Interesting, I always assumed it was RNG based due to how it rarely offered me the option, but what you're saying makes sense considering the game has a static list of opponents. Makes it so the opponent doesn't even want your car until they respect you lol.
Just tried this out and it is amazing! Such a huge leap in atleast what i thought was possible gameplaywise in current Beam. Such a good job, keep it up!
Have you by chance considered adding an off-road drag race? The dirt airstrip in Utah could work for that, although the race couldn't be very long due to the airstrip's short length and part of it needing to be braking area, but I think it could be an interesting addition.
I did but the AI has no idea how to launch on dirt even with the rally configs so I don't think it would be competitive.
Ah, that's unfortunate, but understandable. On an unrelated note, is there a reason the 309 V8 is so much more expensive than every other engine? 81k seems pretty excessive, did you by chance mistakenly put one too many zeros in the price?
Value is coming from vanilla jbeam files so a BeamNG dev probably made a mistake. I noticed it for the moonhawk, not sure if there are other V8 using cars with the same issue. You can check this yourself when you encounter weird pricing by opening up zip files for vehicles (game install folder/content/vehicles) and checking for .jbeam files for specific parts: This one has a correct (though quite a bit low for the power it has) value This one is probably supposed to be priced 9600 If you want to fix it without messing with official files open the beamLR/partprices file and add the line moonhawk_engine_v8_309=9600 to override the jbeam value. Do the same for other parts if you find any more with incorrect values. This file takes priority over vanilla jbeam files. Given BeamNG devs are working on official career mode it wouldn't surprise me if part prices get changed soon. Right now part prices feel more like arbitrary values whoever worked on the part felt was appropriate but in order for career mode to work well part values will have to be balanced to give the career mode a good feeling of progress.
For small item delivery you need to add a trigger on the map where you want the destination to be so just open world editor and duplicate an existing delivery destination so you get the correct settings. Rename then move it where you want the destination and add a waypoint for the GPS system (or just pick one that's close enough). Save the map and restart the game (otherwise the trigger doesn't work). Copy a delivery file and alter the values to reflect your new destination. Code: dest=DESTINATION_TRIGGER desc=Deliver $item to DESTINATION reward=200 items=beer,books,coffee_lid,coffee_nolid,fastfood,fishingequipment,gameconsoles,graphicscards,monitors,motoroil,mufflers,pistons,pizza,powertools,scrapmetal,soda,sparkplugs,tools gmwp=DESTINATION_GPS_WAYPOINT type=small For trailer deliveries you don't need triggers. Drive up to the location where the trailer should be placed. In lua console use extensions.blrutils.slotHelper() to dump vehicle and camera positions in the beamLR/slotHelper file (which will be created if it doesn't exist yet). Some vehicles tend to have slight offset when using this code but the ETK 800 works well enough. File will look like this: Code: slotp=-767.92095947266,474.75573730469,23.898416519165 slotr=0.0077511852342431,0.0054148582438654,0.344295775316,0.93881362236454 Use the values to replace data in an existing trailer delivery file and fill in the remaining values accordingly. Code: destpos=SLOT_HELPER_SLOTP destrot=SLOT_HELPER_SLOTR desc=Deliver $item to DESTINATION reward=350 items=smallflatbed_armchairs,smallflatbed_couch,smallflatbed_1400planks,smallflatbed_2100planks,smallflatbed_400crate_bodypanels,smallflatbed_400crate_eggs,smallflatbed_400crate_engineparts,smallflatbed_400crate_fineart,smallflatbed_400crate_graphicscards,smallflatbed_400crate_scrapmetal,smallflatbed_800crate_engineparts,smallflatbed_800crate_fridge,smallflatbed_800crate_metalingots,smallflatbed_800crate_science gmwp=DESTINATION_GPS_WAYPOINT type=trailer Then last step so your mission is available in game is to add it to a mission giver file (like beamLR/missions/utah/utahGiver0). Increment the mission count for the type of mission you added and point to the new mission file following the existing format: Code: tspos=775.04846191406,-168.5132598877,144.50952148438 tsrot=0.0033254586916255,-0.0011244714208908,0.1608575760131,0.98697138617475 smallcount=7 trailercount=7 small1=caravanDelivery small2=airfieldDelivery small3=topshopDelivery small4=constructionDelivery small5=parkingLotDelivery small6=touristAreaDelivery small7=rangerCabinDelivery trailer1=trailerDeliveryAirfield trailer2=trailerDeliveryCanyonFuel trailer3=trailerDeliveryConstructionBasement trailer4=trailerDeliveryInfoCenter trailer5=trailerDeliveryNewShop trailer6=trailerDeliveryParking trailer7=trailerDeliveryRanger So if you added a trailer mission you get trailercount=8 and trailer8=MISSION FILENAME is added at the end of the file. East coast has two mission giver files so make sure you add the mission to the correct one (or both if that's what you want). eastCoastGiver0 is the town part shop while eastCoastGiver1 is near the player spawn. You can also add extra delivery items. Item files for small deliveries are very simple, only item name which will be used to replace $item in the mission description and a G force value where the mission fails, basically the fragility of the item being delivered. Mission reward bonus scales with fragility. Just copy a file and change the values. Trailer items have an extra parameter for what trailer config should spawn, usually it will be one of the crate trailers for generic items but specific configs are also be used. Code: name=a couch failg=20.0 trailer=vehicles/tsfb/loaded_couch.pc After adding an item file you need to point to it in the mission files. As this is the first iteration of this new system this part will be a bit annoying because you need to change every mission file. One way to do it quickly is to use notepad++ and do "find and replace in files" in the mission folder. Search for the old item list, replace with the list that has your item added. I will be improving this part of the process and the mission giver mission lists in a future update likely using list files that are more easy to manage when modding.
I haven't gamed in a few months. I'm weird that way, but man, reading this update makes me wanna plug in and stay in the matrix. This stake is just too good ! lol AMAZING STUFF MY MAN !
I love this mod so much, it is the main reason why I am playing BeamNG consistently as of now. However, I think the way used cars are generated can be improved greatly. If I were to walk into a used car dealer, I doubt it would be full of amalgamations that have half a body kit, sirens, and/or a roll cage. Maybe there can be some 'beater' variants made specifically for the used car dealer that will occasionally be missing a few parts? And colors would typically just be factory colors with the occasional custom color. I think that would be more realistic and improve the used car dealer.
It will be improved in a future update to work pretty much like you say for most shops and keep the current random looking cars in other shops, basically each shop gets a percent chance to randomize cars. I haven't really touched on that part of the game yet but loading factory paints should be trivial so I'll use these for cars that don't have randomized parts.
I have no idea how to make this mod work. I dragged all of your mod files so it can run correctly, but I cannot get it to work.
You may have conflicting mods. Try reinstalling in a clean userfolder and carefully follow the instructions. The mod is installed in the root of the userfolder, not the game folder or the mods folder.
Is it possible to have difficulty options? One that can be completed in a few hours (for casual players), and another that can be completed in a few days.
Just extract the contents of the zip file inside the userfolder. If you follow the instructions on github carefully it should work. There isn't really a completion state and I don't know how this kind of difficulty system would work with the mod.