Can I rewind a scene to try something different at a certain point? For example, while playing a "replay", I would like to hit pause and get control of the vehicles from that point on. Is this possible? Maybe there's another way to do it? I'm sorry if this has already been answered, I'm new to the game and I didn't find it. Also, more generally speaking, a tutorial on how to play would be nice, the wiki is lacking. It took me a while to learn how I could recover a vehicle stuck in a ditch: by moving the camera around (!).
Well, if you hold down insert key, it kinda rewinds. Not sure about replay, stopping goes to end of replay I guess, so there might not be a way.
This was not what I was expecting. I was expecting something more, uh, philosophical and sciencey. On a serious note, AFAIK, I'm not sure. From what I know, the closest thing you can probably get to "time travel" is holding down insert, which resets the vehicle and moves it backwards at the same time.
I’m not sure if a system like forza’s “rewind” function would work in beam. Then again, I know just about nothing.
Recording of full-world physics state is not possible (nor planned to be researched for viability either). You can only get a extremely simplified history recording using the Recovery system (insert key), or a read-only graphics/audio recording of what has happened via Replay system.
Yes you can but you must realize there is a lot nore going on in the backgroud of this game than forza. I suggest looking at their posts about how the game is made (id link it but idk where it is). That'll guve you an insight on just how much is going on in the backgrouns of this game. In simple terms, each node of every vehicle has its physics calculated 2000 (?) times a second which includes speed, g forces, heat, abd other things that i can't remember. You also habe to realize that most racing games habe preset deformity rather than calculating everything like this game does. Hope thos clarifies things a bit for ya! Feel free to correct me if I'm on anything guys.
OK, I understand. Would it be possible then to reload not just the current vehicle (CTRL+R) but all the vehicles? In other words, suppose I prepare a complex setting with some vehicles, breakable walls, cannons, etc., and I want to save it to try different things. Right now the way I do the "reset" is by repeatedly pressing tab / ctrl+R / tab / ctrl+R / tab etc. until everything is restored. Is there a smarter way to do this? Also: can I save the whole "setting" and restore it another day after exiting the game? So this would not be "time travel" (too demanding) but rather a "save the current position [not necessarily the whole state] of all the elements you added to the world".
You can run be:reloadVehicle(-1) in the lua console. Coincidentally, the next update will bring a dedicated shortcut binding for this functionality, that you will be able to assign to some key or button of your choice. There's no quick way to create scenarios. Maybe scriptAI is a better way to do it, but I'm not sure IF or when it will be made publicly available.
In case someone else is interested: I was mistaken, I meant to reset not to reload. So the command to use is be:resetVehicle(-1) and it does exactly what I needed: reset all the vehicles/props to the last position where they were recovered ("insert" key). Thank you very much for the tip, @stenyak!
I found a very simple way to save what I call a "set" (like in a movie set), that is a map where I changed a few things and added a few vehicles and props (like cinderblock walls, rollers, etc.). Just press F11 + Ctrl S. That's it. I wonder why nobody mentioned it...!! So I guess that probably I am misusing the tools. Am I missing something? In fact, this method has a few drawbacks: once saved, the base map will be forever modified, or at least until I delete the Documents\BeamNG.drive\levels\ folder I can't save more than one "level"; or actually I can, using "save level as" and giving names to the levels, but then when I try to load it back with "Open level" it doesn't work. Probably I could figure out what I do wrong by studying the massive documentation in the wiki... but it is a daunting enterprise, when all I want is just save what I see on the screen. And it also seems that it shouldn't be difficult to implement, since the F11 - Ctrl S is already there and does almost everything that's needed. It just lacks an interface to give a mnemonic name to what you've saved, and a list of saved "sets" to choose what to load. I don't want to sound rude, but I think that a big prominent "save" button is required in a sandbox simulator. You shouldn't need to become a modder to do something like that (maybe some day I will... but I installed this game just a week ago, give me time ).