Yep that's exactly what happens, it will fade to black when I try swap, then show a traffic car, then fade to black and show the swapped car, then fade again and that's when it restarts. If needed I can send a recording to you somewhere. Awesome mod otherwise! Edit: Just tested on utah and i can confirm that I see the health drop to 0% before it restarts Edit 2: Can also confirm, having the setting 'allow switching to traffic' off fixes it, and turning it back on immediately causes it to reset as soon as you try to change cars again.
Okay this is pretty much what I expected. Thanks for the extra info, I won't need a recording for this. I'll have another hotfix ready soon since this is a pretty annoying bug. Easiest fix I can think of is to automatically turn off that switching to traffic setting when starting the mod and restoring it to whatever it was before playing on abandon like time of day. While I could also just temporarily disable injury while switching car turning off that setting while the mod is running seems like the optimal fix as I'm pretty sure for some players this bug can appear in other situations where cars are despawned like when exiting car shop buy mode or selling your car. The game has a few frames where it puts you in traffic because the default behavior when our car is deleted is to switch to any other car available. Until that releases I'll add a note about this setting in the github readme. Thanks again for the bug report!
from personal experience, I only encountered this issue when using the full map to teleport, which is blame on me for doing that ofc
Yeah I had to disable big map in the latest hotfix to prevent that one, unfortunately there was no way that I could find to simply disable the fast travel function. That would be a good thing to the devs to add to the public lua module functions for the big map script, so you can retain the GPS aspect if your scenario needs it.
Finally found a few hours to play with track events. In general, everything works great, I only encountered minor problems: - You can easily cheat the requirements of the event by reducing the engine rpm in the tuning menu and then increasing it at the track. In my opinion, engine tuning options should be turned off during events - Events taking place at night should be marked more clearly, I know that every event has a start time, but there is no AM/PM indication next to it - I think a minimap during track events would be useful, especially at night Other than that the experience is great, really good job!
Good idea on the engine rpm tuning, I had not noticed that setting changed performance values any more than what they change to after the race ECU part is added. The time for events is in 24 hours format so there's no need for AM/PM but I guess I could make it so the UI switches to the other format when you click on it. For the minimap if you got a UI app for it you should be able to modify the track event UI layout and add it. Thanks for the feedback, I'm glad track events are working as expected for the most part!
Here is a quick preview video for new updates made to the delivery mission system which will be added in version 1.11 of the mod. This update will bring randomized items, fragility mechanic and new trailer deliveries. The randomized item system uses a set of customizable item files to improve mission replayability. Each item has a set fragility in the form of a maximum tolerable G force, exceeding that force during a delivery will ruin the item and thus fail the mission. Item fragility is used to scale the base reward set in the main mission file (up to 100% bonus). Item files can easily be added or customized to increase the amount of different delivery missions you can get. Trailer deliveries require the player vehicle to have a tow hitch. A trailer is spawned when a mission is accepted using the config set in the randomly chosen trailer specific item file. Mission is completed by unhooking the trailer inside the delivery area markers. G forces for trailer deliveries are counted using the trailer and not the player vehicle. While some trailer items are specific to a config (like armchairs, couch, planks) the generic crate trailers can be used to contain many different types of items of varying fragility. I previously spoke about adding trailer ownership and more complex system to handle pickup and van deliveries but when actually thinking about how to implement everything I decided to go for a simpler more accessible system. For now this is the best option as it didn't involve a ton of extra flowgraph, though it did take a few extra nodes further increasing lag in flowgraph editor (I think I saw 4.5 FPS at some point). I personally don't think trailer ownership is important enough to warrant adding as the only thing it does for gameplay is lock trailer delivery missions, but I'll keep the ideas in mind for whenever flowgraph editor is optimized to the point where I don't mind adding a bunch of nodes for relatively small features.
Hey, first time posting something here. I have been playing this mod for a few days now and its been great but my game is suddenly glitched. For some reason when i load into beam LR i spawn without a car, so i just float at the spawn point. I cant move, i can't go to garage to spawn a car, i am just stuck. What do i do? i dont want to reset my career mode.
where can i find that folder --- Post updated --- well i couldn't really fix it, when i removed the mod and then installed it again it would work, but a soon as i added the backup files so i wouldn't lose progress it happend again. So i just started fresh and gave myself some money in the mainData. I could also add the Races data without the game shitting itself so that saves a lot of time.
If it happens again zip the beamLR folder and attach it to a post so I can look at the data to see what's going on. Also check the console for errors and post screenshots if there are any.
Okay so the garage file says the car is a covet but the config file says it's a coupe. I found one way to reproduce the issue and I'm pretty sure it's to blame: playing around with garage buttons while a car is loading. If you click "Next" on the garage UI while a car is loading, it can load the car that you last selected yet the game thinks you're using the car you clicked "Use" on. That's because the garage flowgraph uses the value from that UI directly as the ID of the car to load. So if that value changes while the loading process is happening it can load the wrong car. Say you're trying to use the grandpa legran. You click "use" in the garage UI but then also click "next" while the loading process is going on. The game will spawn the other car, thinking you're using the grandpa legran. When you come back to save it'll save the config for that car as if it were the grandpa legran's config. That save can happen from part edits, putting in garage or stopping the scenario. No matter when the save happens it'll be bugged due to the game thinking you're using another car. This is most likely what went wrong, I can tell that this is pretty easy to do by mistake. Unfortunately there's nothing I can do to recover that covet config since it got overwritten by coupe data. I'll definitely be adding a fix to make sure the garage UI can't be misused like that anymore. Thanks for the screenshot and zipped data, that was very helpful in finding this issue, that out of sync model name narrowed the possible causes way down.
I'm glad I can help, this mod is most of what I was hoping for from Beam since it was first announced. What would I need to change to spawn into a different config at the start?
You can change the mainData file line carUsed=3 to carUsed=0 or any other car ID so the game spawns you in a car that works but that won't remove the bugged config. I think you can get away with just changing the beamLR/garage/car3 file line type=covet to type=coupe and that should let you spawn that car to delete (scrap) it.
Thank you for the amazing mod. One suggestion is to make it harder to make money. I took about 10hs to finish it. I was able to buy the civetta scintilla. If you could make it a bit harder to make money that would be alot better. tbh SLRR was also easy to be rich in it. I remember getting so addicted to it and finish in two days.
Thanks for the feedback, balance is something I'll have to keep tweaking as updates are made. The root problem is the AI not being competitive, most races are very easy to win. Being able to wager large amounts would be more of a risk and less of a guaranteed reward if the AI could race properly. However I did notice that race events are rewarding a bit too much money. At the same time some parts are pretty cheap and prices can be weird like stage 2 and stage 3 performance parts costing the same. Makes it pretty easy to progress once you get past the bronze leagues. Also stock scintilla isn't really beating the game, it's not even in the top performance class and I'm pretty sure you can build a bolide faster than the GT3 scintilla with the right parts. The actual final boss "race of champions" like event will be using custom built performance class X vehicles.