I suppose they are – you have to add them yourself, though. Creating separate packs for each and every mod combination out there would be a huge waste of time and resources for the dev. Unrelated, but: https://www.beamng.com/resources/valo-city.26648/
Awesome, I had no idea the map port had finally released! I'll definitely have to add interaction to this map in a future version.
When I load into the BeamLR mission on east coast or Utah I can't see the mission/contract gui or any map marker. What do I do?
It could be the "competitive scenario" option being disabled. If not try to reinstall in a fresh userfolder and carefully follow the install instructions on github.
I had this same issue on my first install, make sure to copy the files inside the "source" folder into your game folder.
Update 1.10 will most likely be releasing next weekend. After finishing up track events I spent some time adding requested features, bug fixes and UI improvements. For instance, part edit, part buying and tuning menus are now sorted alphabetically. The long format (non drag) race clubs now work using league specific class files that make it easier to add new opponent configs as they get released or for modding. Shop files for new ETK800 and K-Series configs have been added, also made sure to add them to race clubs. One of the most useful addition is this simple config save/load screen which was requested by a couple users: This UI works in tandem with the inventory system to make sure you have the necessary parts to load this config in your part inventory. If you're missing parts a message will notify you that this config can't be loaded. I think the menu is especially useful when using a single vehicle for multiple types of races to switch tires and suspension to go from street to dirt or to quickly swap between different performance classes for race events. This was a pretty simple addition that should improve UX quite a bit. Another requested feature I added is the time scale option. This combined with track events make night time more relevant than in previous versions of the mod so I made sure to have it so race opponents now use headlights when racing at night. This also works during track events. Race opponents will also now be using nitrous when they have it installed, making high performance opponents even more difficult than before. Personally I think night time is still way too dark in BeamNG, it's not just the low strength of most headlights some maps have areas that don't react to headlights while other areas look fine. I still think it's playable for the most part and it also adds to the challenge of track events. Hopefully the night lighting gets better in a future game update. I will likely start implementing some night related features such as cars shops closing for the night at a certain hour, "secret" high stakes race clubs that aren't available during day, and more.
2 questions: Does this support Multiplayer? Does this work with the SLRR map mod for this game? Also thank you! This is great, since street tuning evolution is going to be a slow release due to conflicts over seas. Very excited about this.
In my opinion all night races should be at 150%-200% to be worth the risk of driving at night, It would also be nice to have te ability to skip 12 hours, to kind of cycle between day and night (just like slrr had.) i’ve played trough the campaign and it would be nice to see more pink slips on rally and drag races. I’ve had 2 little bugs playing this scenario: -when loading my save back. My car had 25k in damages without anyting being broken, i fixed it by reloading it multiple times untill it went to 0. when I buy a car in de dealer when i’m on foot. if i teleport to the home garage, i cannot do anything and my character is frosen, causing me to reload my save/restarting. In general the game is already such a fun experience and i cant wait for future releases!