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Early Experimental Preview of Career Concept

Discussion in 'Microblogs' started by tdev, Sep 19, 2022.

  1. simsimw

    simsimw
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    This picture makes me feel young lol, was a toddler
     
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  2. Musicman27

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    Same.
     
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  3. HerbieVW953

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    wanted to ask if you've made any headway on the dealership experience (also probably taxi and towing career paths)?
     
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  4. krallopian

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    Dealerships, taxis, and towing haven’t been the focus this sprint. Towing needs robust systems to shine, and those aren’t cooking yet. I’d rather not toss in basic taxi gameplay and call it “career mode” – it deserves more love than that. For now, we’re tackling the career path foundation first. No worries though, we’re still pumped to get there! :)
     
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  5. HerbieVW953

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    yeah that's fair enough tell me when you start workin on it lol
     
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  6. Devel6016

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    Definitely looking forward to a motorsports expansion :D
    Just one thing: I think it would be better if the endurance races were "how far can you go in X amount of time" instead of just being really long time trials, kind of like most, if not all, endurance races IRL
     
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  7. the questionable one

    the questionable one
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    have you seen fillman86 newest video, Krallopian? If not, then i can recommend it. What he did in the video would be a HUGE game changer if it got added to beamng.
    Oh yeah, any updates on the drag strip since last i mentioned it?
     
  8. krallopian

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    Hey yup, thanks for sharing it — I checked it out the other day, and I really appreciate the effort and creativity! It looks great, and I love seeing the community’s passion for always improving the game. That said, while the visual UI approach is cool, it’s sadly not a proper solution for BeamNG due to some deeper technical challenges.

    Our game’s realistic physics means we can’t just swap wheel visuals the way other games do—we need to reload the entire physics system for each wheel and tire combo, including their different tire- jbeam rays, hub types (like 4-bolt vs. 10-bolt), and other parameters. The method in the video would require keeping all those meshes and data in memory at once, which would demand way more resources than most systems can handle. Unfortunately from what I gathered, it’s a bit of a dead end for a full release, but seems to work great for a smaller-scale mod.

    That said, we totally get the frustration with the current wheel selection process—it’s dense and not at all as user-friendly as we’d like. The good news is we’re actively working on a new UI for the configurator! The plan is for it to have a more visual approach (without the heavy memory cost) and should make part selection much smoother. Let's see how the team(s) progress with it, I'm among the majority who can't wait for it! =)


    I feel you with the "x amount of time" but in this specific case they are time trials, that are just very long. However, maybe in the future we can visit some sort of endless-race style gameplay so we can really put player's endurance to the test! I know that I've drifted around the WCUSA map and run a full tank of gas to empty a few times now and would love to have a robust way for that to unlock a Steam achievement!
     
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  9. Musicman27

    Musicman27
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    Please tell me it includes images of the wheels. Trying to figure out what is what right now is torture sometimes.
     
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  10. Division_Devin

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    Not necessarily a career specific career issue, but you seem to be the most community focused person in the dev team. The new UI won't let you go below 0.5 with some tuning adjustments (mostly boost pressure). If you try to do like 21.875psi or 21.6psi it will just round up or down to the nearest 0.5, which is really annoying when trying to hit specific power numbers.
     
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  11. TalksWithNoise

    TalksWithNoise
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    Just wanted to say thank you for updating us so frequently and staying engaged in career’s discussions. You’re in no way obligated to so thank you :D
     
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  12. krallopian

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    I've seen this mentioned a few times in other areas and within work chatter as well, thanks for the heads-up - I've noticed this too, I'll pass it to the UI team. :)

    Straight up, no, this won't be there in the next release. As much as I wish it was though, we'll get there :)

    Appreciate that, but it takes no time really and as long as I remember to check here it's easy and I enjoy it - it's important that everyone feels connected to what is going on, and feels heard and I love being able to help out where I can, just don't let the bosses know how much I divulge and we're all good! ;) ;)
     
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  13. Musicman27

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    J/ Guess-i_ll-die.jpg

    That's Ok. You guys take your time with it.

    Glad to know it's actually being worked on though!
     
    #1453 Musicman27, Mar 4, 2025
    Last edited: Mar 4, 2025
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  14. Pr9tkin

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    Endurance racing without a realistic physical tire model?) The system of soft body for the tire is great, but the implementation is so outdated... that can not help but upset, I recently learned that many car simulators have long used a progressive tire model based on soft body, for example: LMU, RF2 and many others, yes I understand that to this level to raise the physics is not possible due to the high load on the system by other elements of the physics engine BeamNG, but still tires need a good upgrade, maybe then we can talk about endurance racing).
     
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  15. Worded_Gamer

    Worded_Gamer
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    can i give an idea for career mode here or shall i put a new thread in the "ideas and suggestions"?
     
  16. krallopian

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    Of course, you can give any suggestions you'd like here :)
     
  17. Worded_Gamer

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    Okay thanks for letting me know.
    So career mode is in west coast usa.
    There are also 3 dealerships.
    Well i was thinking we intigrate the garage map into like a dealership so you can walk into the building and look at cars to see what you would like to buy.
    And to make it less laggy it enters a seperate map like a modefied garage.
    Sorry about spelling. Its hard to type with big fingers on a small tablet.

    Edit
    Idk if this is a thing in the game or not
     
    #1457 Worded_Gamer, Mar 9, 2025
    Last edited: Mar 9, 2025
  18. krallopian

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    Hey, I love that idea too! Integrating the garage map into a dealership where you can walk in and check out cars would be awesome. Right now, though, the engine isn’t quite optimized for that kind of interactive load. We went with the current Belasco City Garage setup as a compromise—too many assets and textures would bog things down, especially for players with 8GB of RAM. Some other games pull off that “drive in, get out, browse the lot” vibe, but even they use a bunch of clever tricks to make it work.
    Still, I’m totally with you on wanting a more immersive experience. Thanks for sharing your thoughts—it’s awesome to see the community’s ideas aligned with my own when designing key components like this.
     
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  19. Worded_Gamer

    Worded_Gamer
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    No problem. I'm glad you liked the idea. A bit unfortunate but i guess it could be quite laggy.
     
  20. Devel6016

    Devel6016
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    I don't really know if the vanilla jbeam stuff is more intensive on the CPU or RAM, but I think there should be a way to make the jbeams super simple, even simpler than simplified traffic, so that part gets taken care of
    I'd say something as simple as this, it's just a basic box with a simple double-wishbone suspension, a spoiler, and objectively pretty bad doors, but it should be enough for the showroom
    Then, once you buy the car or test drive it, the full jbeam gets loaded and you can drive away like normal
    If you're just browsing cars in a showroom, there is no reason for the cars to deform realistically

    also, 8gb of ram is half the minimum requirements, just sayin
     
    #1460 Devel6016, Mar 10, 2025
    Last edited: Mar 10, 2025
    • Agree Agree x 3
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