You can add custom garages. Look at github for instructions. As for parts, some work/show in the mod, some don't. And some show but don't work, bugging the mod. (you won't be able to change cars and such. I have about 100 mods so far, and they seem to work for now. With just an error sometimes when I buy some things, but doesn't break the mod.
alright thanks, one last thing is there and easier mod/way to install parts? maybe even have previews for body modifications, if not at least an easier menu for car modification
I don't know, is that another mod? A mod that heavily changes the transmission system might be a bit much to ask in BeamLR. To add cars (mods and custom configs of vanilla cars) to dealerships you need to follow this process. Parts should work as expected. Most part mods should work out of the box if they're well made and don't interfere too much with (as in completely change the behavior of) vanilla parts.
thank you i will do, about the UI i know he said you guys are working on it, is it going to be like the vanilla vehicle config? if yes that would be awesome!
It'll be organized like the vanilla part tree, with child slots hidden under parent slots. I'm not changing the look of the UI to be the same as the vanilla menu.
@r3eckon Another way to rebalance the repair system, would be to have the repair price based on the type of part you have. If used, it can't go above the price paid for that used part.
Yes this is planned for next update. Not the price paid because that information isn't stored anywhere but the value of the used part at a shop that has a 100% price scale.
Would it be possible to get a gps function to stuff like the nearest quest giver or the nearest race node, or just selecting which node in general? I'm getting quite lost when I first go to a new map and I'm just driving around wasting fuel and risking my car
there already is: buy a navigation unit for your car at a garage/parts shop if you can't find any part shops, you can use the place that you spawn at
there is also a setting to turn on the GPS if you don't feel like having a beam nav unit in all of your vehicles.
Hey @r3eckon , can you add this track for events ? https://www.beamng.com/threads/circuit-de-spa-francorchamps.94460/
Yeah this is already planned as one of the track event levels as per the first post of this thread. Not planned for next update but soon.
Version 1.17.5 has just been released, this version focused on some player suggestions and QoL changes, such as nested tree part edit menu with similar behavior to vanilla part edit menu (can be toggled in UI options), a button to export your current config to freeroam (done from the config page of part edit), buttons to add slots to a list of favorites accessible in part edit and part buying menu and a UI to view history of past track event results. Part specific repair costs are now linked to part odometer so older parts and vehicles are cheaper to repair. Here's the full changelog: Added nested tree view in part edit UI (similar behavior to vanilla part edit menu) Added tracking of approximate total of money spent on car (repairs, added or removed parts) Added button to export current config for use in freeroam (button in config page of part edit menu) Added button to add slots to a list of favorites in part edit and buying menu Added UI to view track event history (accessed through the Track Events page of the main menu) Fixed West Coast USA AI not racing on derby track events Garage UI can now show extra details on cars (repair cost, fuel in tank, approximate total spent) Advanced Repair Cost & Advanced Repair UI now force enabled to prevent potential inventory issues Potential fix for multiple oil leak messages getting spammed in some situations Slots under wheel category now listed inside suspension category (to make room for favorites) Fixed vanilla waypoints breaking West Coast USA track event pathing Repair cost now linked to part odometer (same price as used part of same odo at a 100% scale part shop) Fixed incorrect orientation for some track event start teleport points Fixed track event "teleport to start" placing player vehicle partly underground on some tracks Fixed vehicle frozen when giving up race before countdown is finished Make sure to update your track event addons if you're using any as this update contains changes made to track event mission files for the track event history UI.
Whenever you can, could you please make a list of things to learn for completely overhaling the UI ? I'm up for learning. All you need is the UI and it becomes the GOAT ! These are fantastic additions !
What would you overhaul exactly and how would you do it? I'm always open to suggestions. If you really want to you could even make a UI mockup to show how everything is laid out, that's the easiest way to see if your ideas would work in practice. If you want to do it yourself you need to learn AngularJS and HTML+CSS. The first controls the behavior, the second controls the look. Start with HTML because you won't understand how AngularJS works without knowledge of HTML.
I'll show you what I mean. I'd just have the main info of the game show with nice text, maybe animations with sfx. --- Post updated --- Here's a rough draft of what it could be.