Released Beam Legal Racing - SLRR Inspired Hardcore Career Mod

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

  1. Ovo esquerdo

    Ovo esquerdo
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    Anyone else having installation issues?

    I can even enter the mod, but the floating ones don't appear, I can't enter the workshop, buy parts, run and do missions.


    I'm installing in the folder "SteamLibrary\steamapps\common\BeamNG.drive\"
     
  2. JoshD

    JoshD
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    That's probably why you're having issues, that's not the user folder.
    How to access the Userfolder
     
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  3. r3eckon

    r3eckon
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    It's been a bit since I did a showoff video so here is a short one showing a few addition I've made to the next version of BeamLR.


    Nitrous persistence works using the same system as fuel persistence, each vehicle stores it's own remaining nitrous value upon being saved which is then restored whenever the vehicle is loaded. Newly attached nitrous tanks appear as empty as this is the most simple way to prevent refilling the tank by removing and installing the N2O system part. Nitrous can currently be refilled from the repair shop area. Internally this value is stored in kg so this is what's shown. Price per kg is static but could also fluctuate daily like gas price.

    Random paints for race opponents have been added, this is a small but noticeable improvement on the static colors. This feature was added with pink slips races in mind so that the vehicle added to garage will have the same paint as the opponent.

    The bulk of my work for this update was spent on a custom onBeamNGTrigger hook to prevent issues relating to triggers. Most notably menu screens closing prematurely despite still being inside the trigger area and checkpoints not registering. By adding the ability to filter vehicles and triggers, "exit" events from nearby triggers won't affect the state of menu triggers which is what caused closing menus near race starts. Also, two vehicles can now simultaneously have trigger events in flowgraph since each node can filter for a specific vehicle, compared to the previous system where all vehicles share the same trigger flowgraph nodes. This is likely what's preventing the race checkpoint system from triggering correctly in situations where both vehicles enter the trigger at nearly the same time.
     
    #103 r3eckon, Jan 12, 2023
    Last edited: Jan 12, 2023
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  4. r3eckon

    r3eckon
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    Version 1.6 is out, adds previously mentioned features such as N2O tank persistence, race opponents with random paints as well as various fixes and tweaks.
    • Added random paint option for race opponents
    • Added passive healing mechanic
    • Added reputation value to stats window
    • Added custom onBeamNGTrigger hook to fix trigger problems
    • Added missing device to mechanical damage loader
    • Added N2O persistence and refill game mechanics
    • Fixed shop menu bug with different slot counts
    • Updated pink slips system to work with random paints
    • Fixed race system occasionally showing incorrect league data
    • Increased route speed parameter for race opponents
    • Decreased remaining gas in career start vehicle
    • Further increased wagers for some races
    • Fixed integrity loading overwriting mechanical damage states
    This is the last update before I release East Coast USA content aside from any hotfixes for bugs I might have missed in this new version. I've been working on this map for a couple weeks and have made quite a bit of progress, world interaction (repair shop, gas stations, vehicle shops, etc) is done, missions are mostly done (might add an extra mission giver since they're not time consuming to add). 2 out of 3 initial race clubs have all the race paths complete (still need to copy and edit race files for the different leagues), only thing I haven't touched yet is daredevil challenges so if all goes well the new East Coast content will be releasing soon.
     
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  5. buttzaeu

    buttzaeu
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    Hi!! I think this is probably my first post ever but I could not thank you enough for this awesome mod.
    I´ve been checking this thread at least 3 times a week since I found it, hoping for the next update.
    Of course I played a few hundred hours of SLRR back in the day and seeing it "ported" to beamng is unbelievable.
    It´s not perfect (...yet...) but is already amazing!!!!
     
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  6. r3eckon

    r3eckon
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    Thanks for the feedback! I'm glad you like the mod :D
     
  7. r3eckon

    r3eckon
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    Here is a video showing a couple races from the dirt racing club on East Coast, comparing the current AI to now improved race behavior.


    While working on the last race club for East Coast I found out the hard way that most dirt race paths I added to the map contain areas the current AI doesn't handle properly. To fix this issue race files now work with the "wpSpeeds" parameter used by the "driveUsingPath" function allowing the setting of brake zones for the AI. Decreasing the AI risk value is a possible fix however some areas require a very low risk value which result in the AI not being competitive throughout the rest of the race. I had previously noticed this optional parameter but didn't implement it until now so I'll be going back through the Utah race files to improve AI behavior. I know there's a bunch of spots on that map where the AI crashes that could be prevented with this method.

    Basically race files can now contain set speed limits for individual waypoints where the AI keeps crashing. Some areas may only require a single brake zone while others need multiple waypoints, sometimes to help race opponents get around obstacles the AI fails to detect. The last failed turn shown in this video was especially hard to fix being a downhill 90 degree turn on dirt after a fast section, it needed multiple consecutive brake waypoints to fix.

    Last part of the video is a bonus clip from a rally style race on East Coast, surprisingly this one doesn't require any set waypoint speeds for the AI to complete. The quality isn't the best sadly, my computer can't handle the bitrate needed to make this map look good on video with fast movement through dense forest, also I think in this case youtube processing made it look much worse than my original file.
     
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  8. IShokku

    IShokku
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    please help! how to download this?
     
  9. r3eckon

    r3eckon
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  10. IShokku

    IShokku
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    I have a few suggestions:
    1)Make the damage panel in money value so players can udrestand how much they'll pay for repair (or %)
    2)Lower the prices. There's absolutely no reason for these old used car to cost so much. Only van has normal price, but van is completely useless for racing. Bastion also has a lower price, but it doesn't make sence since this car is new. Please make the prices more BeamNG lore-friendly and lower the prices for used cars. In this mod i have to grind very hard to get a new vehicle.
    3)Simply add more cars to the autoshop
    4)Time is going very slow. 1min irl = 1min in game. Also i'd like to start the game in early morning (7-8 a.m.)
    5)Add walking mode
    I didn't completed all races or delievery tasks, so i can be wrong about what i said, sorry if i missed something
    My English is not so good, sorry
     

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    #110 IShokku, Jan 28, 2023
    Last edited: Jan 29, 2023
  11. r3eckon

    r3eckon
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    Thanks for the feedback and suggestions :D

    I agree with your first point, this is something I've been meaning to add and will likely be added in next version if I remember to do it. Also agreed on adding more cars to shops, adding more content and car variations is something I'll have to do after I'm done with more important stuff. Time scaling and changing the start time could be a good addition to the options menu, I'll keep this in mind for a feature to add in a coming version.

    About the car prices, I think they're close enough to what's shown in the car select menu as I was going along with that value when making car files for shop. For example, the range of value you can find this covet at goes from $6k to $10k depending on the odometer which is 30k to 90k km. Lowest odometer variations will have a higher price. I know it's not fully realistic to have a car from early 90s with a 30k odometer but the in game odometer reduces performance of parts that could be swapped, so one could say the $10k covet has been restored somewhat or had a bunch of newer parts installed compared to a $6k covet. In real life I believe most places have the odometer legally tied to the entire frame so unless a early 90's car sat in a garage for most of its life it would likely be in the 100k to 200k range by now, yet could contain much newer mechanical parts. That being said, the odometer system is being still updated by the devs and I believe part specific odometer may be possible soon if not already.

    From a gameplay perspective the cars above 2k aren't meant for the early game. Though I do agree that it's a bit grindy at first, I personally don't think the grind is that bad, as of now you can pretty much beat the entire offroad race club with the derby moonhawk by adding a better radiator and reach races that give you enough money to afford "mid game" cars or grab a scrapyard shell and build it up. Increasing race rewards could help improve early game. It's a better option because currently part prices are also expensive and they're the prices set in jbeam files so that's a fully lore friendly grind. I've also previously had the idea to add a difficulty setting that could scale the costs and rewards for more relaxed gameplay.

    Walking mode is already implemented although it's situational like if you scrap your current car or lose it in a pink slips race. I may add the ability to enter walking mode anytime at some point but if I do I'd like to add something to do while on foot as well.
     
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  12. csoldier777

    csoldier777
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    I am bit confused with the file to be saved as backup. For example: Is the file "beamLegalRacing1.6.zip/BeamLR???
     
  13. PonkerDonker

    PonkerDonker
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    Yes officer, it's stock.
    yesmitsstock.png
     
  14. r3eckon

    r3eckon
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    Yes the BeamLR folder will contain your career data. Not the one saved in the zip file (doesn't change as you progress), but the one that's in the userfolder. If you installed the mod as a zip file, this folder will appear in the userfolder after some progress is saved. You can back up that folder to keep your progress. Keep in mind that the mod has a backup save and restore feature in the options menu, it should work as expected but it's always safer to just copy the actual folder somewhere else.
     
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  15. csoldier777

    csoldier777
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    I think I understood. The BeamNG user folder and not the BeamLR file in the zip file. Thank You!
     
  16. r3eckon

    r3eckon
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    Here is a side project I used to test some features I'll be adding to BeamLR in the near future. This time it's for multi opponent endgame races on official and modded tracks. Some improvements over the current race loader system include randomized player start position selected out of a list of start points shared between the AI and player and usage of the "Parking Markers" node which is much better than the current start triggers since it forces us to come to a full stop while facing the right direction. The ability to have many opponents compared to the previous system where it's player vs one opponent added a bit of complexity to the trigger system so I decided to test it out on the superspeedway from the Motorsports Playground map. Also using modded NASCAR vehicles (found here and here) to complete the experience. Instead of the usual "limit" speed mode the AI has a set target of about 400 km/h for maximum speed.


    I won't be adding this to the coming version since I want to release the new map implementation as soon as possible. On that topic, all the race files are complete and I'm at the point where I'll be doing a bit of play test to see if the lower level race club AI needs some tweaking when it comes to waypoint speeds and risk values. If this goes smoothly the new map should be releasing this weekend but that's not guaranteed.
     
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  17. csoldier777

    csoldier777
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    Great to know!
     
  18. enouqh

    enouqh
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    Every time I completely wreck my car and call for a tow, the car under the garage is already repaired. Is that how it should be? The behavior of traffic is also strange, specifically regarding the lack of signaling when changing lanes, cars are slightly too fast when taking turns, and sometimes cars stop on the highway as if they want to turn but they keep driving straight.
    Moreover, this is the best modification I have encountered in this game, and I have been unable to tear myself away for a few days now. Don't give up!
     
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  19. r3eckon

    r3eckon
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    No it's not supposed to repair your car after towing but I know it can happen often, I'm not really sure why as I'm using the only function I know of that allows teleport without reset. And yeah the traffic is definitely quite weird. When they stop near the highway exit I think it has to do with AI random road selection, like the AI thinks it reached the end of the decal road used for the exit lane before leaving the highway so they have a chance to pick the entry lane in the direction they were going. Not much I can do about AI weirdness except playing with risk values since I know very little about how the AI works behind the scenes.

    Still I'm glad you're having fun with the mod!
     
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  20. cameront20

    cameront20
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    Great mod! I'm having a lot of fun playing it! :)

     
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