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Intel iGPU (6xx series) crashesFixed drivers available!Instructions here
Hit the other guys. Repeat until they stop driving around. Win.
It's because the Ai logic is Wip and the last update makes this mod to not work anymore today.
Can you please update this mod? Absolutely my favorite thing to do in Beamng. If you can please make a couple of different derby locations like dirt, grid map etc.
You can already do this.
So is there any way to get this working again after last update?
Yep, there is, by waiting until Scepheo finds time to correct the issue. I know he is on it, but it could take a few moments.
If you look at how many times his mods were updated, you might see that he is willing his mods to be up to date.
I'm waiting for it as well.
Hi! For some reason whenever I start a derby the other cars just stand there. Is this a common issue and does anyone know how to fix it?
The most recent update changed the way the AI worked, breaking this scenario. It should be fixed sometime when we get a better understanding of how to do so. You can still use the Chase option in the AI Control App to do derbies, just like when the game first came out.
Somehow I didn't know this was an option, where do I find this?
I believe it's in the UI editor. Just click the plus sign and AI control should be in the top left corner.
where can I find the UI editor?
Read the comments above...
I can't get the UI editor to pop up, after enabling advanced options the apps menu still doesn't pop up. any fix?
Are you trying to display the AI app while playing to this Demo Derby scenario ?
If yes, it's not going to work, app UI is disabled while playing to scenarios.
What VolticDragon ment was that you can play freeroam in any map, spawn vehicles and set up the chase mode with the cars you'd like to chase each others.
It will be like a demo Derby.
But i don't agree that much with that, because the AI chasing cars can't go reverse after they reach their target, so all cars just stick to each other.
The very old AI mode was funnier because cars were really behaving like in a Demo Derby.
But i presume this is Wip and planned.
Any progress on updating this mod ?
Not really. I've had a look at this a few times now, but I'm currently a little too burnt out on BeamNG to dig through stack traces, debug logs and game source code for days to fix this bug. Doesn't mean I'll stop looking though, just that it'll take longer than usual.
Kk, at least you answered. We all sometimes lose the passion towards something, so you do it, when you do it.
It looks like this Mod is not working anymore because the code "local data = map.object['opponent' ..i]" is sending back blank data. This causes the call to data.dirVec to fail. Any idea's how we could get the dirVec from another location it might work using the opponent vec3(obj:getDirectionVector()).
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The other line of code with a problem is the " local playerData = map.objects.player" It comes back with blank data for playerData.vel:length(). Both of these should be coming from the mapmgr.enableTracking.
Not sure but this might help too!
Good catch you two. I'm taking a look now. Yes, it looks like that was exactly what went wrong. There are only 4 instances of that type of declaration, changing them out seemed to fix these scenarios although I only tested the "stock" scenario. @Scepheo
Awesome, thanks for looking into this guys. I'll see about getting these scenarios fixed soon.