Are you sure you're installing in the userfolder for the correct version? Following the instructions on github should work, I've tested on multiple computers. If the mission marker isn't showing you're missing the mission file which should be in this folder:
i got it to work but this was blue when i bought it --- Post updated --- is it possible to sell parts --- Post updated --- i suggest a restart option --- Post updated --- wendover
Moonhawk color difference is a bug. For paint to sync properly I need to remove color data from config files. I just checked and seems like I forgot to do it for that config. Thanks for reporting that, it'll be fixed in next version. There's already a restart button if you scroll down in the options menu. Parts can't be sold for now since that feature would be a money hack, most $800 derby configs could be sold as individual parts for like $20k. Try this in lua console with different configs, works in freeroam: Code: print(extensions.betterpartmgmt.getVehiclePartCost()) This gives you the total cost of all parts on a vehicle. Moonhawk "The Terrible" has a total part cost of $39k, even the vehicle selector UI only shows this config going for 5k and in BeamLR it sells for less than 1k.
bug report police will somtimes continue pursuing even after evasion also can we have an are you sure button for resets,selling,scraping, and buying cars
Yeah this is likely the normal police system not working properly as I'm using vanilla flowgraph nodes for the police stuff. The traffic pooling and cycling are a bit buggy when it comes to interaction with other systems like police chases. Another bug with police that also happens when cycling police cars in active chase is that the police chase node sometimes will not trigger the evasion event. So the race club UI will say you're still being chased. I've added a fix for that one in next version. I'll see about fixing the first bug as well but I'm not too familiar with the police and traffic code so I don't know if it can be fixed. Adding confirmation to some buttons is a great idea, this sounds easy enough to add and would improve the UX quite a bit.
Stayed up all night !!! Haven't won a race yet, lol ! So much I wanna write, but first, can you add rng to missions ? Missions should have SPEED/WEIGHT/distance/cargo (transport) RNG for extra bonus $ (trailers, etc... Like carp. Maybe direct me if I could copy some carp code and paste it into your mod, for that functionality...lol It's only for my taste. LOVE YOUR WORK ! Been looking for this experience since I got Beam. Can you direct me on how to add/change waypoints for adding new races ? ex. " triggers=BeamNGTrigger_HighwayDragFinish waypoints=ut_wp_53" I don't know what new triggers/waypoints to add. Do I need to use the editor to add these and save the values ?
I'm glad you like the mod! Trailer missions and overall improvements to the mission system is something I've been meaning to add, I'll probably get around to adding this to the mod soon. For instance there could be pickup specific missions only offered if your pickup has a bed available for specific types of cargo that would pay more than regular deliveries, maybe also some fragile cargo that would fail the mission if you crash too hard. I'm also still thinking about how to best implement trailer purchase and ownership. For races, the triggers and waypoints are added to the level, you can see them in world editor. Triggers are checkpoints, waypoints are for the AI pathfinding. You can have more waypoints than triggers if the AI needs them. To make races I use world editor to fly around the map following the race path and adding the waypoints and triggers encountered to the race file as I go. To sum up the process: Fly from start of race club to first checkpoint, click on the trigger in world editor, copy the name to avoid spelling errors, add to the race file, do same thing for waypoints, fly to next checkpoint, repeat. Usually you want waypoints to be after the triggers to make sure the AI drives through the checkpoint, especially for the last waypoint in a non looping race otherwise the AI will slow down to stop before crossing the finish line. Then to test your race file you should delete everything in the league folders for the club you're adding a race to, except for your race file. That way you don't wait on RNG when testing a new race. Overall the process is a bit tedious but not overly complex, I suggest you start by taking a look at the race files to understand the link between what's written in race files and what you can see in world editor. Try editing the more basic race files like the highway drag race, add a checkpoint and see if it works before creating longer races. I'll probably make some easier to understand guides on how to do this stuff at some point.
Live streaming the mod rn, lol, gna get to reading the full message and experimenting. For trailers, a carp like license you can buy for a good price works. So after the rng for regular missions, make some $ ,buy a trailer license then have access to trailers you either also have to buy and use for those type of missions or auto spawn trailers RNG style like carp, Maybe get a patreon for some support, or talk to beam devs !!! --- Post updated --- Dude, I just found out that you can cheat on races by getting rid of your opponent and with the toe truck, race is still on, while I can drive to the finish line, ai is at the bottom of a ravine...lol, you gotta auto cancel the race when using the toe truck. lol Also for the police, when you're chased towing should be disabled. Just escaped the cops by it. Just found a police bug, so I escaped with the tow truck just when I got busted, and I couldn't move at the garage. Changed cars, could move again. but a cop found me and immediately couldn't move again, (maybe it was referencing the past bust that didn't solve) and paying a fine, can move again. Also, something very strange, whenever I load or begin the mod, My internet (vpn) gets disconnected and reconnected. Happens all the time. I think It's related to another mod, STEREO music mod maybe...lol
Can you give me a way to add rng money to missions ? Only one gives 400, so you can skip all the others. I'll try to make more missions and upload the file for you for the next update. (this is a big map, so you can have missions all over the place. --- Post updated --- I'll make a list for possible future updates tomorrow I hope !! I'm hooked so badly on this. I added a "," to any mission price and it worked ! Got a random number ! There's a random waypoint mission mod that you can input a target millage, and other things and it randomly generates missions. Maybe there's a way to borrow some code, but without the selecting, just random waypoints (roads only) so you have dynamic missions this way. With RNG for missions it's a game changer. Combined with custom missions (manual) I have many mods for parts and such, and the prices are good, but sometimes (RK) engines are stuck at 600. Any way of increasing a default value for 3rd party mods ?
Yeah keep in mind this is still mostly sandbox mode with a flowgraph mission running so you can cheat in a lot of ways if you really want to. I'll disable the towing button during races and chases for next version, but I'm not sure why your internet would go down since nothing about this mod uses networking. Towing will freeze and unfreeze your car but so will getting caught by police so that's why the two can conflict and cause problems. I'm also not sure if dynamic waypoints missions are worth adding, especially with the waypoints for AI paths you'll have some odd destinations in all maps except maybe west coast, even there it might tell you to deliver something in the middle of a highway. I'd rather keep destinations static and randomize other parameters like item delivered, fragility and potentially time limits. Deliveries in this mod are mostly intended as a early game or last resort way to make risk free money (everything else is a wager not a reward) so that's why they pay small amounts. With added failure parameters I'll have rewards follow the RNG like challenges do. Part prices are stored in jbeam. You can also set a manual part price in the "partprices" file in case the part mod would be updated and revert your changes. This file takes priority over jbeam prices.
I'll make a list for possible future updates tomorrow I hope !! I'm hooked so badly on this. I added a "," to any mission price and it worked ! Got a random number ! There's a random waypoint mission mod that you can input a target millage, and other things and it randomly generates missions. Maybe there's a way to borrow some code, but without the selecting, just random waypoints (roads only) so you have dynamic missions this way. With RNG for missions it's a game changer. Combined with custom missions (manual) Yeah, RNG for missions is much more important. Some suggestions: You can also add missions in off roar places, requiring off road setups, add cargo, overall weight, distance, time bonuses, random cargo spawns (after getting a license) And skip the mission "REFUSE" button, they need to be random, you accept the mission (location is only shown after accepting) and RNG takes place for all the extra goodies. If you decline you get a $ penalty. it will be a game changer imo. I love the races ! Almost finished bronze ! I had to load my career many times, as the cost of repairs was higher than what I could afford..lol I'd like to go "permadeath" style, but it's too much, I'd never get any progress done. I'll try adding missions in as many places as I can today. ! BTW, is it possible to add config saves ? Having multiple configs of a car and loading on the fly (from the garage) would be nice ! Also, maybe custom 3d floating icons for all the stuff. And maybe some missions that are "secret" I.E. Not from the parts shop, but in some places on the map, with a custom icon. They can be longer, or DANGEROUS !!! DUDE< you can add explosive barrels/bombs in trailers !!!!! OMFG lol Maybe show the individual car part when you browse for them, like in vanilla Beam ? (I know you're sideloading through custom code, maybe not possible ? Also, the "save" and "load" buttons can be in the main menu. They're important as hell. Unless you have tons of $ you need to use them. --- Post updated --- As for the vpn, not sure but it was a connected to some software and always disconnected after loading the career, after a few seconds. I'll check the event viewer and maybe duplicate the problem.
Config setups is something I've had on my todo list for a future update, where you can save your current part and tuning setup to load it later if you have the available parts in the inventory. I know this would be pretty useful for changing tires and other parts depending on the type of activity you want to do. Random unique events like you mention have been suggested before so they too are on my todo list. Showing parts while browsing might be possible but I'm bad at UI related stuff. Refusing missions will likely have a small rep loss in a future version. Thanks for all the suggestions btw, I might not implement everything but I regularly check this thread for suggestions and bug reports when adding new features so don't hesitate to post your ideas and feedback!
Thanks, I'll post when I find things to report or wanna see in the future. Here's what's possibly not been suggested before, "Special missions" (non-parts shop) where you deliver dangerous cargo, AND are CHASED by one type of special vehicle, that vehicle or pool of random specials, can have a special sound effect or music attached to it and triggers when it detects the player in a range !!! lol think about it, set a spawn rate where it's somewhat balanced, it can be any type of vehicle that's special, mean, dangerous, even a train, lol, or a cannon, or a crazy truck ? lol I won the bronze pink slip car, and I can sell it for about 3.5k with over 100 rep. But the original car (over 20k km) is much lower in price The pink slip is over 30k km.
Vehicle sell price is hard to get right, I've posted about this previously. Sell price is based off the total part price (so that adding better parts means vehicles sell for more), which is way off compared to even prices listed in the config select menu. Sell price scales down with low rep and high odometer but that process needs some tweaking so it doesn't allow buying and immediately selling cars to make easy money, while still being more profitable than scrapping. This is hard because even crap configs like derby moonhawk have 40k worth of parts attached yet it can be purchased for less than 1k.
Honestly, it's not a priority atm. The missions section is a much more significant aspect. It's fine the way it is, better to have small $ than break the system with tons of $. Have you considered drift missions ? (you can score using an app that looks exactly like forza. Measures more than drift)
I played 1.8, very good, i get filings of nostalgia like in old times in SLRR. Also I have a some feedback: cargo mission - need add cars with different supported weight, for example little fast car cant hold big cargo, so delivery mission on them will be not cost-effective, opposite to this will be trucks (with back trailer like in eurotruck simulator), pickup, vans, slow but can handle more cargo. Fuel - different car must spend different litres of fuel (little car less, truck more). *Main benefit this will be that player will use all cars not only sports, also it will be logical add specific parts (like a pickup bed), trailers for trucks. Need add some basica pictures to the parts menu (because now NO IMG). *if you can, give me a full list of parts and preferred size of image and i generate it for you (just want play with Image Generated software and test it). Need autosave to every successful mission complete. Need option to buy radio/audio to the car (maybe by using one of some other modes from Repository). Thay play music from some catalog folder on PC. some cars can be without gps (player must buy it). After buying on screen will be add map (also can be done from one of available modes). In main menu need add confirm to "career reset button", because is very easy do missclick and restart carrier)). if possible, fix a cop AI, i crush to another car and cops see this, but do nothing. it is possible add BLR to main menu (like beamMP do this with their multiplayer). So player can play BLR without entering Utah and then load BLR. Can you add this mode to repository BeamNG drive? - to update it automatically. Flatten wheel mechanic - when one off wheel flatten and if player have another, it can be changed on any place on map. it is possible add big custom map with long distances or mod only work in Utah? Can you integrate to the garage this mode https://www.beamng.com/resources/beam-regenerator.2627/. Will be cool, that player start "beam regeneration" and money start spends (when regeneration is working). Some others activities - for example every time where player load map and mode, on game map automatically spawn some broken/old/stolen vehicle that can found, delivered with truck to garage an can be sold or repaired for future use. If car stolen it will be detects by cops, and player need legalise (for money). When player play to long, without rest or it health set to low, controls of vehicle can be a little changed (to add tired effect) *Don't know how this do in BeamNG, but example when player brakes, some signal from keyboard not come and car don't break immediately or steering lagging with some delay. PS sorry for bad english.
Bug report: If you walk to a car dealer, buy a car, you can't walk anymore, bus home doesn't help, gotta load my save. Also, some second hand configs can't be fixed (they always have a bit of damage) and can't be tuned, if it's too much of a hassle, just add a "mechanic fee" to edit and buy parts with some damage on. either have a fixed $$$ regardless of damage or fees based on damage level. 50$ 100$ 500$ etc...
I added a custom mission ! But I don't have the dynamic waypoints towards the mission. (I think I copied the wrong type of file, the "BLRWP" needed, right ? I made it yield between 450$ and 680$ I copied over 2 files, for the mission, (waypoint and trigger) Didn't make the jump...lol, this made me crash (bug with node grab) the car just vanished trying to move the it, killed me...lol
NICE !!! Many of these are top notch IMO ! Good job, some might be really difficult, not sure. Let's wait for the main man to respond !
Here is a quick preview video for new drift challenges coming in version 1.9 of the mod, be warned that I suck at drift in BeamNG so this may be infuriating to watch for some lol. This works using vanilla drift scoring mechanics and a basic UI app to keep score. Drift score target tied to RNG for time limit and wager so harder challenge pays more money. Can have traffic enabled for extra risk. Main difference with vanilla drift scenarios is that player can keep drifting past final checkpoint as long as time limit isn't reached. Crossing final checkpoint with enough points will complete the challenge. Funny you mention that, indeed I have The mod had code for processing drift challenges random values for a while now as I anticipated adding them at a later date. I had not gotten around to playing around with drift score flowgraph nodes until now. I'll have a look at the bug reported to see if I can reproduce and fix it, and for your custom mission the destination waypoints do come with "blrwp" naming scheme but it's not required as long as you're using actual waypoints like those scattered around the map (EX: ut_wp_1234). I'm glad you're enjoying the mod! I don't have much time right now to respond to all your suggestions but I'll keep them in mind. To address a few that haven't been suggested previously: parts lists for part images are gigantic, you can find them yourself using the in game console and some lua commands, each car has tons of available parts so if you can find a way to automate part images that would be great. Autosave feature will be added in a future version. Fixing the cop AI might be difficult, I don't want to modify vanilla game scripts and unless the strictness value is very low cops will often chase you for going at regular traffic speed. This is the kind of stuff that will get better whenever it gets better in vanilla BeamNG. I don't think changing flat tires is possible, closest I got to this type of feature is forcing the game to reset the pressure of deflated tires, it works to make the tire stiff but the friction value is wrong and it still feels like a flat tire. Beam regenerator is awesome, I had no idea that was a thing, I'll have to check this out later. Oh and the mod works with other map but they need content to be added, like Utah and East Coast do. I'll probably start working on another map after a few more bugfix and feature updates.