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Career Mode Feedback

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by RcCookie, Sep 23, 2024.

  1. RcCookie

    RcCookie
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    Joined:
    Feb 24, 2018
    Messages:
    37
    Since there seems to be no dedicated thread for this, I'll create my own, in the hope someone will read it :) This is a collection of both bugs and feature requests, of varying complexity. I'll put every bug into a separate message (nvmd this doesn't seem to be possible), this may make it easier to refer to a specific issue. I'll also try enumerating and categorizing them a bit, let's see how well this is going to go. The order is of no particular importance. I've created too many Git issues...

    Before anything else, I just want to say that, having not player career mode since a while now, I'm quite impressed with the amount already available, specifically the cargo transport mode.
    --- Post updated ---
    #1 Buttons should change tabs
    Type: Bug, Category: Input, Version: 0.33.1

    Let's start with something simple. In the UI for loading cargo, the buttons at the top of the controller should change tabs (Facility Info, Parcel Delivery, ...). Currently they seem to do nothing.
    --- Post updated ---
    #2 Some input not working during test drive
    Type: Bug, Category: Input, Version: 0.33.1

    When a test drive vehicle is spawned, some controller input stops working for me (note that I have remapped some stuff). Especially:
    • Can't start engine (mapped to (Y) on controller, keyboard [v] works)
    • Can't shift down (mapped to (X) on controller, keyboard [y] works). However, controller (B) works fine for shifting up.
    • Can't enter / exit vehicle (mapped to D-pad down on controller, keyboard [f] works)
    • Can't reset camera angle (mapped to pressing right controller joystick down, didn't test on keyboard). Rotating with right joystick works fine.
    I couldn't find pressing these controls did anything else, not sure what they are conflicting with.
    --- Post updated ---
    #3 Delay when stopping at an interactable point until pressing the interact button works
    Type: Bug, Category: Input, Version: 0.33.1

    When you stop by a point of interest (or however you want to call it), e.g. the laptop, the sound notification comes earlier than it is possible to actually interact. If you click the interact button to fast (for me left joystick down / [esc]), you instead get the regular action for that (open the menu). There's quite a long, annoying delay until pressing the button actually opens the interaction UI.
    --- Post updated ---
    #4 More loader vehicles
    Type: Feature, Category: Delivery, Version: 0.33.1

    I know loaner vehicles are still heavily WIP, but I just want to note this down anyway. There are only a limited number of vehicles available, specifically I miss:
    • Dump truck
    • Dump trailer (for sand transport etc., very expensive to buy yourself)
    • Box trailer
    • Trailer dolly maybe? Mainly difficult to buy because rarely available at shops.
    --- Post updated ---
    #5 No route preview with controller
    Type: Bug, Category: Input, Version: 0.33.1

    In delivery mode (e.g. parcel delivery), when you hover over a task with the mouse, you see the route and, crutially, its destinantion on the map. When using a controller, the route is never shown, I guess because there is no "hover" state for the controller cursor. It also doesn't show if you click on the task.
    --- Post updated ---
    #6 Confirm exit "Buy Parts" mode
    Type: Feature, Category: UI, Version: 0.33.1

    I've done this several times now, trying to edit a vehicle and accidentally going back too many times in the menu. This will loose you all your edits, which may be many. Thus, there should be a confirmation before canceling all changes (ideally only if there were any changes). The "My Parts" section doesn't need this, as any changes are permanent immediately anyways.
    --- Post updated ---
    #7 Concurrent delivery jobs
    Type: Feature, Category: Delivery, Version: 0.33.1

    It should be possible to have multiple ongoing deliveries of type "Car Jockey" and "Trailer Delivery" (and possibly also "Materials Delivery"). Examples:
    • Car Jockey: I could use a truck or trailer to deliver more than one car at once.
    • Trailer Delivery: There actually are plenty of trailer deliveries that spawn on a "B-Trail Lead" type trailer, or you may also use your own trailer dolly. But what do you do with them if you can only have one trailer at a time?
    • Materials delivery: I haven't tested it yet, but I suspect that even if you have a tanker upfit + tanker trailer, you couldn't load again after having loaded once. You can't even load more of the same material. Additionally, some of the tankers visually have several cells, e.g. the T-Series upfit has 3 segments. This could allow you to carry different types of material in each cell, similar to the different cargo boxes not treated as one big box. See attached image.
    If you think, this is overpowered to be able to do, then maybe add a license you have to buy to have multiple concurrent jobs (although this is likely to be irrelevant, because at the point where you have the required vehicles to do so, you probably have enough money anyway). You could even expand this license system to other stuff (trucking license, bus license, etc.). But this just as a sidenote. Mainly I just want to be able to perform many jobs at once (at least like 5, but why add a limit? Won't gain you much, and if you lag out your game it's your fault and easily fixable by cancelling some jobs, after all BeamNG is kind of about doing things your own way, not being restricted by the game to do something in a very specific way).

    upload_2024-9-23_19-23-18.png
    --- Post updated ---
    #8 Damage after mission with own vehicle
    Type: Bug/Feature, Category: Mission System, Version: 0.33.1

    The damage retained to your own vehicle after using it in a mission is inconsistent. If you just exit from the mission at the end, you retain the damage, but if you restart and exit then, you keep the old condition. This was fine for use in freeroam mode, but in career mode it seems stupid to only sometimes obtain damage, which is quite costly.

    There are two ways of handling this consistently ("non-exploytable"):
    • Always return the vehicle in the old condition. Restarting the scenario always restarts it with the old condition of the vehicle.
    • Always return the vehicle in the new condition, AND retain damage when restarting. You could make this an option "Hard Mode" in the gameplay settings, and maybe exclude some scenarios - I am thinking of the target jumping where you have to use the same vehicle for several jumps. I think this would be very interesting, and I would probably turn this on!
    --- Post updated ---
    #9 Use own, damaged vehicle for mission
    Type: Feature, Category: Mission System, Version: 0.33.1

    Why can't I use my own vehicle for a mission, when it has some light dents? I understand that replacing parts while retaining the damage of a vehicle is not possible due to engine limitations, but teleporting damaged vehicles has been possible in the past, and is also use at the end of a mission to move the vehicle to a dedicated spot. If the vehicle is so damaged that the center of mass of it's frame (or whatever you use for positioning) is so far of that positioning makes problems, then you probably won't be able to complete the scenario anyway.

    I actually find this one of the most annoying things right now. I don't mind driving a damaged vehicle around, if can still do the job, it's part of the fun for me. Also, if I knock out a headlight or something, I don't want to wait 10 minutes to repair it, just to use it in some mission where it will get much more damaged.
    --- Post updated ---
    #10 Buy damaged cars
    Type: Feature, Category: Dealerships, Version: 0.33.1

    I think it would be interesting to be able to buy damaged vehicles from some dealerships. You can see the damage in the test drive, but will have to guess how much it will cost to repair it. The insurance shouldn't pay this first repair (basically, insurence coverage starts once you repaired it once).

    To obtain this damage, you could just simulate the crash silently when it is first selected. But you should save the resulting damaged state, otherwise resimulating may cause different damage, and take longer. I think the preview shouldn't have to show the damage, just state that it is damaged, then you don't have to simulate before you actually want to do the test drive.
    --- Post updated ---
    #11 Retrieval of damaged vehicles
    Type: Feature, Category: Garage, Version: 0.33.1

    You should be able to retrieve any vehicle from storage, no matter the damage. I believe you can retrieve your favorite vehicle with damage, which may even be exploytable, but retrieving from storage should be treated similar to "Tow to garage".

    I guess the reason for this, and for the fact that damaged vehicles are put into storage when reloading a save, is that you don't save the damage state to disk, just the cost to repair it (?). This will be necessary for this, but I think this may be just some serialization work, nothing impossible. This would also be required for "#10 Buy damaged cars" to keep the damage between reloads.
    --- Post updated ---
    #12 Bus driving
    Type: Feature, Category: Game Modes, Version: 0.33.1

    I know that the "Taxi" branch is not available yet, but the already present description doesn't mention anything about bus driving being part of that. I actually think that a better name for this branch would be "Public Transport". This includes taxi and bus driving, and also leaves the possibility to add plains, trains etc., be it vanilla or (more likely) modded content.
    --- Post updated ---
    #13 Police in traffic
    Type: Feature, Category: Traffic, Version: 0.33.1

    I've read somewhere this feature already exists but is disabled. I just want to add that I think it is important there is only the occasional police car, unlike in freeroam with police traffic. At the same time, you need enough police vehicles in the traffic pool ready for a chase - you don't just want one police car chasing you. You could make name this traffic mode "Smart Police Traffic" for freeroam and AI mode, which just uses a different vehicle pool logic.
    --- Post updated ---
    #14 Day / night cycles
    Type: Feature, Category: Environment, Version: 0.33.1

    Would be cool if day/night cycles were enabled, especially since you can't (easily) enable it yourself. At night maybe spawn lower volume of traffic (or just increase the respawn radius).
    --- Post updated ---
    #15 Tuning shouldn't cost money
    Type: Feature, Category: Garage, Version: 0.33.1

    Tuning a car should be free. You don't need to buy parts like for repairing, and since you can't test drive, you'll likely have to change the same value several times.
    --- Post updated ---
    #16 Repair with owned parts
    Type: Feature, Category: Garage, Version: 0.33.1

    If you repair your vehicle, there should be the option to use parts that you already own and are not using, which would reduce the repair cost (only if self-repairing). Then you could buy a cheap second car of the same type and use it for spare parts. This is actually something done IRL sometimes. It would be even more effective if there was a "dismantle all" option that would allow you to also retrieve the chassis / body of the vehicle which you usually couldn't remove.
    --- Post updated ---
    #17 AI's brakes lock up when loading
    Type: Bug, Category: Traffic / Mission System, Version: 0.33.1

    If you load your truck (or similar stuff probably where the brakes are auto-locked), the brakes of all AI cars are also locked. You can tell by the sudden tire lockups all around you when you press "Unload". This only affects the screens which don't pause the game, e.g. parcel loading or fluid loading. When you are allowed to drive again, so is the AI.
    --- Post updated ---
    #17 Wrong whitespace in finish screen
    Type: Bug, Category: Mission System, Version: 0.33.1

    The result of a race states "Finish! You result: 1st . Well done!". Note the whitespace character after the "1st". Probably in many races, this was observed in "Going home". Yes, this annoys me a lot.
     

    Attached Files:

    • upload_2024-9-23_19-22-54.png
    #1 RcCookie, Sep 23, 2024
    Last edited: Sep 23, 2024
  2. Musicman27

    Musicman27
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    Joined:
    Dec 13, 2023
    Messages:
    2,568
  3. RcCookie

    RcCookie
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    Joined:
    Feb 24, 2018
    Messages:
    37
    • Like Like x 1
  4. Musicman27

    Musicman27
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    Joined:
    Dec 13, 2023
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    2,568
    That's alright. There is a forums search-bar FYI.
     
  5. RcCookie

    RcCookie
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    Joined:
    Feb 24, 2018
    Messages:
    37
    I searched for "Career mode" or "Career" in the top right search bar, not found. Only works if you go to forums and specifically "Search forums"
     
  6. Karl Süss GmbH

    Karl Süss GmbH
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    Joined:
    Sep 25, 2024
    Messages:
    1
    Since the latest update in career mode i can't look at any vehicles i own, it just shows "you don't own any vehicles" across multiple newly made saves, can't figure it out lol
     
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