Yeah I've had a lot of trouble with this dirt track, I had to mess around with waypoints and decalroads to get it working. Most likely my edits got overwritten when I saved the map with 0.34.2 changes. I'll fix it for next version. This race isn't very enjoyable anyway so you're not missing much lol. I added it because I already went through the trouble of getting it working but the AI is terrible. As in, the starter legran can beat rally configs on it because the AI doesn't want to drift through turns, they just get scared and slow way down.
Im having a problem with the mod, i currently have about 800 reputation, and i'd like to buy slicks, but they dont show up to me in the shop, what should i do?
not all wheel sizes have race tires available for them. If I were you, I'd jump into freeroam, open the vehicle config, and see which wheels would get you the tires you want.
This is a sneak peak for the upcoming Valo City integration in BeamLR. @Buksikutya77 did a really great job with the port however the night lights caused unplayable framerates and the traffic had no lane awareness. This video showcases my solution to the lighting issue as well as lane aware traffic thanks to added decalroads. Despite some light pop in the technique used offers what I think is a great compromise between unplayable framerates or no night lighting. Overall the night driving experience is quite enjoyable, really makes me wish we had some proper night lighting on vanilla maps. Traffic still isn't as good as vanilla maps, intersections especially are more like stop signs and the AI has a tendency to run into street poles if they're too close to the road in situations where they make a 90 degree turn at an intersection, however for BeamLR I feel like this is good enough. I still haven't added anything BeamLR related to the map just yet, I've just been preparing it to make sure it gives a good experience especially at night since to make the gameplay as faithful as possible to SLRR I intend on making all race clubs only available at night, in the same locations as they are in SLRR. I may or may not add some more race clubs to compensate with the lack of "honk at driver during day to race" gameplay and to make use of the rest of the map.
Hey, I'm running into to some game-breaking problems with this mod... Got into a crash with the starter Legran, sold it after purchasing a Covet, and upon trying to retrieve the Covet from my garage, it wouldn't load. So I tried to exit the game, and that didn't work, so I had to force shut it down. After reloading the game/my save, I'm greeted with this lua error and the inability to move around or anything. I also have an error where the mod simultaneously thinks I'm both in walk-mode AND inside a vehicle. (screenshots below.) Definitely an issue regarding the relationship between jumping in/out of cars, as well as retrieving them from the garage.
You might be able to spawn in a car by editing the file beamLR/mainData and change the carUsed value to something else, I'm assuming you quit the game with a bugged value for a car that doesn't exist anymore so the scenario won't start properly. If you set it to -1 it should spawn you on foot, if you only have one car in your garage setting it to 0 should load that car. The UI thinking you're both walking and in a car isn't a separate issue, the game doesn't spawn any car (even walk mode is technically a "car" that has to spawn) likely because it's looking for files that don't exist, so everything breaks. By the way, error screenshots are often useless to me because they don't tell the full story. Go to the github, create an issue and attach your log files.
Hey! Love the new update, been playing this for a while now with no issues except when I try to start race events on Nordschleife/Nurburgring. Cars don't move when the race starts and I saw on a previous post to upload when "Path between waypoints ... not found" was in the console. Currently using the addon mod on github, though it only has a file from 4 months ago. Is there something I should do on my end (like is there supposed to be a more recent zip file somewhere)? Other race events in original maps are fine. This screenshot is for the Nordschleife event Class B:
Thanks for letting me know, apparently I forgot to add the updated zip to the github. The new version of the addon zip has now been uploaded.
Thanks for the quick turnaround! Sorry to bother you again, but I still have the same issue after using the new 1.17 version. The motorsports playground BLR event trigger also doesn't seem to show up for me. This screenshot is for the Nurburgring GP race event:
Motorsports playground issue should now be fixed, the path to mission files was missing the "mission" subfolder so the game couldn't find them. As for Nurburgring it works fine for me, I even tested the mod zipped after removing my edits from the userfolder so it should work for you as well. If the mod is properly installed (directly added zip files into the mods folder) then it's possible that you have edits for this level that overwrite my changes. Check inside userfolder/levels, if you have a ks_nord folder in there delete it.
Got it! I double checked the install and the addons initially still didn't work until I tried moving the zips into the 0.34\mods\repo subfolder (I had it previously in the 0.34\mods folder). The Ring track events work now - also gave motorsports playground a try and I can run the BLR events there now too. Thanks again for your updates to the mod!
Man this sucks i buy car go into car edit yet when i try to change part it still shows original part installed and i get no lua error just not showing as installed maybe after changes so it can recognize CEEP mod there's a bug hidden that does not let parts list be updated
I can't do anything unless you're more precise especially given there are no lua errors. What car and part specifically? Does the part show up on the car or not (is it just bugged inventory)? If you think this is caused by a mod, uninstall it, then try doing the same thing again and if no bug happens it was probably because of that mod. As for the classic engine pack I previously fixed the bug that caused missing slots and didn't have any issues with part list not updating.
Quick progress report on next update, Valo City integration is complete, I'm currently adding a few extra features to the update since it would otherwise have been nothing except the new map integration. Should be out by the end of the week depending on how much extra stuff I feel like adding before releasing. The rest of this post will be discussing a more technical/boring feature so feel free to stop reading here if all you care about is when next update will be out. Anyhow, the technical feature in question is the addition of damage persistence for manual gearboxes, basically the gears grinding damage will now be saved and adds to the mechanical damage repair cost. The cost is calculated by combining all the individual gear wear values into a single 0% to 100% gearbox wear value, this percentage is multiplied to the cost of the transmission you have installed. This feature only applies to manual gearboxes, even though as far as I'm aware sequential gearboxes in real life wear out very quickly there is no code that dynamically impacts wear levels during gear changes, there's only the odometer value that adds friction to decrease performance (which is the same as for every other part, a linear scaling from 30kkm to 1000kkm, I guess it simulates bearings wear). This feature will overall have a minimal impact unless you're playing with realistic gearbox and clutch+throttle assists turned off. On the topic of grinding gears, while looking at the manualGearbox.lua script I found some commented out code that makes it so gears have an increasing chance to pop out with worn synchros. Now I don't know why this code is commented out, maybe it's WIP that will be added later or maybe it was a feature previously that's been removed for some reason. There was one issue with it that I fixed and it now seems to work fine. Basically once a gear is worn past a certain point (75%) there's a chance (1% chance at 75% wear, up to 5% chance at 100% wear) the transmission can pop out back to neutral, with RNG rolls happening every second. The main question I have is if this "pop out" behavior is realistic enough to use. After researching a bit I've found conflicting information on this topic, some claim worn synchros can cause gears to pop out, others swear that they have absolutely nothing to do with it. Personally I have no idea, I mean in theory I feel like once a gear is engaged it shouldn't pop out because of synchros, but in practice I guess if synchros are extremely worn out the gears themselves will be getting worn too so maybe that's what the pop out code is simulating. In any case I like the effect as it adds a downside to high wear levels. Without this, there's absolutely no downside to worn synchros until they hit 100% wear level at which point the gear basically becomes a neutral gear. That's how the game currently does it. I'd love to hear some feedback regarding this feature, if you want to test it out yourself open the game folder script lua/vehicle/powertrain/manualGearbox.lua and scroll to line 178 then uncomment line 179 to 193. Finally replace line 183 with this to fix the issue that prevents it to work as is (basically just needed to avoid neutral gear): Code: if device.gearIndex ~= 0 and device.synchroWear[device.gearIndex] >= gearPopoutMinDamage then You must then hit CTRL+R to reload your car, turn off clutch assist if you have it enabled, wear out some gear up to above 75% and drive around using that gear. The transmission will then randomly pop out back into neutral and you'll get a UI message explaining what happened. To restore the script you can undo the changes or just verify game file integrity.
worn synchros cant cause gears to pop out, my dad used to have a c10 with basically no synchros cuz of how worn it was, but the gear never popped out randomly
In your dad's C10, the transmission might have had worn synchros, but if the gear stayed engaged, the other retaining components (like detents, forks, or gear teeth) were likely still in good shape. Worn synchros alone won’t cause gears to pop out, but other transmission wear and tear might.
That's pretty much in line with my basic understanding of how manual transmissions work. As far as the game is concerned I'm pretty sure it's not just the synchros getting damaged but also the gears (or at least like the "dog teeth" or whatever they're called) despite the naming of the variables. Actually the current vanilla behavior is that when "synchros" are 100% worn the gear literally turns into a neutral. The gear engages but doesn't do anything anymore, which obviously isn't what happens in a transmission with no synchros. It's like the dog teeth are now completely smoothed out lol. Funny enough even on a 100% worn gear that doesn't move the car at all it can still pop out back into actual neutral. Also the synchro wear doesn't seem to affect the difficulty to engage a gear whatsoever. Even on a gear with what the game claims to be 99% worn synchros there's no need to rev match or double clutch (aka the opposite of granny shifting) and it'll still engage without further grinding. So long story short I'm pretty sure devs meant "synchro wear" to actually be more general gear wear, in which case gears popping out makes more sense. Maybe a future version of this script will have more detailed, separate behavior for both gear and synchro wear.
yup, back in old versions it used to say "transmission wear" or something like that, idk why they changed it
Version 1.17.4 has been released! This version mostly adds the Valo City implementation addon but it also comes with a few extra new features such as the previously discussed gearbox damage persistence (damaged gears now saved to mechanical damage file, must pay to repair) as well as defective vehicles spawning in used car shops (SLRR like vehicles missing engine, wheels, etc). I've also slightly tweaked the odometer based integrity decrease so that it scales better at odometer values closer to the minimum for this effect to be applied, the overall integrity decrease should be a bit less than it used to for most vehicles. As always, make sure to backup your career files before updating, especially if you're going to install the new valo city addon as this is the first addon that adds some career related files. Here's the changelog: Added manual gearbox synchro wear persistence and repair cost (grinding gears will add repair cost) Added edited manualGearbox.lua script (uncommented worn gear pop out code, tweaked pop out chance) Added Light Manager script (Added for Valo City optimized night lighting) Added defective vehicles to used car shops (can be missing engine, tires, wheels or suspension) Race clubs can now use shared progress files (Added for Valo City, same club at multiple locations) Removed quarterpanels from used sunburst randomized slots list (visible backface issue when removed) Tweaked used car shop randomized vehicle spawn chances (to work with new defective vehicles) Jbeam caching process will now be started after game updates (to load potential jbeam file changes) Tweaked odometer based integrity decrease (starts at 200kkm, better scaling) Fixed bad race waypoint on East Coast USA Keep in mind that if you're using the Valo City addon it will add extra race clubs to complete before being allowed to participate in the Race of Heroes. Don't be confused by the crazy amount of race clubs shown on level map image, this level is unique in that it uses shared race club progress files, so that each drag race club can happen in multiple locations. For example all race locations labeled "Green Slips" are the same club (and thus the same progress file), just in different locations. This map also features the light manager shown in my last video, this script will automatically turn on night lights at night and optimizes the amount of enabled lights to give decent framerates. This feature can be turned off in options if your computer can't handle any amount of night lighting (or if you have a NASA supercomputer and you want to manually enable all lights). Although the values should work well enough for most players (considering I have a pretty bad GPU and I get acceptable FPS) it is also possible to tweak the light optimization parameters by opening the file beamLR/mapdata/valo_city/lights and changing the chunks values. This field is the X,Y amount of light "chunks", basically areas of the map where lights will be turned on or off depending on the player's position. Reducing the amount of chunks will increase their size which means less light pop in but less performance. Using more chunks will decrease their size, increasing light pop in but increasing performance. This is the first iteration of this system, I'm planning on improving it in the future, if possible by adding raycast checks to further optimize lights that can't be seen by the player.