1. Thread posting restricted: Only the BeamNG team members can post new threads in this sub-forum in order to prevent spam. Posting is available on unlocked threads.

Early Experimental Preview of Career Concept

Discussion in 'Microblogs' started by tdev, Sep 19, 2022.

  1. Musicman27

    Musicman27
    Expand Collapse

    Joined:
    Dec 13, 2023
    Messages:
    2,568
    Can't wait for towing stuff!
    My PC is lower-spec, so I can tell you if performance is iffy. (16GB Ram, 4GB AMD GPU, 6 Core 12 thread AMD CPU [Model names in my signature]) The current traffic vehicles run fine with my 16gb of ram (with vehicle pooling ON), so I think 10 is very reasonable.
    --- Post updated ---
    Also while i'm at it, can we have a Torque Curve UI intigrated into the Part Shopping somehow? It's annoying having to buy and install upgrades (then exiting) just to see the power numbers.
     
  2. Anthu

    Anthu
    Expand Collapse

    Joined:
    Nov 18, 2024
    Messages:
    58
    I believe I may of had some sort of glitch.

    As I started a career, I bought expensive Covet from only three options that were given to me, then after driving off sequence, I did choose to immediately return to dealership and traded my expensive Covet for the much more economical option, which resulted car dealer to provide me some cashback.

    Here by it was that glitch then happened, for some unknown reason, sell the car dialog did not disappear after purchasing the vehicle, so there was I did spam the purchase button quite liberally and found myself with quite large number of economical vehicles, which did not register under my name, so I could not sell them or equip them with cargo parts in my garage.

    After this I did found out my treasury boasting quite considerable start up bonus from purchasing all those vehicles with negative sum, oh poor car dealer was probably ending up tearing his pants after he found out about it!

    Sadly I have not found means to replicate this event as surely enough, I would of abused the bug once more if given the possibility.

    Looking forward to next week's new surprises in 0.34 version.
     
  3. StephenRitchie74

    StephenRitchie74
    Expand Collapse

    Joined:
    Oct 3, 2024
    Messages:
    159
    As soon as 0.34 comes out i am gonna start a new save because I hacked my old save and it will occaisonally give lua errors and I created a hacked version of RLS's mod that also gives errors so i will be deleting both
     
    • Agree Agree x 1
  4. the questionable one

    the questionable one
    Expand Collapse

    Joined:
    Sep 3, 2024
    Messages:
    22
    Speaking of the drag strip. I don't know if it is just me or not, but i do feel like the end of it is pretty weird. Like if you fail to stop in time (because of things like brake fade or too weak brakes as a example) then are you straight up gonna get yeeted into the sky with the mountain as a ramp. I'm not really a fan of that to be honest. So some change at the end would be really nice. Like sand and barrels as example, just like the race track have when you run off the track. The rest of the drag strip is pretty fun though. More immersive tuning would be really nice too.
     
    • Agree Agree x 3
  5. BCBasher

    BCBasher
    Expand Collapse

    Joined:
    Apr 12, 2022
    Messages:
    26
    So I've been enjoying the heck out of this career mode, I just did a "speedrun" to $1,000,000 doing just deliveries getting a T-series tractor/trailer ASAP. About 5 hours to get a daycab COE upgraded to an optimum setup that I came to in earlier attempts, made a mil by 16.5hrs including destroying a lot of $50,000-$100,000 loads and almost never using insurance claims. I did it in an almost uninterrupted play session for peak immersion, my prefered playstyle and this sandbox play is like you made it just for me and my OCD, thank you.

    What I found is the tractor trailer cargobox options make the 32' lead b flatbed almost useless when two of them and a 28' in a three trailer road train carry less than a single 48' trailer.

    I'm guessing that's WIP and not balanced yet, I'm curious how a few people have done custom cargobox setups for mods and such, modifying the files I'm interested in notepad++ seemed too involved. Is there and utility for adding/modifying cargoboxs or documentation on how to somewhere?

    A few days of googling has just found one person asking eh same question on the forums here and him responding to himself a "nevermind figured it out" rather than saying what he'd figured out. I just want to change the 10XL boxes to stacks for 20 or preferably 24 on the 32' lead B and 20 on the 28' to make the hassle of b-training worth the effort.
     
    • Like Like x 1
  6. krallopian

    krallopian
    Expand Collapse
    NC114-85EKLS
    BeamNG Team

    Joined:
    Dec 5, 2013
    Messages:
    961
    This is something I have been wanting to do for ages, I've built it out as tests quite a few times already, just been waiting for the drag gameplay to get to the next level (which is now). I wanted to quickly throw something in for the recent release, but wanted to give it more than just a "there, that's good enough" treatment. Instead, I just polished up the drag strip area itself a bit more as well as pushed the christmas tree back a bit more so you can see it from the interior view (the only way to play!)

    I'd really like to get this to feel more unified in regards to the typical car shopping/viewing/techSpecs side of things that other games do so nicely. I can't say if or when it'll be done, but there's a push for it for sure! :)

    I'm so glad to hear that you appreciate the, "just get in and treat it like a sandbox" gameplay element - it was important to me that we established sort of, "The more you put into it, the more you get out of it" sense of achievement. Regarding the balancing of specific trailers, it's nothing something that has a serious balance pass yet, as there rest of the gameplay needs to be developed first for final balancing, otherwise we may end up making time trials pay out $45 each OR the opposite, and make deliveries pay out $10,000 each, both of which are unrealistic of course.

    Thanks for the feedback/suggestions as always everyone! I hope you try out and enjoy the new "Series" system! Fun fact, it was originally called "Leagues" when it was first proposed by one of our top guys, but I feel that "Series" works better in our specific case. If you go through the code you may notice it is referred to as "leagues" throughout, and this is why. Career Mode does have a plan for the term "league" so I wanted to differentiate it now before the terminology grew.
     
    • Like Like x 7
  7. Anthu

    Anthu
    Expand Collapse

    Joined:
    Nov 18, 2024
    Messages:
    58
    Playing this new 0.34 career mode has shown to me that low cost vehicle options have been moved perhaps slightly upwards in term of price.

    Where as in 0.33 low cost Pessima or Covet set one back 500 or even less, now I have observed pricing being more than 1500 game money units.

    It has been quite shortwhile that I have been able to play for now, but as vehicles seem to behave quite the same regardless of mileage, having a vehicle for 300-400 most certainly did have quite an advantage over sparkly spanking new one and this balancing of the cost does help bit with the issue as getting new one instead of repairing the old one was most certainly a hacky method of getting around of the problem poor driving ability of mine caused at the times.

    So it is now a bit more interesting to take care of the vehicle, which is good.

    I do wonder if there are plans to make older and more affordable used car options to track slightly off from the true or perhaps even to have small electrical gremlins as a bonus for lower cost?

    Certainly in real world I were a proud owner of vehicle which kind of lost it's fuel overnight leaving only 15 liters of it as there were lesser minor rust hole in fuel tank, which made me fill said vehicle to only 15 liters of fuel. Naturally I ever found out about this after firstly filling tank to the brim and loosing all that expensive motoring liquid over night.
    The very same vehicle also did have a habit of loosing some air pressure from bottom part of the front left tire overnight, so it did require some refilling every morning.
    This high quality automobile did set me back a bit more than 500 euros when I purchased it in real world, so I have been thinking if such interesting options have been planned to be added to game at some point?

    Also every vehicle which I have ever owned has came with some extra dents or holes as a standard option, one vehicle did have even most of it's right side bumper replaced with somewhat large hole.
    Of course my budget for purchasing new excellent quality automobiles has never exceeded 1000 euros so they do tend to come with some additional options and extras like a rust and bend underside parts, blowing exhausts and alike, in game these more cost effective options do seem to sit slightly better compared to real world versions, but perhaps it is for gameplay or technical reasons, so increased cost of lowest ones do seem to be interesting and welcomed change.
     
    • Like Like x 2
    • Agree Agree x 1
  8. Division_Devin

    Division_Devin
    Expand Collapse

    Joined:
    Dec 7, 2014
    Messages:
    58
    I've been doing time trials (I'm about halfway through). So far I really like the aggressive time standards. The vehicle I've been using is about 0.367 ps/kg and as I've gotten further along it's been pretty tight (i.e. some level of skill is required to achieve the time standards). However I've encountered two issues.

    1. The "Best Lap" in the UI has been cut off.

    2. The challenge "Urban Assent" is broken. I even re-attempted it with a better suited car (ETK-K Series with 0.567 ps/kg) and was only able to manage a 2:34.08 with a best lap of 42.83. I think someone subtracted 1 minute from the total time. The game thinks a 59.00 is an ideal lap time, add two more 59.00 plus 2-4 seconds for the standing lap and that puts the avarage time to 3:00.00-3:02.00 as a reasonable "high score" I will finish the remainder of the time trials and report back (hopefully later today)
     

    Attached Files:

    • Impossibletimetrial.png
    • Brokenbestlap.png
  9. CaroFDoom

    CaroFDoom
    Expand Collapse

    Joined:
    Jan 1, 2016
    Messages:
    9
    I've noticed it seems to be possible to get stuck attempting to pick up cargo (the screen that pops up and says loading cargo never appears, leaving your brake stuck on forever) but I can't figure out why from the logs. It works fine in safe mode so I'm assuming its something wrong somewhere in my userfolder but even with all mods disabled it keeps me in limbo
    upload_2024-12-11_16-55-52.png

    edit: after about 30 minutes of doing things at seemingly random i seem to have resolved it on my end? my absolute best guess is that somehow a ui mod breaks it but i dont think that explains how it can be affected when all mods were disabled?
     
    #1329 CaroFDoom, Dec 11, 2024
    Last edited: Dec 11, 2024
  10. krallopian

    krallopian
    Expand Collapse
    NC114-85EKLS
    BeamNG Team

    Joined:
    Dec 5, 2013
    Messages:
    961
    The laptime for Urban Ascent was also reported in a bug thread and I've fixed it, it'll make it out in the first hotfix - I'm super sorry about that, the change from 2 to 3 laps was a last minute thing and the new time didn't take when I input it, so it's all my fault, I'm terribly sorry haha! Thanks for the report, and the feedback regarding the aggressive times! Can't wait to move to the next step of the time trials and other gameplay where customizing lap counts and the use of your own vehicle become more lucrative.

    Regarding the UI, it's undergoing lots of parallel changes, so for now it's in the, "We're aware, and working on it" pile, thanks again! =)

    Thanks for this, something for us to keep an eye on for sure! Hopefully it doesn't happen to you again though.
    Great stuff, thanks for the well-explained reasons you are enjoying Career Mode!
     
    • Like Like x 2
  11. Man_in_Black

    Man_in_Black
    Expand Collapse

    Joined:
    Nov 24, 2024
    Messages:
    70
    Wow! Krallopian listened to me and put new bus stops around!!! This is what makes the Beamng devs unique. Best devs ever.
     
    • Like Like x 1
    • Agree Agree x 1
  12. krallopian

    krallopian
    Expand Collapse
    NC114-85EKLS
    BeamNG Team

    Joined:
    Dec 5, 2013
    Messages:
    961
    Haha, your timing couldn't have been better, the art team was working on them when you sent your message! I certainly can't take the credit for that, but I'll let them know that you like the new stops!
     
    • Like Like x 2
  13. Anthu

    Anthu
    Expand Collapse

    Joined:
    Nov 18, 2024
    Messages:
    58
    Would it make some sense to have automatic route feature to make timed cargo as a priority?

    What I have found out is that sometimes I pick up timed cargo and automatic route makes me spend some time to some other cargo instead, which sometimes might be less optimal.

    Of course it is possible to turn off automatic route and make manual route instead, so this is not so much of an issue than quality of life challenge.


    Another interesting event has been with trailer deliveries, when I pickup trailer, I tend to pickup some other cargo as well or maybe even cargo from another loading spot, but from some reason while trailer drop off location is shown by navigation arrows, actual drop off location remains hidden until I visit at the map screen and then exit map screen.

    Sadly I am not aware what exactly causes trailer drop off graphics and triggers not to function, but I can get around with this issue with opening the map screen and then exiting the map screen and then drop off graphics appear and trigger opens menu ui items normally.
     
  14. Division_Devin

    Division_Devin
    Expand Collapse

    Joined:
    Dec 7, 2014
    Messages:
    58

    Thank you for the response! I wish there was a way to balance out the time trials based on power to weight if the player decided to use their own car (if their car is faster than the one provided). I feel like the Race AI is still very WIP, lol. I was able to beat the Beginner Race, Pipeline Drive and the city race with my car only being at 0.129ps/kg =D
     
  15. Summerrain

    Summerrain
    Expand Collapse

    Joined:
    Jun 22, 2022
    Messages:
    9
    With 0.34 out, I thought I'd chime in with my own combined feedback (most of which is weirdly trailer-related):

    Observations/questions:
    - Any way to tweak the spawn points at the commercial garage as to enforce more reliable spawning inside the garage rather than at the parking lot next door? Particularly with truck & trailer setups, it happens a lot that one of those things spawns way over across the street, even when there's still room in the garage. That's particularly awkward if the actual motorized vehicle ends up outside, with only the trailer at hand.
    - Not sure what the player vehicle limit is about (or whether there are any neat plans to expand it with player progression), but it feels odd that trailers (even trailer dollies) count towards it. Perhaps it's just my uncanny obsession with articulated cargo-running contraptions, but it feels a tad too harsh how quickly I hit the limit on cargo vehicles alone.
    - Any chance we can get an option to summon player-owned trailers to our current location, perhaps for a towing fee or something? You know, for those occasions when you find yourself at a cargo facility with tempting jobs, but no appropriate cargo slot at hand.
    - I believe this has been mentioned before, but I'd be all in favour of being able to take on more than one trailer job at a time. Those B-train leads are just too tempting.
    - Are there any plans to have jobs for those neat specific loads like planks or pipes, so we can put other things than those odd boxes on our flatbeds and box trucks? Being able to put those logging rigs and dump beds to good use would be great, too, but I suppose that's just wishful thinking... (?) ;-p
    - This is just a balancing issue, but it feels like semi trailer hauls should pay more, considering how expensive a good tractor setup can be. Relative to hitched trailers, liquid runs or XL cargo, the pay-outs just seem a bit off.

    Glitches:
    - There's still that odd glitch where trailer drop-off points randomly don't show up in-game when in proximity (screenshot attached). This is easily fixed by bringing up the map screen, causing the drop-off area to re-appear, but it happens a lot (I can't seem to reliable reproduce it, though).
    - It also happens a lot that nav routes to trailer drop-off points remain on-screen after delivering a trailer. Again, easily fixed by hand on the map screen, but still.

    Praise:
    - All in all though, career mode is amazingly fun and disturbingly satisfying even in its current iteration. Thanks so much for allowing us to put our hare-brained contraptions to good use with no regard for sanity or road safety.

    EDIT: Forgot the bit about spawn points.
     

    Attached Files:

    • 20241212135029_1.jpg
    #1335 Summerrain, Dec 12, 2024
    Last edited: Dec 12, 2024
    • Like Like x 1
    • Agree Agree x 1
  16. krallopian

    krallopian
    Expand Collapse
    NC114-85EKLS
    BeamNG Team

    Joined:
    Dec 5, 2013
    Messages:
    961
    Great feedback and suggestions, thanks a lot! I agree with the autoroute as well, and I think it used to work like this at some point, so it seems something has reverted/broken. I'll pass these onto the team, thanks again I appreciate it! :)

    This is a *very* tricky thing to solve based on many, many, factors and I agree it would be nice to have! I am working with an idea that sort of provides a "better than nothing, but not the perfect solution" and hope to have it working for the new year, I'm confident it will work but need to get other things wrapped up as well, stay tuned!

    1. The spawn points for the garage were initially intentional: Trailers spawn in the trailer parking across the street, and trucks spawn in your garage until you are out of room. There is balancing required for sure, and it's planned, I'm sorry it's not there yet (this is the issue with releasing during production, many WIP features appear broken or are frustrating.)
    2. Vehicle inventory was initially set for the Belasco City Garage parking garage located outside, then we moved to the Commercial Garage and there is no storage there, so the system was simplified to "player gets X amount of vehicle slots for now while we work on unlocking further storage." There are so many mods out there that unlock unlimited storage, and we haven't done that to keep save-breaking at a minimum, but I would look it up if you just want more spots, it's a really quick fix! :)
    3. This is a proper quality of life feature, but at the moment it's low on the priority list, thanks for mentioning it though, it's important to hear feedback like this.
    4. This is a technical challenge, and I certainly would love to see it as well, I'll push the gameplay devs harder for this, and see where it gets me!
    5. These specific loads need to spawn specifically, and these are certainly in the plans for upcoming gameplay! Apologies they're not there yet, but, it's only a matter of time.
    6. Cargo pay in general was based on a few different systems, some from actual pay logs from actual truckers I spoke with, to other information I found across YouTube and the likes. For now the balancing has been setup to be "working" while we move on to other gameplay and start generating rewards for them, then we will do a complete game-wide balance pass, so that 1hr of driving a race car, or 1hr of driving a truck should balance out similarly. Just because one player prefers race cars, and another prefers rock crawling, shouldn't mean one has to suffer or grind more than the other. :)

    Regarding the glitches:
    1. Thanks for the heads up, I know the team is aware of it, but I'll be sure to bring it up again!
    2. This is sometimes caused by the player not actually entering the point, even though the trailer did, so it thinks it still needs to tell you how to get there - even if you were only a few meters away. This can be improved for sure, thanks!

    I'm really glad you're having fun otherwise, all things considered! I love hearing and seeing the different ways that people play! In some ways, people are playing things I thought they'd find boring, and others aren't even aware of their existence in the first place. It's a process, but we're getting there, *cheers =)

    P.S. Look at the post number, sweet
     
    • Like Like x 5
  17. BCBasher

    BCBasher
    Expand Collapse

    Joined:
    Apr 12, 2022
    Messages:
    26
    You can, I use two 48' flatbeds and dolly, I occasionally set my second road trailer as my favorite vehicle so if I can't fill both trailers but there's some parcels and a good trailer delivery I drop the second and grab their trailer with my dolly.

    It's fussy how you drop/load like having to drop all my stuff and hitch just the delivery trailer to get it to work or trigger the targets on foot.

    But when I'm done I can line up me, my lead trailer and dolly in a straight line, go stand about 50' behind looking at the dolly and call my favorite vehicle like a taxi, then just back into the pin if there's no obstructions causing the trailer to spawn offset as far as I can tell.
     
    • Like Like x 2
  18. Division_Devin

    Division_Devin
    Expand Collapse

    Joined:
    Dec 7, 2014
    Messages:
    58
    My current (realistic) career wishlist is:

    1. A way to reserve jobs (delivery related) from the computer (or mobile device*)

    2. Using one of the provided vehicles would take a percentage of the rewards and no vouchers. Provided cars could come in 3 tiers, a 1 star tier which would take 15%-20%, a 2 star tier at 30%-40% and a 3 star tier at 45%-60% of all rewards.

    3. Increased payout for beating a previous best (in a % based increase) for laptime or 3-lap best or both.

    4. A mobile device to get jobs.

    As far as performance balancing, I made a post in the bug reports section about some strange things that go on with some cars. Maybe that might help with career balancing. All in all I finished all of the time trials and I was very happy with the gameplay loop.

    For the road corses, I think you can make the time hacks more aggressive. I was able to complete them all with many seconds to spare in my Barstow sitting at 0.324ps/kg on 9" wheels on race tires. More aggressive time hacks would influence players to grind out for faster cars or figure out how to drive properly/tune. For example I was able to get an average of 1:45.8s on the long racetrack configuration in the above car.
     
  19. Man_in_Black

    Man_in_Black
    Expand Collapse

    Joined:
    Nov 24, 2024
    Messages:
    70
    Ok, but you're still the best devs. :D
     
    • Agree Agree x 2
    • Like Like x 1
  20. krallopian

    krallopian
    Expand Collapse
    NC114-85EKLS
    BeamNG Team

    Joined:
    Dec 5, 2013
    Messages:
    961
    These are great points, thanks for sharing!

    1. This feature is in concept stage at the moment and will be coming together in the new year, although it may not work for all challenges/deliveries, the core-concept is the same and will make getting to/from challenges much easier as well.
    2. This is already sort of active when using delivery vehicles based on your reputation: greater reputation, means greater earnings for you, and less for the loaner. For time trials or other areas that vehicles are provided, there is another even simpler implementation coming down the pipeline, I'm excited for everyone to see.
    3. This is something that is planned along with the feature mentioned above, I like the way you're thinking!
    4. We've gone back and forth on the mobile device idea for years, there have been a few executions of it, but in no time it starts to feel like GTA and shortly after becomes a huge feature-creep item. I decided we would avoid it for that and other reasons.

    I'm glad you're enjoying the gameplay loop so far, it's very very slowly coming together, and I'm super stoked for the next iteration to land after Q1 in the new year!

    Thanks a lot for the in-depth feedback and sharing really great ideas, it really helps solidify our confidence in going forwards! :)
     
    • Like Like x 4
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice