Both East Coast USA and Utah have street races with turns as well as drag races, you've just got to find the right markers. In East coast there's a race marker right by the garage for street races and a marker near the coast for drag racing. Utah's race markers can both be found alongside the highway.
Man I’m ticked off, I punctured my fuel tank and did a whole lot other damage. Forked up the $1900 to mobile mechanic repair it. And my fuel is still empty . Even bought a fuel tank and that didn’t do shit. Haven’t tried the fuel cell yet. Maybe that will work. But it’s $750.
I don't think swapping your fuel tank is going to get you more fuel. Perhaps try using the node grabber to drag the car to the fuel station right next to the Utah garage?
You have to get to a gas station by nodegrab when you run out of gas, I should add a button to order fuel from player garage at increased cost.
Just a heads up I just had a bug where I was doing the bronze race #10 and I collided with a wall and my screen did the slow fade and restarted my save. Luckily I knew about the backup and I clicked load and it brought me back with minimal loss in progress. Edit: I should clarify that the way the collision occurred I don’t believe it should’ve killed my character if that’s what it was. The car was still drivable and I was just watching a slow fade continuing on. Maybe somehow my health hit 0% but I don’t understand how and why. Edit 2: it was the 200sx. Apparently that was a bugged G force car as I read prior? The collision was a drift tap. Or drift slam. But slam as it may have been it was only a 20mph difference. Car was clearly still driving and the damage wasn’t that bad. Is all g force bugs solved?
If you are changing cars, and you accidentally select another car. After you selected “change car” on the intended car. You lose the car you originally were planning on picking.
That hasn't happened to me, I need more info to know what's going on. If you can find a way to reproduce the bug try recording it, checking lua console for errors. Until all the quirks are fixed with recently added airspeed based G forces this may happen quite a bit. I was forced to implement this new G force system due to vanilla G force sensors also causing sudden death after small impacts. One thing I noticed is that injury seems to be FPS based despite the usage of a flow interval node that should be ticking 50 times a second. On a very laggy laptop it takes a much bigger impact to cause death. It's possible having high FPS has the opposite effect. If you're not using the competitive scenario gameplay option accidentally resetting your car is like you went from a high speed to 0 instantly and counts as massive G forces. Yeah that's been reported already and I fixed it for next version. Check the previous posts on this thread until my post about the latest version released to see what issues have been reported.
I turned on my recording software, so if anything weird happens. I’ll post it. I updated the post about the collision, gave a few extra details. Curious, I don’t see a body but is there rag doll physics? Like if you fly out the car or something? I didn’t have any doors on my car. So I’m thinking maybe the body just flew out the car but I had no way of seeing that. Plus there would be a seatbelt or so I’d assume.
The more I play the more things I keep finding to do that I had no idea existed. When playing today I found a second drag racing series on east coast and a dirt racing series on Utah, and I finally figured out repairs cost less if you drive to a mechanic instead of repairing at the garage. I know the mod doesn't allow access to the in-game map, but is there by chance some sort of external image showing where stuff is so I can know if I'm missing even more stuff?
In the repository there’s a minimap. Download that, and then in your ui edit. For beamLR and beam LR track position the map ui where you want it and click save. That’s what I did. Just keep in mind if you click on it, it brings up the full map. Under no circumstances you should use teleport. As that will reset your save
https://github.com/r3eckon/BNG-BeamLegalRacing/blob/main/eastcoastmap.md https://github.com/r3eckon/BNG-BeamLegalRacing/blob/main/utahmap.md https://github.com/r3eckon/BNG-BeamLegalRacing/blob/main/hirochimap.md https://github.com/r3eckon/BNG-BeamLegalRacing/blob/main/automationmap.md Like this?
I took some time yesterday to see if I could improve the G force calculation, loaded up gridmap and crashed a bunch of cars in a wall from the same starting point trying to recreate the same impact forces regardless of framerate and I found out a couple things. First problem: the wiggle causing death glitch is still there. Happened to me with a lightly damaged pickup. I could even hear a wind sound effect as if my car was moving fast. Health going down quite fast until the vehicle is reset. At this point I have no clue what to do about this other than removing the health mechanic and keeping fatal crashes at a certain G force. Maybe calculating velocity from the position of the bounding box would stop detecting beam wiggles as velocity changes but I'm guessing that value is likely also affected by wiggles. The issue can cause problems with updated delivery missions as they also use G forces so it'll be safer to do delivery missions of fragile items with fully repaired vehicles to avoid failing missions due to this issue. Second problem: framerate changes can definitely impact calculated G forces even when dtSim is used. The main problem here is that the slower your framerate the longer delta time becomes in acceleration calculation. For a same change in velocity, increasing the duration of that change means lower G forces. Delta time used in G force calculation has no choice but to be stretched out over the duration of a frame when that's the speed at which vlua code is called. At playable framerates the effect is quite small and from my testing it seems impact force can be a bit higher with increased FPS. Therefore it's likely safer if you have a very powerful PC to use FPS limiter when playing this mod. Technically the faster your game ticks the more precise G force calculations become so it won't scale up the impact force by massive amounts (it would only detect the actual impact force more accurately) but the values I use when calibrating injury scaling are set using the kind of G forces I see with my hardware. So it's possible I don't see the full impact force. I also tested sensor G forces from vlua hoping they might work better but the values have the exact same problem. Maybe the physics system sees the actual impact force but it's missed by game engine. Long story short, the health mechanic has to be removed for now and for fatal crashes I'll probably revert to sensor G forces as they seem to be more accurately tied to physics in a way that prevents vehicle resets from being seen as high forces. My only reason to use airspeed for G forces was to avoid wiggle health loss but clearly my attempted fix didn't do much. Hopefully BeamNG devs can find a way to fix the core issue of body panels somehow moving around on their own after crashes. Feels like this part of the simulation is lacking energy loss or something else is causing glitched movements.
The Automation Test Track Naturally aspirated Mid Tier race seems to be bugged, the AI didn't move, there was no lap counter the timer didn't display properly and there might not have even been checkpoints. I'd also like a bit of an economy rebalance, as drag racing is so much more time efficient for gaining money on top of being almost entirely risk free as opposed to racing on tracks where I often end up ruining my car. Maybe just reducing the number of rounds for track races would be a decent change.
I fixed the track event files for next version, the induction specific were using the wrong checkpoints. You can grab the first 3 lines from the automation bruckell mid tier event (triggers,waypoints,wpspd) and copy over. Also noticed these brand specific events aren't using the correct tier so mid tier events have high tier opponents, this one can be fixed by replacing the config line tier_high with tier_mid for each brand mid tier event. I do agree that some track events are a bit long, I'll probably reduce the rounds a bit. Technically drag racing in career is more risky than track events simply due to the fact that you can't have long lasting damage during track events. The issue is that right now damage is actually very cheap to repair, in SLRR a single crash can cost you big. I can't remove the engine from the car entirely after a crash like SLRR but what I can do is have mechanical damage costs based on the value of installed parts so if you ruin your engine repairing it is the same cost as buying a new one. Right now repair costs are the same for every car and they're very cheap, I haven't really touched the values from the time the mod only had utah and making money was quite hard.
Love the mod. A few suggestions to ad. Economy rebalance for sure, but also in the topic of daredevil challenges. I think they need a money buff. As there’s no real value in doing most of the challenges as it’s high risk and very low reward. Some of the challenges are borderline impossible. Like I think one was called water drag something. Vague I know, but by the time I hit the speed I needed to hit. It was way past my braking zone to safely slow down and I destroyed my car. Even if I had a fancy smancy car I still would have very little time to slow down. But by that point I would have never even tried that challenge with how little money it gives. I also think races in a whole should be buffed. In Ai speed and in money. I always went to what was the most efficient. And that was drag racing. For the time invested there should be similar money. Why do 10 minutes of racing when 10 minutes of drag gives you 5 times the money. I also want to be able to choose my bet. If I want to pinks or not. I think car value should be upped also. You shouldn’t be selling your car with 80k invested into it for $300. ideally, somehow someway incorporate multiplayer. As that’s the biggest thing. To fixing the Ai I think. Racing real people.
Thanks for the feedback! To address some of your suggestions, I did notice challenges aren't rewarding enough, I can probably at least double the upper reward limit to scale the rewards up a bit. Some of them are quite hard but I'm pretty confident they're all possible as I validate the upper targets with cheated configs built for each challenge type. If a challenge is literally impossible then I made a mistake. Overall they're risky when you don't know what you're getting into so I suggest you try them with lower targets first. I can't really do anything to improve AI speed in races other than increasing risk which is already so high the AI can't handle corners without manually added brake zones. So that's entirely up to the BeamNG devs working on the AI, it'll get better in the mod as they improve it. I will be tweaking the race event balance a bit but it'll never be perfect or to everyone's taste. If you're playing this mod looking to min-max you'll always do whatever is the most time efficient. I personally like to do a bit of everything as drag racing can get repetitive quickly. This is still BeamNG and this mod is a sandbox style career with no real goal so you still have to make your own fun in a way. You can set your bet within the limits of the race file using the options menu. Race files will always control max and min bet size as a way to control early game progress. If players could bet 50k in the bronze league that wouldn't make sense. Pink slips will be low chance RNG based in next update and that's pretty much how they worked in SLRR. The AI isn't good enough to warrant being able to race for slips at will. Car sell price will stay nerfed until I manage to implement a more complex part inventory system that tracks odometer value for each part and drops the price of parts that come from high odometer cars. Right now the inventory system is too simple for that to work. Without the nerf you could buy a used car for 1k and immediately sell for 50k. I won't add multiplayer at least until the devs add official multiplayer. Most importantly I don't think this mod would work well in multiplayer without big changes. With client side career files cheating would definitely be an issue, so basically the entire flowgraph would have to be re-done to work with server side data. I know this is often requested but I don't think I'll be adding multiplayer to this mod any time soon.
Version 1.11 has just been released! This update adds trailer delivery missions and revamped small item delivery system, night time only "high stakes" race clubs, RNG based pink slips for all races and a new death screen that shows some basic stats and buttons to immediately reload your save or reset your career after a fatal crash. It also fixes a bunch of issues reported by players since last version. Here is the full changelog: Added trailer delivery missions Added night time race clubs to utah and east coast Added death screen UI (offers choice to reset career or reload save) Added SFX for various money related actions Updated delivery mission system (added random items & fragility) Pink slips are now RNG based for all races Vehicle shops now closed at night (open from 8:00 to 16:00) Fixed deprecated pickup configs in perfclass files Garage UI buttons now disabled while car loads (fixes config saving issue) Fixed Update Current Day node error when event UID is nil Some race clubs are now only open during certain hours Fixed Gavril brand event using incorrect name Needed game options now automatically set (user options reloaded when stopping) Health mechanic temporarily removed due to body panel wiggle still causing injury Reverted to more accurate sensor G forces due to health being disabled Fixed mission IMGUI letting other windows appear during mission Removed track event tuning sliders that can change engine performance Fixed empty template folders remaining after garage car delete Fixed fast forward button skipping 2 days in some situations Now showing current day instead of health in stats window Fixed some track events using incorrect data Slightly reduced max amount of rounds for most track events Mechanical damage cost now based on linked parts values Fixed N2O check flowgraph node throwing error when vehicle has no engine As I've stated in a previous post next update will be mostly focused on adding content for a new map (most likely italy) and improving balance. I may try the first mod map integration for track event by adding the Nordschleife race I've shown using a previous iteration of the track event system.
I like a lot of these changes that’s cool! Pinks being enabled again through rng is cool! In regards to your previous reply to my suggestions. In SLRR, pinks was actually in relation to how much more reputation you had over the person you were racing, it had to be a difference of 100. So if you could incorporate all drivers having a certain base reputation, if you get to a certain reputation over there’s, the pink option to bet would appear. But the RNG idea is probably easier implement anyways. Either way I’m excited to try this update. Especially with specific night races back in town.