beamlr not working on west coast. The race ui and other side uis are blank. i get lua errors when trying to edit cars when using main ui
It's working fine on WC, it's you. Rename your 0.33 user folder and let the game generate it, get beamlr and unzip it into the new created 0.33 --- Post updated --- Just gonna put this here.
Version 1.16.7 has been released, this is a relatively small patch but it also improves mod compatibility for car shops with a new feature. Basically there is now a way to create additive list files that are dynamically added to the original list files without overwriting them. The previous system forced mod creators to overwrite the original list file meaning only a single car shop mod could be used. This new system allows multiple car shop mods to be used simultaneously (as long as creators use unique names for list files). This new system is explained in the updated tutorial on adding cars to shops. Added car shop list addon system (additive list system for multiple mod compatibility) Part Edit Safe Mode now used when repairing vehicles to avoid soft lock Fixed midsize_18dxM car shop file incorrect odometer values Changed car shop list file refs to remove "list_" prefix (automatically added to path when loading) Fixed missing autoJunction/gatedRoad changes on West Coast USA dragstrip (causing traffic on dragstrip) Fixed West Coast USA left hand turn where AI crashes into wall (highway exit near race track) I'll keep it in mind, technically you should be able to start the mission through flowgraph editor but there might be issues because of missing files. I just let the AI drive the path and set waypoint speeds as needed so they don't crash. This is not an exact science, lots of trial and error is involved. I usually do all the races in bronze league so at least I know the path works, then I copy the files for silver and gold applying some multiplier to speed limits using extensions.blrutils.wpspdHelper which takes in the wpspd=wp1:100,wp2:100 line (everything after the =), a minimum speed value to multiply (so hard brake zones aren't affected) and a multiplier (usually like 1.5). This dumps scaled up speed values to a file of the same name as the function. Then I usually do two tests, one that I know the AI can handle well (usually FWD and front engine) and another that the AI has trouble with (usually RWD or rear engine or no ABS). I tweak the speed limits so the good car AI can drive the whole race, then using the bad car AI I further tweak until either the bad car AI can complete the race or I get pissed off, say fuck it and leave it as is. Because it's not such a big deal if certain cars end up crashing and it's not worth making the good car AI slower. Unfortunately not possible. That's just how BeamNG works, nothing I can do about it.
Thanks ! We'll see what we can do later on. I'm doing Fairhaven map atm, getting the basics in. you can get some crazy races on this map ! Once I get a race in, I'll update great update patch btw, modded car support is awesome ! Will make use of this and have a 'real car' shop on fairhaven. is there a limit to how many cars a shop can cycle ? --- Post updated --- BTW, I'm sure Valo city is nostalic for you, but compared with today's maps it's pretty low quality, the uncanny valley effect is pretty high. U sure U wanna port the mod to it ? --- Post updated --- A Garage map (use any you want) as a hub for every supported map would be awesome, where you can select each spawn (maybe auto select so you enter the selected map automatically) but don't do it if it's too time consuming. --- Post updated --- A form of 'dice rolls' on accepting challenges or races would be great ! Being forced to participate or being locked out of the event for a time ? Or an exponential penalty for not cycling challenges/races, even deliveries. --- Post updated --- On WC what's the tow to garage and home wp/triggers named ? I keep spawning in the air on fairhaven.
I just released a very small update, someone reported a problem with the dragstrip on west coast and sure enough the AI wouldn't drive it anymore so this update fixes it. Here's the extremely lengthy changelog for version 1.16.8: Fixed West Coast USA dragstrip AI pathing (needs autoJunction enabled for some reason) Now I have to rant a bit here to vent some frustration I felt from this nonsense: I don't know what devs have done to AI pathing but the autoJunction parameter is messing up a lot of things, first by causing traffic to spawn on gated roads which is why I disabled it to prevent traffic spawning on the dragstrip (I even reported it to devs after testing in safe mode and got no acknowledgement, not sure why). Second, for some reason I can't understand, if autoJunction is disabled on the dragstrip the AI can't find a path to the end. This is despite the fact that autoJunction isn't supposed to affect ai road end node connections (the dragstrip path doesn't use any middle nodes, it's a straight line, literally the most simple path imaginable). While trying to fix this I tried getting rid of extra AI roads, only using a single AI road for the entire dragstrip, and the AI still couldn't figure out a path between two waypoints that sat on the exact same road, no junction, no connections, a single uninterrupted road. Oh yeah and the AI path/plan tool in world editor apparently doesn't use the same pathing system as the actual AI uses because that tool showed a continuous line between both waypoints while the AI somehow couldn't figure out that path. Yeah I still want to add valo city, I don't care that it looks old. There are no triggers or waypoints used for towing, they're direct positions and rotation values found in beamLR/mapdata/MAP/towing. Same thing for the spawn file, which is used during career reset. Drive to a location you want to use as a tow spot and dump your car's transform using extensions.blrutils.slotHelper() in a file of the same name that will be created in the beamLR folder. I recommend using the ETK800 for this as the refnode is relatively close to center, and it's a big enough car that the position should work for most other vehicles. The triggers linked in the towing file are there so the game will move it back and forth to fix an issue where menus didn't show up after teleporting.
Yeah, the devs seem more interested in releasing updates related to content/cars, then fixing bugs. They are working on the career tho, but again, pretty bad bugs are just left to stack up with every new update...
Here's a breakdown of what you get for 650$ (also mad Paint3D) Need balancing in future for sure Btw, this abomination doesn't even need muffler since there's a direct-flow. P.S. Image turned out kinda small for some reason
Post the actual image, (upload) not copy paste, it's too small to see. But yeah, you can get some wild stuff. It's somewhat balanced with the damage system. As you can rack damage so high it's not worth fixing if U broke.
Yeah, lol. I crashed a new battlehawk on my previous save like 2-3 times, each ~25k, but I fixed it every time since that was part of my challenge
If you install a wheel and dont put tyre if you go and edit the offset tuning it bugs and it adds a tyre to it and it gets stuck, you cant remove the tyre, wheel and anything that would remove the wheel like the suspencion
I know you must have a lot of work to do, but I would like to know if you intend to include truck competitions in the mod? like drag races or load pulling competitions, that sort of thing. Is this in your plans?
Hey r3eckon just an idea (it's advanced I believe) Random traffic opponents ? At random, a car similar in class to yours, can challenge you to a random checkpoint on the map. (pseudo random tour style) traffic enabled. And maybe play as a cop (put some cop lights or else) and take bounties ?\ Can the challenges be sectioned into categories ? --- Post updated --- decal roads for setting up races ? Is that better ? But for your next update, a HUGE qol would be to preview your parts before you buy, on the car not images. Multi part install/buy) and maybe have a fee option to install after buying on the spot (like calling a service)
I don't think that they are ignoring the bugs, I think that they are getting more cars for the sake of variety and getting the maps up to snuff for the official career mode. BeamNG devs might work slower compared to other games but I dont think I've ever seen them ignore important stuff.
This one's a steal under 1k !!! --- Post updated --- Well, they kind of are, I mean, the traffic on WC drag strip is pretty big, and no hotfix, but the mod creator 'fixed it' for the mod that is... --- Post updated --- @re3ckon can I suggest that after the end of the race you disable the player input so you can't go back and 'stop' the other AI
Good find, I just need to turn on the AVB flag so it doesn't load defaults parts because apparently setting a tune reloads the jbeam files. This will be fixed in next version. Not really, would be a lot of work and the mod isn't supposed to be a competitor to official career mode in term of variety of activities. I'm purposefully focusing on street racing because the main inspiration for this mod was exclusively about racing cars. The delivery missions were added as a way to make money in early gam and the challenges are basically just repurposing existing systems (like race system for time attack and drift, just without an opponent). So I most likely won't be adding any new activities to the mod. Random traffic opponents are planned but I haven't got around to doing it. I'd need to test to make sure it's possible, but this is one feature I'd like to add because it was a thing in SLRR. Not gonna add playing as a cop, too much work for a feature that wouldn't be fun because there's no possible way the AI would be able to escape. I mean cops are more like a nuisance than a real threat, reversing the roles I think it would be even worse. Adding categories to challenges should be possible, that's a good idea. Part preview like you mention would be not only a ton of work but also prone to bugs and exploits due to the way this mod works, also I don't think it would be so useful as to warrant the potential bugs so I'm not gonna be adding that. Not sure what you're talking about with decal roads for races, better than what? Just add waypoints where you want the AI to go. I also don't think they're ignoring bugs, they might have just missed the report, but that specific bug has been reported not just by me both in 0.32 and 0.33 release threads and devs haven't acknowledged it so there's no way for me to know if they're aware this feature is broken. I've also got no response on some questions like why the "Copy PID" button was removed from world editor in 0.33, as I'm using PIDs with an external script to restore my level edits, if those are about to stop working for some reason I'd love to know. This is quite frustrating but I'm not gonna start spamming an already spammed thread hoping to get a response. If that feature is still broken by 0.34 I'll just report it again I guess. And as far as I'm concerned they can work as slow as they want, this game has been out for like 10 years now and every single update since then has been free. I can't blame them for prioritizing new cars over more technical features when the vast majority of players just play this game to crash cars, but I kinda wish they focused a bit more on technical features. I mean the sim racers that play BeamNG have been talking about tire thermals for years now and we still don't have that feature in game. --- Post updated --- I mean I can but why? If the race is over why does it matter if you stop the AI?
@re3ckon can I suggest I wanted to stop the player in case ppl might abuse stopping ai that might become a threat next rounds. Say You come in 2nd or 3rd, the ones behind you could theoretically go above you next rounds, but it's not a big deal, I agree. RLS career is using decal roads for ai with waypoints idk, RLS (vanilla+) is not hardcore, and it's full of bugs and lacking features from the previous game build. I'm just watching it.
At least 3, if my memory serves right. I'd like to know myself how many issues and slowness comes from BeamNG being built on a decade long base, and what kind of things the devs would do different if they had to start from 0 to make a better game.
Help! I really like this mod but i cant figure out how to change the oil and my engines keep blowing!? Where do I go? Ps i loved Redline, keep up with this mod!
You can buy oil at the gas stations. You need to get out of the car to buy oil and fuel canisters. (can't really change the oil, only top up.) Also - installing a new oil pan will reduce oil leak. Installing new oil pan and engine will remove oil leak.