Thanks, I wasn't able to get to work, but at least I have a guide now. Does the mod have to be packed/zipped in order for the game to read it properly? Also, once I'm editing the shop file, should my entry read something like "mods/INSERT VEHICLE NAME/CONFIG NAME.pc"?
If by "the mod" you mean the vehicle mod you're trying to add, it doesn't matter if zipped or not as long as it's installed properly and you see it in game. Zipped mods are basically unzipped in a lua filesystem when you launch the game so you never point to modded configs or vehicles through the mods folder. Check the folder structure inside the zip, you'll see it's similar to the folder structure of the userfolder. To point to a config the path is pretty much always vehicles/MODEL/CONFIG.pc and if you look in the userfolder you'll see that's how your own configs are saved. This is the config file you point to in a vehicle's shop file. The file for the shop itself doesn't point to configs, it points to the vehicle shop files.
Damn, this is fun af. Only bugs i've had but havent seen mentioned is I somehow managed to reset the odometer on the starter truck when I swapped motor/4wd parts sourced from another truck onto it and the ECUSA new car dealer is bugged (loads up the used dealer) but I am using the addon mod from the repo so idk there.
I've been attempting fixes for odometer reset but no success so far, this is another bug I don't experience. Doesn't matter if I swap the engine or body panels, odometer is always loaded correctly. I think others have said gas value also gets reset when that happens. Parts taken from other vehicles aren't currently different in any way from parts bought in shops so that's not the issue. Flowgraph for odometer reload happens on vehicle reset hook and there's an extra 10 frames of delay to ensure the game is done trying to reset the value. I'd rather not change delay values that seem to work for me without being sure it's going to fix some issue but if someone finds a way to recreate the problem reliably I can give some instructions to increase that delay and check if it fixes things. The other issue is definitely from the addon mod. Also I'm glad you're having fun!
Hope this gets finished! This is originally what the career mode for BeamNG was supposed to be based on, so glad to see someone trying to make it a reality.
It seems that ending races during track events functions incorrectly. (v1.11) GitHub/ReadMe/Main Menu states >Once a round is started it cannot be restarted. Giving up a round comes with a heavy time penalty. If you crash, some tracks have a pit lane allowing for repair and refuel to tuning fuel load. >Race leaderboard is sorted by smallest total time at the end of each event. When ending a race I'm usually given around ~90 seconds of extra time added to whatever time I ended the race, and immediately sent to the bottom of the leaderboard. At this point, there is no way to change your position on the leaderboard, and you will permanently be stuck in last place regardless of your performance for the event. Best way to demonstrate is by joining an event with 4 races then ending the first race and proceeding as normal by winning every event, you will have the lowest time on the leaderboard by the 3rd race yet you will be in last place and not earn any rewards at the end. I've played for around many hours of the mod and done 3/4 of the events and this has always been an issue if an opponent crashes into me (surely I have never crashed on my own ) where my car is too damaged to get back to the pits and I am forced to end the race if I want to win. I do understand that the ending races as soon as they start then just winning the last one could be easily exploited, though (but the node-grabber exists hah). I guess this is more like the true SLRR experience, in a way. The "View Classes" button in the Edit Car menu seems to not do anything as well, button doesn't change states or anything. To expand on some of the other reports I've seen here, I've had the freezing in car dealer happen consistently when selling a car, then entering the dealer while walking, despawning the unicycle (I'd guess because it puts you into the cars in the dealer, therefore not in walking mode), I then have to restart the mission to regain control. Another one happened once while selling a LeGran while the car was still moving, giving me the money but not despawning the car, and stripping my controls over it. Has happened once on East Coast USA and never again. A post on the previous page states that sleeping resets the time scale, and I've only experienced this on East Coast USA, I believe. I'd also like to suggest making the tuning menu the same order as the original in-game tuning menu for familiarity sake and perhaps the ability to save configs to the base game without having to leave the scenario. Edit: Forgot to add, clearing the game's cache deletes your career and most associated BeamLR files. Lost my first career that I got to gold league on this way, and I don't see anything about it mentioned in the ReadMe file. I'm not using any mods that should affect this, only a wheel pack. Edit 2: Also forgot to add that progressing the time doesn't seem to change the prices or dealer cars after the first time selling a pink slip car on a save. Buying cars from a dealer at this point makes them stay bought at the dealer while existing cars seemingly get random parts while staying the same color paint, meaning the dealers never get restocked. Gas prices vary between the first price on the career, and the last price on the career, switching between the two whenever the player car is changed, and the part prices do not change from the last price percentage. Basically, lets say you had 112% on part prices, and $1.30/L gas price on your first day. You are on day 5 and your part prices are now 92% and gas is $1.94/L. You sell a pink slip car and proceed to day 10, where your prices are still 92% and $1.94/L, but you change car and the gas prices are now $1.30 again, part price unchanged. The dealer has a Pessima, 200BX Type LS and a Moonhawk I6 available, you buy the Pessima. You proceed to day 15 and the dealer now has a 200BX Type LS and a Moonhawk I6, and cones in the other slots, gas price is still $1.94/L after buying the Pessima, part prices are still 92%. I've not read every page so apologies if you've already addressed/are addressing these things. Other than that, you've created a wonderful mod, and I've been having a lot of fun with it, as will many others as it progresses.
One thing I wish was in the mod was a map. I look at your screenshots of the maps but I don't know the area to just Navigate myself when it comes to the east coast map.
Dude that's ridiculous how 2 accounts from 2016 with near no messages posted within seconds of each other on the same thread! Must mean r3ckon's doing real good to get the old folks out here on this.
This is a pretty long post so I'll address some of the stuff I've had time to fix or at least checked to confirm I get the issue. The leaderboard UI is not displaying hours, oversight on my part when I added DNF penalty. Will be fixed for next version. Base time when all racers DNF is 1 hour. AI racers get an additional 1 to 60 seconds added, which is what typically creates pseudo random times for other racers even if you're the only one to finish. Player DNF is twice the worst AI time, so if you give up a round before any AI finished your round time is going to be about 2 hours. At this point you are in fact stuck in last position and should give up the event. I know this probably isn't the best way to prevent exploits as it can be quite punishing to lose the event from one crash. Something that could work better would be having each DNF drops max reward position by 1 and a small time penalty is added (like few seconds more than worst AI racer). Still punishing but at least there's a chance to make some money back if you don't crash anymore. Already fixed this one for next version. It's a UI layering issue so for now you should be able to hit the button (and the performance stat labels to cycle between units) if you move the app in a spot where there's nothing blocking it. Fixed this one thanks to your report, flowgraph now stores state of player walking mode when entering buy mode and toggles walk when exiting. I thought it would spawn the unicycle next to the last car browsed (which I wouldn't have minded, like player exits the car being checked) but for some reason it seems like it spawns back where it was when entering buy mode without needing teleport. I'll keep this in mind for a future update but this is low priority for now. Never needed to clear cache so I have no idea how it plays with the mod. It should move files to a backup folder according to documentation, not sure if it works for everything in the userfolder. Don't forget to manually back up your career files if you care about them, especially if you're about to mess with cache cleaning. I tested with your steps and didn't experience this issue, my guess is maybe you installed incorrectly or some other mod is causing issue. RNG and vehicle slots are file based, if shop slots don't reset that means the file isn't updating properly or isn't being read properly, which can happen when this mod is installed as a zip mod. If not, check the console for errors when selling the pink slips vehicle and when sleeping. Thanks for the bug reports and feedback, I'm glad you like the mod!
Sometimes when I go to sell a vehicle, I cannot move around because the game thinks I'm still in the vehicle. I just quit the challenge to fix it for the time being. I love this mod man!
This mod is THE BEST if not the ONLY mod of its type. He's doing what the devs should be doing. The fact that they don't work on the career mode as a FIRST PRIORITY BASIS is a mind fuck for me...lol
Found some time today to take a look at the time scale issue and it is fixed for next version. I also noticed that the day change detection doesn't seem to work with fast time scales, something I didn't consider while adding the time scale option. To be honest that current system is quite bad though it did work for the default time scale. Regardless, new day change detection system should work with most reasonable time scales. There's an increased span of 5 minutes prior to midnight where the node waits for time to be within 5 minutes past midnight and perform day change. Node also has constant flow so by reasonable time scales I mean that unless your game runs slow enough (or your time scale is so fast) as to skip 5 minutes in a single frame it should now work properly. In other news I'm basically done with Italy content. Next update will likely release near the end of the month as I've only got a few fixes and tweaks to make. I will try to add the Nordschleife track events if I have enough time however I want to do extra map addons properly (mainly so the event UI detects and offers events only for maps you have) so this mod compatibility aspect may or may not take longer than expected. Also had some issues previously getting mission markers to appear on that level, still haven't solved that one sadly but it's possible the older map version was to blame.
This sounds suspiciously like the issue I was having, my time scale was at 25 and my frames... aren't the best.... Ha!
I love racing this truck, it cant turn one bit! It would be nice to have a "your opponent forfeited due to crash" kind of thing, but that might just be me rolling this sunburst almost every race and limping to the finish wondering where the opponent is at talking.
Version 1.12 has just been released! This version adds Italy map content, Soliad Lansdale added to shops and race opponents and also contains a bunch of fixes for issues that have been reported since last release. This version introduces addons which are zip files containing compatibility tweaks and content for optional maps such as the Nürburgring Nordschleife track events. Addons are optional and should only be installed if you have the targeted mod installed. Make sure you read the general addon readme and specific readme files for each addon before installing. Here is the full changelog for this version: Added Italy map content Added Soliad Lansdale to race clubs and shops Added new simple traffic configs to traffic spawn group Added pink slips blacklist (no pink slips for fancy vehicles unless player has one) Added Nürburgring Nordschleife Track Events (ks_nord_v20230416) Improved mission files and items loading process using list files Fixed mouse input not registering on bottom of performance class app Slight increase in maximum tolerable G forces Car shop files now using list files for models Randomized parts now controlled with shop specific chance Shop cars without random parts now spawn with factory paints Fixed paint mismatch with pink slips and shops on some vehicles Trying fix for walk mode stuck in place after selling vehicle Drift challenge now adds current drift to total score on completion Fixed hours not showing in race event leaderboard times Fixed stuck walk mode after exiting car shop buy mode Fixed time scale reset after fast forward (sleep) Fixed day change detection not working properly with fast time scale Increased upper reward limit for most challenges Improved level mod compatibility for track event browser (only shows installed maps) Keep in mind that I didn't have much time to fine tune waypoint speeds for the Nordschleife track event so some AI vehicles may have trouble making full laps without crashing. I did refine the decal roads a bit so the AI doesn't go over specific curbs that caused it to crash and most hard brake zones are added but they don't work well for all vehicles, especially in the lower performance classes. Also since I know this will be requested the map doesn't have any AI roads for the GP circuit so for now I can't add any layout other than the 20.832 km layout. Something I noticed while testing addons is that mods seem to have no way to control loading order. Default loading order seems to be alphabetical which can cause issues. Changes made in world editor to get the track event working don't load properly unless the addon zip loads after the level zip. This is why addons are prefixed with z's, which should ensure they get loaded after everything else until there's a better way to go about controlling the loading order of mods. Anyhow, I hope you all enjoy this new update and make sure you report any issue you have as soon as possible so I can release a hotfix for the bigger problems!