I’ve played the campaign a few times over, i really enjoy it now but I have a few opinions regarding the mode (I must add that i’ve only played on Utah). I would like to have just a few more variations of a starting car. (maybe its just because i play it too often lmao) I like the regular races now, but I dont like the amount of drag races needed to proceed to the next class. 20 ish races per class is a lot and feels a bit repetitive and grindy in my opinion. The high stakes drag races are very fun and risky, i would like to see simulair things like maybe nighttime Point A to Point B races? Maybe some rng props mid track to spice it up a bit? This may be a me problem but i find myself constantly cycling between the opponents before starting a race, hoping for a pink slip + money bet. I think the best solution is to: make an interactive, rng list with random opponents for the night, allowing the player to choose what opponent to race. Maybe with also a minimum respect needed or minimum car class to race the opponent. The player needs to sleep 24 hours to see the list refreshed with new opponents. (Maybe only one pink slip race each night?) Give the player the restriction to only change opponents 3 times. After that the player must race the current opponent on the list. I think the reputation system is way off. I already own a class A+ car by the time I have enough points to do the class D circuit events.. kinda ruins the feel of progression. I also dont like the fact that i manually need to change maps the whole time for a race. could this be automised? I used to play a game on the Xbox 360 called Import Tuner Challenge, on that game you could race a random streetracer on free roam by honking or flashing your lights. The purpose was to be a set amount of distance away from the opponent before winning or losing the race. This would be a fitting addition and it would be cool to race free roaming cars like in SLRR. Overall I have the most fun with this mod compared to any other racing game right now. That already tells a lot. I think the potential could be huge and this could be a very attractive rival to the original BeamNG carreer. I applaud u for the great work so far!
Nice requests ! Would love to see these as well, not sure about the maps tho, each map is different, only way to have all maps in one is an actual map that connects them all, it doesn't exist.
Hey I'm glad you're enjoying the mod! I could add more starter vehicles quite easily, if you want you can submit configs to use as starters and I may add them (must be vanilla vehicles and parts). For drag races, adding a way to skip to the next league is on my todo list which should help with this part. Opponent cycling will eventually be restricted like SLRR which only has two choices so you won't be able to constantly re-roll for pink slips or best wagers. Rep does need balancing, I haven't had enough time to do a full playtest in a while. Since last update you can use the rep scaling option to increase rep rewards. I don't know if switching maps automatically is possible, I'll have to look into this. Random races with traffic vehicles is something I wanted to add initially but it would be quite hard to implement in a way that works well due to how the AI works in BeamNG. Basically each race file has a static path with "brake zones" I add manually. These are defined by extra waypoints that force the AI to slow down before a corner. Generating a dynamic race path wouldn't be too hard but unfortunately the current AI would definitely suck at driving it due to the lack of brake zones. This is something I'm keeping in my list of potential features for the day when the AI is naturally good at racing without help. It's in the BeamLR options menu. About this bug, I realized it's because the options file that comes with latest version has the imscale value set to 0. If you set the imgui scale to 1 through the options menu it should stop happening. I'll update the release soon to fix this issue.
Great mod I have spent a lot of time playing this lately. I was going to add some cars from some repositories and wonder if you had anywhere for people to share cars they added from other mods?
You can just post about them here if they work well I'm sure others will appreciate the info. If you're talking about sharing the actual implementations of car mods (as in the files needed to get them working in this mod) you can upload them on the BeamNG repository. This one for example adds a bunch of cars to shops. While this mod can't be on the repo due to modifying vanilla scripts, modifying BeamLR files is fine and fits under the "Mods of mods" category.
I really love this mod i've had it for a few months now and have played through the campaign a few times, Although my biggest complaint is that you cant repair during track events (to my knowledge sorry if i'm wrong) and I also don't know if you can change the paint color of cars you buy, other then that really great mod
You can repair in events that have a pit lane by entering the pits which refuels, refills nitrous and repairs your car. And yes you can change the paint color, click the floppy disk button twice in part edit menu.
My addition for a hero car, Barely hits 400 with nitrous but is stable, reliable and accelerateslike crazy. (And is my carreer car) Imagine if rennspecht build an one-off station wagon using parts of a donor ETK856 ttSport+ with the goal of making it as fast as possible, while keeping the comfort. --- Post updated --- I've also created some..interesting.. starter cars - A (failed)project 200bx - A cool dad's 1996 Pessima daily - Grandpa's old military Stambecco (I think he stole it) - Pigeon? - Suspicious H-Series, Should we call 911? - A gift from my parents, my first car. It's a Vivace - Optimistic Pessima (1988)
Nice! I had a try and the rear end seems a bit unstable at high speed, changed some tuning settings a bit and added a spoiler and it should be stable enough for the AI to handle. From what I noticed the best tuning values for high speed straight line stability in BeamNG are rear wheels with a bit of toe in (like 10-15%) and front wheels with a bit of toe out. Not sure if this applies to all vehicles and tires but for race/drag tires this seemed to give me the best straight line stability. A tip for you if you plan on making more configs for that event is that you can reduce the fuel load to have barely enough to do the Johnson Valley highway run to lose the extra weight. Also since these configs are basically made specifically for this event you can remove the passenger seats, use the "stripped" interior, remove door panels, etc. This helps further reduce weight to reach higher speeds or drop the nitrous shot size a bit so it can last longer. I'll take a look at the starter configs later, could end up adding some of them to the mod.
My man, you should add Tow to a nearest gas station option. For if you edit gas tank in a garage it becomes empty, and yeah irl i would just put that fuel in a jerry cans or just buy me some fuel to refil car. but now instead im stranded in my own driveway xD
You can't repair the base (red damage) no money. You can't select repair without that red damage being repaired --- Post updated --- Damage can go up A LOT ! As in the entire cost of the car, as per the jbeam files $ number. Just increase the wager multiplier to risk/win more $.
Hi, first of all, love the mod. I even managed to edit the car(number) config so I can start with custom cars. Right now, driving a base-trim FPS Trapez in Italy. Feels very immersive! One issue I'm noting, though, is the cash rewards: They're too damn high! I mean, right now, I'm getting $ 1006 just to deliver coffee!? Must be expensive italian coffee! I've looked into the mission files with Notepad++ but all rewards are set to $ 400. What is probably happening?
I'm glad you're enjoying the mod! The missions rewards are scaled based on how easy it is to fail due to G forces. This is not meant to be realistic as at a realistic payout you would have to play for days to be able to afford even basic modifications and repairs for your car. If you want lower rewards reducing the $400 base value should work while keeping scaling based on mission difficulty. The scaling values are set in item files.