Outdated Beam Legal Racing - SLRR Inspired Hardcore Career Mod

Discussion in 'Content Creation' started by r3eckon, Aug 4, 2022.

  1. Harben

    Harben
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    shouldnt the circuit races also regulate the other items like tire type and downforce? i dont think a purpose built circuit cornering machine piccolina is supposed to be matched up with a people carrier van or farm truck, i can help with making the setups if needed
     
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  2. r3eckon

    r3eckon
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    My current idea is to have configs edited dynamically to add race tires, could probably do the same with spoilers. Custom configs would be optimal given the tuning values can also be tweaked to improve cornering so if you want to create a bunch of them I'll gladly add them to the mod.
     
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  3. r3eckon

    r3eckon
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    Notice for BeamNG update 0.32

    This update conflicts with a few things from the mod so it is recommended not to install BeamLR until I release 1.15 if you want to ensure everything from 0.32 works as intended. If you still want to play the mod keep in mind the 200BX remaster is incompatible with configs from your save files which will bug out if you try to load a garaged 200BX. Unfortunately this means if you have a 200BX in your garage it most likely will not work anymore even after I update the mod, only way to fix this problem would be to recreate the config manually and replace the career config files. Same issue applies to car shops and race opponents so you would have to update the relevant files with new configs. BeamLR level files will also prevent WCUSA changes made in 0.32 from loading properly.

    BeamLR 1.15 should be released before the end of the month, I'm currently working on finishing up changes for the race of heroes event and I'll also have to fix everything that's broken so the mod is compatible with 0.32, including updating configs and part images for the 200BX remaster. While I recently haven't had as much time as I usually do to work on the mod this update will come with a couple new features I will be showing off in a video at some point in the coming days.
     
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  4. rapturereaperALEX

    rapturereaperALEX
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    When will the BEam team stop with the remasters and work on other aspects, like making your mod an alternate career to their style, or work on their career, and also some backend fixes for persistent damage...they are wasting dev time imo...
     
  5. r3eckon

    r3eckon
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    While I agree somewhat that there are more important things, vehicle remasters probably aren't taking dev time away from the more technical stuff because it's done by different people. As for beamstate not working I noticed the known issues doesn't say they're investigating the issue anymore so hopefully that means they know why it's happening and will soon be fixing it.
     
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  6. rapturereaperALEX

    rapturereaperALEX
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    Actually, that's right, I forgot there are teams assigned to different aspects of development...lol Good news on the beamstate. Possibly.
     
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  7. Aeroracer

    Aeroracer
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    Hey, I remember there being a mod that adds cars like the CCF, the procyon, etc to the lineup of BeamLR. Does anyone have a link to that mod?
     
  8. rapturereaperALEX

    rapturereaperALEX
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  9. r3eckon

    r3eckon
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    Here is the preview video for version 1.15 which will bring new features such as walk mode integration for owned vehicles, mission trailers and shop vehicles as well as a new item inventory for consumable type items, oil persistence and leak system and "The Race of Heroes" endgame event.


    Walk mode has now been properly implemented into the mod allowing players to exit & enter some vehicles. In car shops vehicles can be explored in a more immersive way and the UI will reflect currently entered vehicle details. Players can also close the shop interface by walking back to their original vehicle. Trailers with interactive hydraulic controls such as gooseneck trailers can also be used from walk mode. Finally the gas stations have a new menu available when walking used to purchase "consumable" type items.

    Speaking of which, two consumables have been added for the first iteration of the item inventory: Gas Canisters and Oil Bottles. They can be used to refill your vehicle in an emergency using a new page added to the BeamLR Main Menu UI.

    Oil quantity is now persistent for BeamLR vehicles, value is shown in the statistics UI and will save just like the fuel quantity. Vehicles with a high odometer value (from 100,000 KM) also slowly leak oil which adds an incentive to upgrade to low mileage vehicles. Leak rate gets worse with odometer increase (ex: empty in 1 hour for 200K, 30 minutes for 400K). While this leak rate is not really realistic it is there for gameplay purposes and options to control this behavior will be added in coming updates.

    The towing mechanic has also been updated with the ability to choose tow destination, not much to say about this other than the fact that it should be helpful in situations where you've ran out of fuel or when converting a gasoline engine car to diesel.

    Finally a final "boss" endgame track called "The Race of Heroes" has been added to the mod. This is a very high speed race on the Johnson Valley highway against the current "hero" status AI racer who is also allowed to use a collection of extreme performance vehicles. This event is heavily inspired by "The Race of Champions" from SLRR, which also rewards a high end "supercar". Joining this event requires the completion (reached hero league) in all other race clubs. A unique feature of this event is the point based leaderboard system (as opposed to time based for regular events) as well as the fact that the same opponent will change vehicles every round. Winning this event basically means the player has beaten the mod.

    Some smaller changes include compatibility with BeamNG 0.32 update changes such as the BX-Series replacing the 200BX, new simplified traffic variants and updates to WCUSA as well as other smaller fixes and improvements like the track event browser now being sorted by rep requirement (fallback to alphabetic sorting for equal rep).

    The update is still on track to release before the end of the month, though if I end up finding some issues during playtest I might delay it back a bit.
     
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  10. rapturereaperALEX

    rapturereaperALEX
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    B E S T GAMEPLAY "MOD" E V E R Make the devs integrate your work in the game !
     
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  11. Dirtbikr98

    Dirtbikr98
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    Is there a fix for this UI bug i'm having? Would love to play this. SLRR was my childhood
     

    Attached Files:

    • Screenshot33.png
  12. rapturereaperALEX

    rapturereaperALEX
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    set the UI size in the options of the mod
     
  13. r3eckon

    r3eckon
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    Yeah like @rapturereaperALEX said just set the "IMGUI Scale" value to like 1.0 or something, the option file for last version saved with the value set at 0 by mistake. Just FYI there are other broken features with latest release in BeamNG 0.32 so I recommend you wait a bit for next version of the mod which should be out in a few days.
     
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  14. Xela

    Xela
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    Hey there! Beautiful project! I still don't understand why devs aren't able to make a proper persistent damage feature for there Career mode and you can, it's quite amazing

    unfortunately, I can't find the mission spot on other maps than Utah and I'm not sure how to get to another map from the BeamLR UI in utah (I don't have the "BeamLR spawn" when launching a freeroam, as said in the readme :/)
     
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  15. r3eckon

    r3eckon
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    Thanks for the feedback! Actually the visual damage persistence is not working right now, it's something that's been in the vanilla game for a bit now as a rarely used feature but the addition of openable doors broke it. Mechanical damage is the only thing I added myself, it's simple enough that I'm sure it'll eventually be added to the official career mode if devs feel like it.

    If you can't see the mission loader spots and custom spawns it's possible you incorrectly installed the mod, try a clean userfolder (back up your current folder and delete it so the game creates a fresh one) and carefully follow the install instructions but keep in mind latest update of BeamNG isn't fully compatible with the mod and many features are broken so you should probably wait for next release which will be out in a few days.

    As for getting to another map you need to abandon the mission and load the map like you normally would from freeroam, you can't do it from the custom UI menu.
     
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  16. Xela

    Xela
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    Ok thank's a lot for the advices!! ( It's reassuring to know that doors and trunk going crazy wasn't due to a mod conflict on my end!)
     
  17. r3eckon

    r3eckon
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    Version 1.15 has just been released! The mod should now be compatible with 0.32 changes. There are probably some issues I missed so be sure to report anything you find as soon as possible so I can release a hotfix. Make sure to update your addons (both ks_nord and part images have been updated) and check the github readme for information on the new features. Unfortunately this last BeamNG update broke old 200BX career files so I recommend you start fresh instead of loading your backup for this new version.

    Here is the full changelog:
    • Added "Race of Heroes" endgame track event on Johnson Valley
    • Added different tow locations (gas station, garage, used car shop, part shop)
    • Added walk mode integration (freely exit car, immersive car shop, gas station)
    • Added item inventory system (accessed using new BeamLR Main Menu page)
    • Added fuel canisters item (bought at gas station while walking)
    • Added oil systems (saved quantity, leaks at high odometer, oil bottle item to fill)
    • Added "Teleport To Start" button in track event UI
    • Fixed engine not disabled after removing fuel tank part (check loops over tanks)
    • Fixed condition checking part count before removing from inventory
    • Track event list now sorted by rep required (also sorted by name at same rep values)
    • Lowered rep required for Automation Drag Class X event (from 25k to 15k)
    • Updated modified lua/vehicle/jbeam/stage2.lua with 0.32 edits
    • Updated modified lua/vehicle/beamstate.lua with 0.32 edits
    • Replaced all "coupe" configs with remastered BX-series (shops, traffic, opponents)
    • Updated traffic spawngroups with new simple traffic configs
    • Updated WCUSA concrete plant delivery mission for 0.32 edits
    • Updated part images addon with BX-Series parts
    • Updated track event mission file to work with point based leaderboard system
    • Fixed incorrect orbit cam initial angle in car shops (caused by 0.32 edits)
    • Updated gps detection system for new gps_alt slot (used in BX-Series)
    • Temporary fix for audio "blur" effect bug in 0.32
    • Fixed incorrect default value for IMGUI scale
     
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  18. Samybf

    Samybf
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    Awesome! i've been waiting for this update
     
  19. jagrkoder

    jagrkoder
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    I found a bug on the new update, whenever I sell a vehicle and take a bus home to swap back to my original car my game crashes.
     
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  20. r3eckon

    r3eckon
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    Fixed the issue, this happens because of code I added to handle changing cars from garage when walking but with a car currently out of garage, not properly handling situations where you're just walking without having a car out of garage. Also fixed another bug where item inventory wouldn't be cleared during career reset and I'm noticing a problem with advanced vehicle building also seemingly caused by new walk mode integration.

    I'll upload the fixed version as soon as possible. If you're stuck in walk mode after selling your car because of this issue open the beamLR/mainData file and set the carUsed value to 0 so you spawn in a car when loading into the mission.
     
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