Sounds awesome, can't wait to try out the new building system. Also really looking forward to playing on west coast once that's ready.
First THX for incredible work, I think the new update is very good, but it wouldn't hurt to add more features. During repairs, it would be better to separate the "repair of the vehicle" and the "purchase of lost parts" into two separate payments so that players can repair the vehicle without spending money on new parts that are not necessary for its movement/working (e.g., mirrors, hood, glass, or doors that have fallen off, but car still can drive so i don't want stand money). This way, players can decide if they need the lost parts or not, avoiding unnecessary expenses. I know you can disable this option in mode menu but better this will be done in repair gameplay(maybe with list of lost parts, where player can choose what buy) Currently, trailers look quite arcade in the game because, for example, they could weigh either 20 kg or 20 tons but still look the same. It would be better to make trailers that players can fill themselves and transport super-heavy cargo to a specific location (by add weight with many real physics goods). Encouragement to carry more weight could be money earned for delivered goods. However, overloading the vehicle would result in physical damage. BeamNG physics behave realistically, with frame and can do bend damage, but vehicle can still drive. For example, when I'm playing, I imagined I was working in "Copart" and picking up damaged cars with forklift(there are mode in repository) and put them to a trailer, and then deliver them somewhere. It was a lot of fun. These add new bonus gameplay to your mode where you must buy trailers and trucks to earn more money. The game could benefit from adding features like radios or sound systems, with different qualities affecting the audio experience(depends on price). Maybe you can take any of the existing audio mods and connect it to your buy parts list? In the original story campaign, they introduced the idea that cheaper cars might have smoking brakes when braking. Revisiting this feature could be a good idea. Another interesting addition could be scattering damaged car parts or even entire wrecked vehicles randomly on the map. Players could discover and transport them back to their base for further restoration or resale. This would add an engaging mini-game element where you load up a trailer with metal and haul it back. In original SLRR nitro can damage engine if use it often, can you add this ability?
Thanks for the feedback and suggestions, I'm glad you like the new update! To address some of your suggestions, Unlike SLRR we can't repair specific parts in BeamNG but I think I could make it so a repair menu shows a list of broken body panels and you pick what you want to repair, then by removing the parts you don't want to repair from the vehicle config you car will be fixed but missing parts you didn't repair. The tiltdeck trailers have a more accurate visual representation of item weight but for regular trailers there isn't much I can do other than using vanilla configs with crates that have different weight. Trailer items aren't individual game objects they're basically a part of the config for the trailer. I know that the game is very realistic with weight based damage, so much so that I had to use G force to add trailer damage rather than the actual vehicle info damage value because the 40ft tiltdeck with heaviest cargo would sometimes fail the mission after spawn because it would bend too much. Just driving around was causing every bump to add a few % of damage. The radio suggestion is a bit too RP for what I'm going for. I didn't know about smoking brakes, I'll have to check that out, I know that high odometer cars have brakes that quickly go bad. Spawning individual parts isn't possible as far as I know, cars could be possible but any car added drops the FPS so adding cars in hidden spots wouldn't be worth the lost performance especially during races with enabled traffic. Nitrous already does damage the engine in some cases but it doesn't currently add repair cost until the engine is blown. When the game says overtorque risk that means the engine integrity is being dropped, as the integrity drops the chance of blowing the engine increases until it blows. Since the game doesn't tell you engine integrity it becomes a bit of a gamble, for example with the starter legran and a small shot size you can get away with doing a drag race with nitrous but you have to repair after every race to avoid blowing the engine.
I have an idea regarding police. Is an additive penalty system possible ? i.e If you rack up fines but don't get caught, and eventually you do, you get all of them+ a PENALTY FOR HIGH CLASS CARS ! you can't drive certain classes until you have a minimum mileage on lower class cars. Also, heat levels, where police really try to stop you ?
It would be possible to have tickets add up but the assumption is that they don't know who you are, I mean you can escape cops and drive by them immediately after and they forgot everything. Not sure the penalty for high class cars would work well also I don't want to lock certain vehicles behind requirements, if you have the money you should be able to buy. Heat levels are technically already implemented in vanilla pursuits, you see the level from 1 to 3 in the pursuit window. It was previously suggested to start the pursuit at a higher level in some situations which should be possible but I haven't added it yet. I'm not sure what you mean by this.
When saving configs in the mod works fine, if I change even one one part, add/subtract and try to load a config, it doesn't let me. Saying that parts are not the same or something. I'll make a snap soon.
With this car, I don't actually have the parts but with another I do. Same message. It's busted so I can't show it. Update, I think it was a corrupted config, if you have the parts in inventory it does recall them. Lost my main car, but not defeated ! lol
I'll check to make sure that feature works as expected on my end but yeah it could have been caused by a corrupted config. It's supposed to check your current config and part inventory to make sure you have the needed parts to load a setup, if not that message shows up. That character mod is technically a part for the car right? That could also be to blame.
Yeah. That's actually a good point, haven't thought of the dummy, lol. It's all good ! The rush you feel when you narrowly win in a drag race with traffic only because your NOS was on point, and your engine didn't blow up, or crash just a few meters away from the finish and the AI takes your ride ! lol Nothing like this exists !
Any way to narrow down the part searches ? Any key words gets narrowed down in the main cats but it's not singled out or highlighted in shops, not sure if you can do anything about this, as Beam default part search is similar. But it highlights parts once you 'reach' them. 'dragger' for ex, front and rear wheels, but once inside, all wheels are present. --- Post updated --- Something is happening with my inventory parts. Tires are disappearing. Maybe other stuff too. Not sure if mod related yet. That's why it still doesn't load the configs. Also, I need to refresh the UI all the time after tuning/part edits. Beamlr main window gets unresponsive/no functionality otherwise. So, If I change wheels, and load a saved config, any tires that aren't the 'default' when you bought them first are gone and can't load a config. I'll disable all mods and work my way from there. --- Post updated --- Just tested with no mods and It's the same. Change wheel, load saved config, tire just gone so can't load...what's going on ? --- Post updated --- Even If I still have the wheel with the default tire (in my case "alder dragger 15x14") save config, change the wheel to any, load still doesn't bring it up. Gotta change manually. double whammy...Using vulkan, but that shouldn't be the issue ? --- Post updated --- It loads if I don't change wheels, So save the config and load what I already have. Haven't tried any other part as it happened with wheels in my case. I'll test with another car (pink slip) the car I was testing with is an older mod version, if that matters. UPDATE: With a new car (bought/won in the current version of the mod) no issues (used other wheels/tires for testing but I presume it's fine) Gotta strip the car of parts, sell it and buy a new version to test further...lol
Sold the horn part from an Autobello Piccolina. There was no sell value visible. After selling, the player money displayed $nan.
It loads if I don't change wheels, Haven't tried any other part as it happened with wheels in my case. Try refreshing maybe, I get the 'nan' in the edit tab power/class info sometimes. --- Post updated --- Good news is. I did the speed challenge, bad news is, a cop rammed into me after catching me speeding...lol
Probably wasn't intended, but it seems the new parts system makes stripping cars a very profitable method of making money. Bought a derby covet for a bit over $600, went back to the garage, removed the roll cage, and sold that roll cage for over $2,000.
I'll start by thanking the author of this wonderful mod who allowed me to play this game again. Sorry for the perhaps trivial question but I recently installed everything following the instructions and I think everything works normally but I have a problem when I go to carry out missions with trailer towing. I practically cannot hook the trailer to the vehicle even though I have mounted the tow hook on the vehicle in use. Would someone be kind enough to explain to me if I'm skipping some steps or is it some configuration error due to the transition from version 1.12 to 1.13. To be safe, I also deleted the entire beamlr folder and started a new career but I still can't attach the trailer.
I'll see what I can do for the search function. For the inventory bug, check console for errors if it happens again. Parts should always be added to inventory when removed from the vehicle, if that code bugs out that could be why it removes the part from your car without adding it to inventory. Thanks for the bug report, I fixed the issue for next version. Forgot to check the part prices table and use default value for parts that have no value set in jbeam which is the case for horns. For now you can fix it yourself by opening userfolder/ui/modules/apps/beamlrui/app.html and replacing line 745 with this: Code: <tr ng-if="beamlrData['partPrices'][item] != null"><td>Sell value ${{beamlrData['partPrices'][item] * partSellScale | number:2}}</td></tr> <tr ng-if="beamlrData['partPrices'][item] == null"><td>Sell value ${{beamlrData['partPrices']['default'] * partSellScale | number:2}}</td></tr> To fix the money value you'll have to manually change it back to a real value in the userfolder/beamLR/mainData file. Yeah sell price is going to be hard to balance with vehicle purchase cost especially with cars that have randomized parts. Some can spawn with expensive body panels, spoilers, etc. I'm planning on improving the inventory system so that the odometer affects part selling value so parts pulled from old cars sell for less. For now the part sell price is 50% of purchase price. Never had that issue, this mod doesn't change towing mechanics so it shouldn't be a problem. Do you know how towing works in BeamNG? You have to hit a keybind (L by default) and colored spheres will appear, spheres of matching color show what you can connect with. Same keybind to disconnect. I'm glad you like the mod btw, thanks for the positive feedback!
I mean, that's not really wrong, because a lot of cars from the '80s/'90s are worth more in parts than as complete cars. I do agree, though, as it's not nearly that high.
I wasn’t saying stripping cars being somewhat profitable was wrong, I was saying it probably wasn’t intended. Daily driving a car from 1994 I am well aware people part cars out for a profit, I’ve bought parts from those people before to fix my own car with.
Thank you my friend and sorry for the late reply I actually didn't think it was possible to set the trailer connection via button, I always used the menu in the original game. Thanks and see you next time