Hey Rally Fans, The 0.34 release features an experimental, early preview of Rally Mode. Let me repeat that …EXPERIMENTAL EARLY PREVIEW!!! Currently, Rally Mode includes visual pacenotes, a new Rally Stage mission type that is similar to TimeTrial, and a World Editor tool (“Rally Editor”) for making stages. Rally Mode has it’s own menu, similar to the Scenarios menu. From there you can access the stages. As with other missions, you can also start stages via Freeroam. FEEDBACK We want to hear your feedback about Rally Mode! Share your ideas, feature requests, performance issues, and bugs. We want Rally Mode to be fun for keyboards, controllers, and wheels. MODDERS Rally Mode is based on the ai pacenotes mod. There are many existing stages created by modders and it’s important that those stages continue to work. However, since this is an EXPERIMENTAL EARLY PREVIEW, there may be periods where existing mod stages are broken. We do not recommend making new mod stages. Modders are welcome to create new Rally Mode stages, but no promises that future BeamNG releases will maintain compatibility. If you make stages, we’d like to hear your feedback on how to improve the process. KNOWN ISSUES & DISCLAIMERS Rally Mode is based on the ai pacenotes mod, and there may be issues with Rally Mode and the mod running at the same time. Usage of the Rally Editor tool is not well documented. Pacenotes may not be accurate and timings may not be perfect. When developing ai pacenotes, I experimented with various ideas. Do NOT assume we are working on any of that stuff, if you happen to see it in the code. THANKS We have seen the love for rally through incredible pacenotes mods over the years, and we're super excited to be able to work on this! The rally-focused modders and content creators out there have provided inspiration and motivation, so big thanks to all of you.
the project-beamng-rally mod seems to brake the new official rally mode, if anyone is wondering why it wont start
? It's working for me --- Post updated --- Looks great so far! I like how you have to stop your vehicle after the finish line, and the color code of the pacenotes.
Awesome! It kinda makes a lot of sense that the FFB needed to be improved across the board before getting any of this out into preview
I am so hyped to see where this goes in the future, rally is one of beam's strengths so it would be so cool to have multi-stage events where you would get to repair your vehicle between stages at the designated times, make it a full on rally sim and all like Dirt Rally. I don't know what the dev's ambitions are but I am so excited!!! aaaaaa
Just finished checking out all of the stages and it looks pretty good to me! I'm no rally expert but the way the UI system was made, both the pacenotes and the screens, was insanely good! We just need voice notes and it will be PEAK. Just as a little niche thing it would be so cool to have some music play when you finish a challenge, maybe depending on how you did or simply just to add to the scene
That kinda stuff goes here: https://www.beamng.com/threads/0-34-discussion-thread.101845/ Not in the Rally Mode thread. And I haven't gotten home yet so I don't know.
Hey, I saw the fact that you dont know anything about voice pacenotes, but just asking if you think you guys would be able to add them. Thanks
I think you might have missed this part... --- Post updated --- Revamped Controller FFB please! The current system uses the steering wheels FFB (As of 0.33, but I don't think that changed unless the patch notes missed something), and with a controller, you could be doing burnouts all day long and not feel a thing, but as soon as you turn at all at any speed over 30 MPH the controller vibrates as hard as it can during the entire turn. This is not ideal and it does not really add to the experience like FFB should, if anything it detracts from it. I think it would be great to have something like this mod adds in vanilla Beam.NG.
So my UI is not showing pacenotes. I've launched in safe mode, they work there. Went back to regular game, deactivated all mods yet didn't work. Just quick question before I proceed to somehow dig deeper into cleaning (possibly reinstalling the game) is the UI layout [aipacenotes] Rally / Rally - recce part of the thing or is it my leftover of AI pacenotes mod (that I dont have anymore)? Because when I selected Rally - recce in free roam it showed lua error so maybe there's some issue there for me ahah.. Sorry for dumb questions Edit: Well nvm I've fixed it, went to UI apps and pressed reset UI for both [aipacenotes] Rally / Rally - recce and the [aipacenotes] Rally changed to Rally - stage, works now. So yeah should have acted before typing here sorry
No worries, and glad to hear you fixed the issue. You bring up a good point. Edited UI layouts from the mod in your user folder may override the new UI layouts included with 0.34. In the mod, the UI layouts were called: - [aipacenotes] Rally - [aipacenotes] Recce In the new Rally Mode, they are called: - Rally - Stage - Rally - Recce If you still see the [aipacenotes] Rally UI Layouts, as mentioned please reset them with this button: Sorry about the confusion!
I'm noticing that a lot of people want to see voice pacenotes being added to this game mode, but I believe that hearing human voice would feel unnatural in BeamNG. So, if the idea of adding audio-signs is still here, then I suggest making them sound effects that differ depending on the type of corner they represent. Straights and light turns - smooth, calm sfx; Sharp, square, tight, technical turns and hairpins - notable, sharp sfx. The more tighter/technical - the more distinctive sfx. For modifiers like jump, tightening, etc. - unique, distinctive audio-modifier for each. You get the idea, although implementing something like this would require a skillful sound-designer. Tho, it eliminates the problem with language localization. But when this game mode is going to be close to being finished, it would be nice to see support for custom pacenotes.
I'd say what the rally mode could benefit from most right now would be unambiguous numbering for the corner pace notes (such as the 1-6 model used in the DiRT Rally games) in addition to the symbols, since those would both be more familiar to those coming from other rally games, and better at communicating what to expect from a given turn.
It could be possible that some limited number of members do need to use translator to read this page, but this page does explain rally notes: https://vauhtimurot.blogspot.com/p/rallinuotit.html So those numeral pace notes are what are used by Jari-Matti Latvala for example, while Mikko Hirvonen uses type that is perhaps more what it is BeamNG version of rally pace notes, those are two main types, but in general every driver might have little bit of own rally language. WRC2 2024 champions use then something that at least to me sounds like hybrid of the both pace note systems: For those who are not quite fluent with language of rally, you may choose Closed captions, auto generated and after that you have option to translate in closed captions menu, although translation is mostly rubbish, but at least 15% of the words can be close there. Yes, there is no way to develop a proper rally mode without understanding language of rally, so actual co-driver/rally driver might need to provide feedback. Due to these variations in pace notes, I am not all that certain that rigidly choosing one system could really be the best option and while games have always some limitations, perhaps copying as much from RBR as possible would work the best, that is what WRC2 2024 champion Sami Pajari plays. Pictures do work as they are easy to understand, but on my screen they were up there and road was around middle, I do need to physically turn my head to see the notes as my racing setup does have somewhat larger field of vision that my poor old eyes, but that is so for the immersion. Perhaps I can edit UI layout so that I could see notes bit better, but in other games images of pace notes tend to be bit closer to road surface, where they may limit visibility of course, depending how they are sized and how opacity is set, but overall this new mode is interesting and I do look forward of future experiences with this new possibility.
I think a good idea might be having the ability to make your own pace notes for a course. Being able to create a more personalised pacenote language (and then being read out by a tts) would be very helpful.
Most definitely such technological solution would suit quite well for this game, I just hope that there would not be need to connect to internet Google and alike and that is reason why currently available pace note mod has not been something for me. I do believe there was text to speech option in Windows which did not require internet / submitting one to data leeching, also even good old Amiga 500 could produce some understandable words with Say program, surely plenty of algorithms should be available today to be used. Perhaps option to play correctly named samples which one could record with microphone would be interesting addition to that synthetic one, it would just need a trigger by pacenote that is being displayed and json to describe which sample is which visual cue on screen or something, I am certainly not a programmer, I do much better at demolition of vehicles than anything else really. Also it might be that I am somewhat enthusiastic regarding rally pace notes as this rally option is very interesting and delightful surprise, so ignore next chapter as I just got an idea, which generally tends to be bad thing. As procedural track option generates road parts, corners and alike, there is likely something in code that describes tightness of the turn, corner could be then recognized by pace note code and automatic pace notes for procedural track could happen. Now how about AI path then, surely it should be possible to calculate radii of the turn and with some clever formula premade pacenotes could be located automatically, so that person creating a rally path would just need to do a once over and some small adjustments. Random rally tours could be a thing. --- Post updated --- There might be an issue regarding rally mode UI setup. If I start the game and choose rally mode, I drive stage normally, but if after finishing stage I go and choose option 'continue from challenge start' I find UI is still in rally stage mode, but all the ui apps of rally kind are removed. Also I find my vehicle not at the challenge start, but perhaps in default spawn point, not exactly sure where my vehicle did end up. When I then start rally stage again, in this case it was the jungle rock one with Pessima, there are no pacenotes or anything else as rally stage UI mode is empty, so there are no pacenotes or other challenge related texts. I do believe that UI should of returned to freeroam mode after I chose return to challenge start option. Also even if I start the rally mode again UI apps are not in normal rally mode configuration. I am not certain if some of this was caused by my editing of ui apps in rally mode, as I started rally mode from main menu, these pace notes were too high on my screen, so I did edit them to be slightly lower, but all the other UI apps were there still normally, but when rally mode ended, all vanished instead of UI mode switching to freeroam. Perhaps I try to reset ui apps and try again and see if this keeps happening, but it might be worthwhile to start rally mode, return to challenge start and start rally stage from the marker as that seem to produce somewhat odd results.
When I heard rally was being added I was really hoping the rallymode mod/Pacenotes core would be used. I've enjoyed using it previously, it has voices implemented and about all it really needed was an easier method of making stages, still though, I'm very happy. That said, looking at the modpage for ai pacenotes, it had a feature where we could record our own voice lines, is this still present in the official implementation or is that still under construction? Either way, I'll be happy having more pacenoted rallys to drive