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Intel iGPU (6xx series) crashesFixed drivers available!Instructions here
Discussion in 'Scenarios' started by Яeverse Bass, Dec 7, 2015.
Well, this isn't a big issue at the moment, the fun is back and we know that we've won or not, so...
This would be SO much better if in the banger races you were given a normal stripped down car. Especially the figure 8 one. No one like's having to use the truck and 80% of the people on here don't know how to mod this on their own. Everyone would just love it and really appreciate it if you updated it letting us enjoy the figure 8 with a normal car and enjoy the banger circuit with a car that's actually competitive. Seriously, in the circuit you're given a car that only has the front brakes working properly as well as a normal engine when a few of the other cars have the very audible turbo. It's just not fair. In order to have fun you just have to forget trying to win because it's not going to happen. I and a LOT of people would appreciate it with normal cars. So just please update it. Some of us can't go through the trouble of changing it ourselves because we're not capable or just don't have the time. Please help!
Does it actually work after the update? I'm always slow on things, if someone were to ask.
If I'm not mistaken, the AI received a buff in terms of speed, not so much in staying on the track, in the latest big update. I still believe the scenario is very doable, as it wasn't a huge change. I've won with a damaged Covet on there multiple times, where I intentionally bumped into the AI cars. One reason to use this car is that the Covet is less likely to get stuck. Because the AI takes corners way too slow, they have seemingly overpowered cars, but aren't actually faster.
Also, the Figure 8 was intentionally built around the T series. You're supposed to win by wrecking - or sheer luck - not by raw speed. Then again, you may actually outrace them if you're somewhat good.
I'm sorry, but I adjust those scenarios as to what I believe them to be the best. Granted, I'm very limited in terms of what I can do, but that's just how they're meant to be.
You may not like them, yet that isn't my fault.
Is there a way I can mod it myself? Like a step-by-step tutorial? I'm too stupid to know how to do those things...
Sure, I already explained how to change cars on the first page, just read the first posts.
If you need help or have some other questions, feel free to ask. I'll have to rework the scenarios a bit to be better for the 0.5.6 version anyways. This will take some time though (I'm lazy and don't have too much time).
I did read them before I asked and i'm still not sure on what to do exactly. I can't even find the file.
Ok, I will make a short guide for lazy guys like you:
You extract the .zip file, leaving you with 'vehicles' and 'levels'.
You open the desired scenario, which is located in the respective map folder. Our example will be the Figure 8. Screenshots do come in handy when you got zero knowledge what is what. The trick is that every file for a single scenario in there is named with the exact same name, minus the file extension.
The .prefab file is basically telling the game which objects to load. This includes the information about roads (decal roads are an easy way to create a route for AI if there are none in the original map, like UKR), cars and objects.
If you scroll down a bit, you'll see what is indicated by the green rectangle. The most important things:
1. The JBeam line indicates what car that is. If you need to know the name of a specific vehicle, go to your BeamNG installation folder and look at the .zip files inside the vehicle folder there. Experiment to find the proper names, some ain't obvious at all.
2. The colour line is self explanatory, RGB and alpha.
3. The part config is more interesting, as this specifies the configuration of the vehicle. If you save a config in-game, it is located inside Documents\BeamNG.drive\vehicles. The reason I change it to .txt is that it won't show up in-game when you try to load a vehicle, thus decreasing clutter. All the referenced vehicle configurations are inside the 'vehicle' folder when you open the original .zip file of the mod.
4. Position and rotation. This is done much easier with the in-game Mission Editor. Look up this guide first.
Last but not least, each vehicle gets its name. You don't need to get bitten by an radioactive Einstein to figure out 'scenario_player0' is the player's vehicle, while others are named aix, with 'ai' standing for artificial intelligence and 'x' for a number, so I don't confuse them.
But wait, there's more!
Remember when I said that every part of the scenario is named the same? That's right, inside the scenario folder you find the other files.
a. The .html is optional AFAIK, it's just there to put in some text for the scenario. It shouldn't come as a great surprise that it utilises HTML script.
b. The .jpg file, you know what it does.
c. The .json file: There's a lot of important blahblah, but to explain the basic things, there's the description, file references to the .prefab and .jpg, lap config (checkpoints located in the prefab must be reached in that specific order) and lap count. A broken .json file may result in a broken scenario selection screen, so be aware.
d. The LUA magic. All credits to the great Scepheo! Now I won't pretend I know each specific step it does, but that's the whole reason why the damn AI works. The only things I found myself able to change without [censored] the scenario up are inside the red rectangle. And the only thing that isn't sufficiently explained is that the local node radius needs to be decreased if (some of) your AI cars won't start. MIne are semi-broken as of right now.
So, have fun!
YOU'RE A GOD THANK YOU SO MUCH