Lurantis
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    upload_2026-5-17_17-41-55.png
    I added style and opacity controls for the speed effect. I also added a preview button so you can adjust the settings without actually driving the car; the preview system automatically turns off when you exit the speed page.

    Announcement: The mod is currently in beta; I plan to release the full version in June.
     
  3. Lurantis

    Lurantis
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    I created a settings system for the on/off feature.
    This feature was designed for beammp so you don’t have to enable it for each vehicle individually.

    Auto open: Automatically enables the light trail system on vehicles created after yours.

    Only your selections: A feature that automatically enables the system for vehicles you’ve selected by clicking the orange button.
    When you disable these features, the system will not automatically turn on when vehicles are refreshed in the game.

    TLTenjoyer.png

    Regarding auto-close: I tried this feature, but the system continues to run unless the cars are refreshed. Therefore, when you click on the player text, you’ll be taken to the car as if you’d pressed the Tab key, and you’ll have to close the system yourself.

    I’m working on implementing this feature.
     
  4. Runneradv

    Runneradv
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    Looks really cool, keep up the work!
     
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  5. Lurantis

    Lurantis
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    About future updates:
    If possible: I’ll implement a system to turn the TLT system off for car A2 while driving car A1. If I can’t turn it off, the system will remain on, but I’ll disable segment generation.

    I’ll create a page titled “Credits” on the Info page and add the names of my friends who tested the mod from the alpha phase to the full release, noting what each of them contributed. These will serve as small mementos for them and for me.

    I will create a page on the settings page containing information about vehicles with pre-configured queue settings.
    These include: Vehicle name “İbishu Pessima,” jbeam name “pessima,” and the vehicle image.

    If possible: I’ll create a system that enables or disables the queue system based on a specified distance. For example, the TLT system will be active for vehicles within a 100-meter radius, but it will be disabled for vehicles outside that area.

    Regarding automatic activation/deactivation: If I cannot implement this system, the TLT system will remain active until the vehicles are refreshed, but I will create a system that restricts segment formation. (I hope this does not affect system performance.)
     
  6. Lurantis

    Lurantis
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    It must have been a day or two ago. I had a touge race with my mates and got the chance to test the mod on Beammp.

    The auto-open feature sometimes fails to work because the vehicle cannot detect the Lua ID whilst reading it at the same time as another car is being loaded, and so it only automatically opens one of the two cars. I suppose I could implement a system like ‘load sequentially’, but I don’t think it would work; even if you were to load just one car, the system fails to load due to the momentary drops in FPS experienced in the game.







    A quarter gold coin to whoever removes this.
    Ekrangrnts2026-05-25224409.png
    My friend noticed this. When he tried to uninstall the app, the ‘Info’ button wouldn’t let him, and a bit of a row broke out between my friend and the ‘Info’ button.
    Of course, the icon mode came out on top and everything ended happily.




    I’ve added a page to the Settings menu. It works in the same way as the language system; you define the images and information, and app.js adds them to the page.
    Ekrangrnts2026-05-24152208.png
    I did this so that you can see the vehicles covered by the TLT mode. For example, if I were to make up something like ‘there are settings for over 990 vehicles’, you would be able to see those 990 vehicles here.
    "Pessima felt embarrassed and didn’t want to be in the photo"
     
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  7. destroyeer6511

    destroyeer6511
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    mfs posting updates real often
    and somehow nobody cares
     
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  8. ArsPro

    ArsPro
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    Maybe because there are not a lot of people that need such mod? Bruh.

    Racing on a touge with this cool red trail... I swear, I saw some game like that, although I don't remember the name. Still, looks quite nice, but I am not a fan of such effects.
     
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  9. Lurantis

    Lurantis
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    No one needs a mode like this, so there are no comments. All most people want is ‘CAR MODE, PLANE MODE, TANK MODE...’.
    Once the TLT mode is finished, I’ll make a rubber-tyred train mode

    Here’s a little spoiler:
    Ekran_goruntusu_2026-02-11_202949.png Ekrangrnts2026-05-19161111.png

    --- Post updated ---
    A train jointly manufactured by five companies in Japan is operated by the Yurikamome company. It is the Yurikamome 7200 series.


    I’m planning to turn this into a paid model, but I was also thinking of sharing it for free as the Hirochi Sotetsu 7200, which is 40% Ibishu and 60% Hirochi.

    In short: I could have created a vehicle mod, but I wanted BeamNG to have this feature.
    I hope that real-time texture rendering will be implemented in the game engine very soon.
     
  10. Lurantis

    Lurantis
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    Hello. I haven’t been working on TLT for a few days because of Eid al-Adha and my driving lessons. “Hey, who is Al-Adha? Why is the translation like this... Bad Turkish to English translate problems.”


    Since last night, I’ve been working exclusively on the layout of the alignment page. If you think of the layout as “- 0 +,” negative values are on the left, 0 is in the middle, and positive values are on the right. Negative values are orange, and positive values are blue.

    This is how it looks in different themes:

    Ekrangrnts2026-05-28142937.png Ekrangrnts2026-05-28142950.png Ekrangrnts2026-05-28143005.png Ekrangrnts2026-05-28143029.png Ekrangrnts2026-05-28143240.png Ekrangrnts2026-05-28143107.png

    Previous version:

    Ekrangrnts2026-04-28022616.png




    Right now I'm working on the halogen compartment because, without realizing it, I set it up to take up about two sections of space, and for some reason I can't seem to fix it...

    upload_2026-5-28_14-45-21.png
     
    #30 Lurantis, May 28, 2026
    Last edited: May 28, 2026
  11. Lurantis

    Lurantis
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    Hello.

    I didn’t mention it last night. I’ve fixed the halogen compartment – yippee...




    I’m currently working on the vehicle list; when you click on a vehicle in the list, the image will enlarge on the screen just like the other features, and you’ll see more than one image or video.

    It’ll be really simple to use; when you enlarge the image, you’ll see arrows like < > on the right and left of the image. When you click these arrows, the image in the middle will change, and there’ll be dots like … or more images below so you can see which image you’re on.

    I haven’t finished it yet, so I’ve drawn a rough sketch.

    upload_2026-5-29_20-59-44.png


    I also place every image from the mod file into the ‘images’ folder, which can sometimes cause confusion; so, if possible, I will set up a more detailed folder structure within the ‘images’ folder, such as ‘car list’, “games” and ‘alignment’.

    upload_2026-5-29_20-59-57.png
    --- Post updated ---
    The gallery system is activated for vehicles with additional images defined. With this system, you will be able to see how the light trail appears on the vehicle before you have even created the vehicle you wish to use.
    As I haven’t defined any additional images in CCF, the tool’s own image appears directly on the screen.

    Ekrangrnts2026-05-29231707.png Ekrangrnts2026-05-29231715.png

    I am currently working on the symmetry of the < > and ... symbols in the gallery system.

    I’m also thinking of adding alphabetical sorting. For example, a system that can recognise special characters such as Ğ, Ö, Ü, I and Ş in Turkish.
     
  12. serialXR

    serialXR
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    I’d love to have a custom trail. I mean like could you make it so we place a picture file onto a folder and the game picks it up and turns the trail to whatever was added. I mean from the pictures it looks like it creates some boxes. I don't know how hard it would be to swap it for a png/jpeg.
    --- Post updated ---
    Uh and also do you add this manually to each vehicle? I mean I ain't a modder but could you make a system where you detect where the brake lights are so the trail sets itself to a position automatically? I mean like I said I ain't too good on the technical side but I was just wondering.
     
  13. Lurantis

    Lurantis
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    You can save your own light trail settings for your vehicle using the profile system in the app’s main menu.

    In the game’s AppData folder… navigate to the ‘settings’ folder in the directory where you installed the mods, and locate the ‘brakestrip_profiles.json’ file; the settings are stored here. Lua settings are not included here.

    This is the main menu, the blue button with a yellow file icon on it.
    Ekrangrnts2026-05-29224431.png

    I’ll be filming a video on these features just before I share the mod.




    Ekrangrnts2026-05-29235757.png

    In the mod’s zip/rar file, images are saved in the ‘images’ folder; for example, I used ‘pessima.png’ for the image of the Pessima. If you wish to include your own Pessima vehicle, all you need to do is rename the image of your vehicle to ‘pessima.png’ and place it in the ‘images’ folder.
    You are free to customise the appearance of the mod to suit your own preferences.

    For example: I use this, my yellow theme
    Ekrangrnts2026-04-25183201.png

    (I will be updating this file structure (xA xB xC))





    --- Post updated ---


    Hahaha, I think I’ve been a bit slow to reply. Here’s my answer to your second question:

    When you go to the Settings menu, you’ll find the alignment page in the second slot from the top. As BeamNG.Drive’s game engine doesn’t support real-time texture writing, I’m trying to create this effect using debug segments, which is why the light trails can’t be automatically aligned with the vehicles’ headlights.


    Ekrangrnts2026-04-25183201.png Ekrangrnts2026-05-28142937.png

    Here, we have to manually adjust the light trails for each vehicle. In version V1, unless modded vehicles were saved to the Lua file, you always had to start from scratch, so I’ve added a save feature... you only need to do this once. If your TLT.zip/rar file does not contain a tail light setting for the xxx1 car, but someone else has shared their light trail settings for xxx1, you can open the ‘Share’ page at the top of the app, apply the light trail settings to your vehicle there, and then save them using the save system.

    v2 first lua test :
    Ekrangrnts2026-04-09034024.png
    v1 :
    Ekrangrnts2025-11-29154339.png
    Realtime trail mod by flintt :
    This is a similar mode; it works in the same way... it creates segments based on the specified position.
    Ekrangrnts2025-11-17005240.png

    --- Post updated ---
    I tried setting up a system to automatically detect brake lights, but the pin names can vary across different cars' JBeam systems. For example, in the train mode I'm developing, I'll label the lights with their Turkish names—“lamba” for “light,” ‘kapı’ for “door,” and “sağ/sol tekerlek” for “right/left wheel.”

    It's a system I completely abandoned starting with V1. In short: it doesn't work; all it does is display an error code on the console.

    --- Post updated ---
    Lua file : pessima code's / // ///////////// /// brakestrip_profiles.json : pessima code's
    Ekrangrnts2026-05-30003516.png Ekrangrnts2026-05-30003626.png

    Download the BrakeStrip mod (as it’s currently known), create a Pessima, and apply the following code using the app’s “Share” feature.

    BS-eyJjb2xvciI6eyJyIjowLCJnIjoyNTUsImIiOjI1NX0sImFsaWduIjp7Im1heExlbiI6OS41LCJiYWNrT2Zmc2V0IjotMi40LCJoZWlnaHRPZmZzZXQiOjAuNTMsInBhaXJPZmZzZXQiOjAuNjcsImxhdEwiOjAuNDQsImxhdFIiOjAuMiwic3BhY2luZyI6MC4xNSwid2lkdGgiOjAuNCwidGhpY2tuZXNzIjowLjU1fSwiZXh0cmFzIjpbeyJuYW1lIjoib3J0YXN0b3AiLCJsYXQiOjAuMzIsInVwIjowLjIsImJhY2siOi0wLjcxLCJ3IjowLjIsInQiOjAuNTMsInNlbnNvciI6MywiZW5hYmxlZCI6dHJ1ZSwiY3VzdE9wIjpmYWxzZSwiaWRsZU9wIjoxMCwiYnJha2VPcCI6MTAwLCJmYWRlVGltZSI6MzAwfV0sIm1haW5PcCI6eyJjdXN0T3AiOmZhbHNlLCJpZGxlT3AiOjEwLCJicmFrZU9wIjoxMDAsImZhZGVUaW1lIjozMDB9LCJzaWRlRW5hYmxlZCI6eyJsZWZ0Ijp0cnVlLCJyaWdodCI6dHJ1ZX19

    This feature lets you share your light trail settings. Don’t worry, we’re not firing missiles at your house :D
     
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  14. Lurantis

    Lurantis
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    Good evening... at least here in Turkey, it’s 00:14

    Quick summary: I’ve restructured the game system to use an index-based system, meaning you simply place the files in the specified locations—just like on the language system and vehicle list pages—and the game is added to the page.

    indexgame.json :

    [
    {
    "id": "snake",
    "nameKey": "mg_snake",
    "icon": "(snake emoji :D the forum deleted the emoji)",
    "html": "snake.html",
    "hasScore": true
    }
    ]

    id : It searches for the xx.html file in the games folder; if xx.html is defined in the .json file but is not present in the games folder, the game will not be loaded into app.js.

    nameKey : This is for the language system. Whatever word the name “xx_button” corresponds to in the language packs, app.js uses that name on the button. For example, "snake" for English and “Yılan” for Turkish...

    İcon : If an image in PNG or WebP format is not specified, the text defined here is used. (I admit: it didn't work.)

    html : It loads the game's HTML file. If the file is missing, games.js will not pass the game to app.js.

    hasScore : Checks whether there is a score in the game (true/false). If there is a score—for example, in the Snake game, when you hit the red square, you get 10 points—write “10 points” in app.js at this position...
     

    Attached Files:

    • Ekrangrnts2026-05-30234758.png
  15. Lurantis

    Lurantis
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    Hello.
    Today I'm working on the minigames for the app. I just got back from driving lesson and I'm a little tired; I finished the Snake game this morning, and I'll be working on the XOX and Rock-Paper-Scissors games this evening.

    In addition to these, I’ll be adding at least four more games, and then I’ll move on to the extra light trail system.
    I plan to finish the mod within two weeks.

    I'll share the games I've added later.
    I forgot to mention: I’ve added a key mapping system exclusively through the app, so you’ll be able to play games using any keys you want on your keyboard.
    In the video, I’m playing the snake game using the WASD keys, and this doesn’t affect BeamNG whilst playing; in other words, you aren’t controlling both the car and the snake at the same time.
     
  16. Lurantis

    Lurantis
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    I’m quite busy this week and I’ve got my driving test this weekend, so I’m taking it slowly with the updates this week.


    Today I made a change to the game system. I was creating the games in the games.js file and thought, ‘Why don’t we make them all separately?’ So now I’ve separated them all; each game uses its own files.

    The mode will now be called “Taillight Trail”; for the time being, I’ve only changed the names in the English and Turkish language files. It’s now ‘Taillight Trail/Fren Lambası İzi’. I’ll update the names in the other files later.




    Ekrangrnts2026-06-01220353.png

    Since the v2 demo version, it has been a bit tricky to remove the mod from the screen when switching to BeamNG’s Edits app mode. Previously, you could remove the app by clicking on the ‘BrakeStrip’ text and switching it to icon mode. I’ve added a feature to the mod that monitors the Edits mode. This feature activates when the Edits mode is opened and allows you to easily remove the app by shifting the top menu buttons—such as Settings, Info and Main—slightly to the left of the X button.
    ( I must confess: you still cannot use BeamNG's native 'edit apps' features, with the exception of 'hide in cockpit'. ) Because of this, I have added my own custom features that mimic BeamNG's; the only difference is the design. )


    When you shrink the app to 100x100 or a smaller size, a warning indicator appears on the resize button. If you ever get stuck at a tiny size like 10x10, simply click this indicator once. When the colour changes from orange to green, use this indicator to enlarge the app again. In doing so, the app enters icon mode—meaning you have essentially used icon mode as a sort of recovery mode.

    upload_2026-6-2_1-12-43.png



    --- Post updated ---
    Last post before I go to bed: I’ll try to shut down the TLT system one last time for vehicles where it’s still active. If that doesn’t work either, you’ll have no choice but to wait for the vehicles you’ve removed from the list to be updated.
    --- Post updated ---
    --- Post edited --- :D

    Improvements have been made to the auto-open feature.
     
    #36 Lurantis, Jun 2, 2026
    Last edited: Jun 2, 2026
  17. Lurantis

    Lurantis
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    Ekrangrnts2026-06-03011428.png
    Hello. Today I made some improvements to the on/off system.

    Regarding an issue with automatic SYNC: sometimes, even when the system was activated upon vehicle creation, it would appear as if the system was off in the app. To fix this, I added a second SYNC system, and even if BeamNG’s engine tells my system “system activated”, my system responds “wait, I’ll perform a second check”.

    For Beammp: I have added a blacklist feature to the list. If you do not want the TLT system to activate for some of the vehicles you have added to the list using the ‘auto-open’ settings, double-click on the name to add them to the blacklist.
    To remove them from the list, simply double-click again.

    If you click once, you will move to the selected vehicle, as if you had pressed the Tab key.




    Name change on the list: I tried a feature that would allow you to set PlayerX names. I was developing this feature so that you could easily distinguish your friends from others, but I just can’t seem to get the name to work.

    So, until the next system updates, you’ll continue to use the PlayerX format.




    I'm currently working on the extra queue system.

    TLTextraduzenleme.png
     
  18. Lurantis

    Lurantis
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    Ekrangrnts2026-06-03210257.png
    Hello. In yesterday’s update report, I mentioned that I was working on the extra queue system.

    Whilst updating the system, I realised that certain features would be linked to options in the main menu—such as ‘normal’ and ‘rainbow’—and, as I haven’t updated those features yet, I decided to work on the main menu options first to ensure that the updates I make to the extra queue aren’t left incomplete.


    In normal mode, there will be a feature allowing you to save up to four preset colours.

    In other words: I’ve set four colours—red, yellow, green and blue—and added white as the fifth colour; if I select white, the red colour will change to white, and if I select black, the yellow colour will change... and so on.

    upload_2026-6-3_21-20-24.png

    I think this might be useful for adjusting colours, particularly for effects with colour gradients like a rainbow.
     
  19. Lurantis

    Lurantis
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    Hello. In today’s post, I’ll just be sharing a quick update.


    I’ve set up the structure so you can configure any colour you like within the Normal mode. Whilst the Normal mode currently only includes pre-set colours in app.js, the section where you add colours is now handled by the mainmods.js file.

    I’ll be moving all other modes, apart from the Normal mode, into the mainmods.js file. I’ve decided to remove the Rainbow2 mode because I believe you can make any adjustments you need within the Normal mode.

    I’ll also remove the colour adjustment from the extra light trails.

    --- Post updated ---
    Ekrangrnts2026-06-05010300.png Ekrangrnts2026-06-05010311.png
    I think I’ve set the system up to look for the extra light trails within the profiles, meaning it’s checking the light trails within the profile being used rather than the existing ones.

    In addition, an error occurred when I created an extra light trail in preview mode during the test.
     
    #39 Lurantis, Jun 5, 2026
    Last edited: Jun 5, 2026
  20. Lurantis

    Lurantis
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    Ekrangrnts2026-06-05121906.png Ekrangrnts2026-06-05122635.png

    Hi. I’ve finished this feature. All done :D

    Okay, okay, just kidding... I’ve completely finished the Normal mode. I’ve removed the Rainbow2 mode.
    I’ve added the color palette I mentioned; from here, you’ll be able to easily adjust the color transitions and select the last 4 colors you saved.

    There are three main palettes: 1. The palette stores colors, 2. The palette is used to adjust colors, 3. The palette indicates which color will change.
    If you try to recreate colors that already exist, the colors will be highlighted, and a small warning will appear in red, yellow, green, and blue—you can think of it as saying, “Look, this color already exists. Instead of saving it again, you can overwrite it.”
    That’s the feature I was referring to, since I was trying to recreate the white color in the image.


    --- Post updated ---
    I’ll get right to it. Once I’ve finished the mod, I’ll test it with my friends for a week. If we run into any bugs, I’ll report them here and try to fix them.
     
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