Cars spawning without engines or wheels isn't an issue, this was added in 1.17.4 to behave like the used shop in SLRR. It's not affected by randslots, only by the dchance parameter of shop files, because it doesn't rely on a manually created list of randomized parts. I'll see if I can recreate the race UI bug.
Thank you, i figured dchance probably meant defect chance but i guess didn't set the value low enough when testing to see what it actually does. Would be nice updating the tutorials with more info about what each line does for adding cars to various types of races and track events since some races like the lower class drags use predetermined configs for each of the race files instead of drawing from a global pool. Also a quick question about the pinkslips, do you have to add them to a list somewhere for dirt, gold and drag clubs or do they just work when you add them as racers since bronze and silver have their own pinkslip lists?
Yeah I'm going to update tutorials eventually, this is just not very high priority because the amount of people looking to extend the mod is very small, there's only a single real addition mod released by a player so far. If you have questions I can give you more details, usually that's when I'll update the tutorials by using this up to date explanation. Drag race clubs work differently than other race clubs to ensure you have to face each opponent once, so adding opponents to these clubs means adding more race files that copy every parameter except for the opponent config. About pinkslips, the specific lists don't apply anymore. These were previously used to limit the selection of pink slips cars in specific races that offered pink slips bets. Now the game will automatically check if your car is good enough for the opponent to want to risk their car in pink slips. So for example you can't bet pink slips in a covet against a scintilla. So any car in the performance class file used by the race can be in a pink slips race, as long as you have a good enough car.
Gotta say this seems like exactly what I was looking for out of the career mode One thing i will say though is I wish it had the bigmap enabled, not sure if this is possible if done through a scenario but I figure there is probably a way to overwrite it, if you are able to get the bigmap enabled, I already have code I use for my own project that I can load up custom POIs on the bigmap and I would be happy to make a PR with that for you if possible
Bigmap has to be disabled because of the fast travel feature that causes a bunch of bugs especially with health enabled. I'd basically have to edit the UI to remove that button but I don't want to edit the vanilla UI apps, so if anything I'd need to make a custom version of it. I'll let you know if I ever get to it. At the moment development on the mod is very slow as I've got higher priority projects that take most of my free time, so I can't give an ETA on that.
I already have code to disable it, its actually not too hard, I can add that as well if you would like? --- Post updated --- local function stopBigMapTeepee() -- hehe peepee if freeroam_bigMapMode then -- remove ability to tele on map freeroam_bigMapMode.teleportToPoi = function(x, y, z) print("no teleporting! ") end freeroam_bigMapMode.teleportToSpawnPoint = function(x, y, z) print("no teleporting! ") end freeroam_bigMapMode.teleportToMission = function(x, y, z) print("no teleporting! ") end freeroam_bigMapMode.teleportToGarage = function(x, y, z) print("no teleporting! ") end end end ^ we just overwrite the teleport function instead of the UI
Nice, thanks for the code sample! I'll keep it in mind for whenever I have enough time to work on this.
Whenever I modify an engine it always says engine starved for oil. Doesn't matter the car, doesn't matter what oil pan I use. I can't play this mode at all.
You need to refill the oil Get out of your car at a gas station, buy some oil, and open your inventory menu while in the car to refill your oil
Thank you. A feature that would be nice in the Buy parts area, that also installs rather than going to modify car. Two suggestions that would really improve this mode: - Any kind of map that is in game. This makes it kind of rough to be honest and does take some of the fun out of it. The tow feature is nice though, but finding stuff and your location utilizing the github pictures is kind of rough. - Installing parts, I been trying to get a car to run, but sometimes it's a huge and i mean huge headache to figure out which part that I'm missing. When installing an engine, I have to get an oil pan, then need to make sure the half shafts are installed, front dif and fly wheel. Even knowing what parts I need to install, I have a car that I just can't get to move anymore. If there was a feature that said which part I'm missing would be a huge quality of life improvement.
Ingame map is planned, not sure when it'll be added. For missing parts, this is simultaneously on purpose and there isn't really anything I can do about it. On purpose because like SLRR you have to learn how parts go together to get your car running. And I can't do anything about it because there's no way to differentiate between parts you need and parts you don't need. If you use an independent rear suspension, the game will show you rear halfshaft slots but that doesn't mean you need to use them if you only want front wheel drive. Best thing you can do is use tree view mode for the part edit menu (can be changed in UI options) and click through available slots to see what slots don't have parts installed. You can't do that since like 1.16.2 because it wasn't compatible with the new inventory system. You can technically change the value in the options file but it'll definitely break things. Same thing with advanced repair.
I just rebuilt my computer the other day. BeamNg works fine, but when I extract this mod, \AppData\Local\BeamNG.drive\0.35 to my user folder. I spawn way above or below the map like free camera and I can travel above and below the map. Even if I hit F7, R, Shift C, etc it doesn't change. I can load vehicles but not see them. I can see the icon to start the beamLR. It seems to mess with my base game in general. I also tried deleting the gameplay json file.
The mod always breaks with major game updates. Nothing I can do about it other than fix everything that broke which will take a few days. This one might take longer than usual because I don't currently have as much time to work on the mod and from what I've seen in the patch notes this update seems to have a lot of changes. The only way you can avoid this in the future is to keep an install of the current version separate from your main install folder so auto updates don't mess it up. That way you can keep playing the mod on the old version of the game.
Okay, I'm glad it will be fixed. Wanted to get back to something fun and spend some time to learn beamng better.
One excited BLR-related thing I read is that the 0.35 update finally fixed the Beamstate loading breaking hinges bug so the possibility of damage persistence returning is exciting! I am happy to wait patiently for whenever r3eckon has the time to go through all the necessary fixes and additions.
Unfortunately still broken lol, not sure why someone in the RLS thread said that it was fixed. Tried it in safe mode and it still breaks hinges. It's still listed as a known issue for the game and I can't see anything relating to it in patch notes. This feature is too low priority for devs to fix or maybe it's not possible to fix. It's been broken for over two years now I think.
From what I read the load function was broken and just didn't do anything until one of the hotfixes released. It's highly unlikely that they would have fixed this without mentioning it. Did you actually see damage get restored without hinges breaking? If you tried saving and loading a pristine car it probably just didn't do anything. Saving doesn't break hinges, it's the loading that does it.