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Rally Mode Feedback Thread

Discussion in 'General Discussion' started by dirtwheel, Nov 21, 2024.

  1. zip_kiev

    zip_kiev
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    There is beamRegenerator mod, it is possible to do something similar to it, but influents must only work on specific area of vehicle body? If yes, you can add a mini-game between rally races, where player can repair the vehicle body for some points/time(Maybe add some tool in hands that can hit vehicle body and repair node structure in hit zone). It will be realistic, like in real rally command must fix car for some time between races.
     
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  2. TROPtastic

    TROPtastic
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    Dirt Rally 2.0 has some great examples of pace notes that can be added to BeamNG's mode. From callouts like "left 4 tightens 3" to "chicane left entry" and "bad camber", there's a lot to take inspiration from.

    This repo has pace note transcriptions for several DR2 stages, and could be paired with videos to get a sense of the timing and tone, particularly in some technical sections:
    I seem to remember that the Dirt Rally devs recorded their pace notes by having their voice actor sit in a full motion chair while being driven through the stages. If you can't get more dynamic intensity from AI voiceovers, this would be an effective way for a voice actor to naturally sound like he's in the car with the player.
     
    #102 TROPtastic, Apr 6, 2025
    Last edited: Apr 6, 2025
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  3. SPittlebug

    SPittlebug
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    good thoughs, yes we are still missing some necessary calls..
    there is a video tutorial on how to create stages that i made some time ago, it needs some updates for .35
     
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  4. TheEndOfNether

    TheEndOfNether
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    Oh yeah, I did see your video on it; it helped me get most of the way, but unfortunately some changes the update introduced means it won’t work if you don’t do a couple extra things.
     
  5. dirtwheel

    dirtwheel
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    BeamNG Team

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    This is amazing, thank you!
     
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  6. Gonsa648

    Gonsa648
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    I think the idea is incredible, and I like what I see. I've just tried the mode and I love it. As a real-life rally fan and organizer of regional rallies in Catalonia (Spain), I love it. They still have many small details to work on, such as assistance, a rally mode that would be different stages and require us to drive towards them as liaison sections, just like in real life. That's a lot of work. However, if they achieve all that, we'll have a new rally simulator, as they have a great database of cars, physics, and damage. It's all about waiting and being patient. Congratulations on your great work: :)
     
    • Agree Agree x 3
  7. SPittlebug

    SPittlebug
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    not related only to rally mode, but replays should spawn the stage prefabs..
     
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  8. jscxnt

    jscxnt
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    I agree with this 100%, being able to drive to the next stage in your broken car would be awesome, and then maybe even have a garage at each stage where you can fix specific parts without fixing the entire vehicle and have a time limit, e.g. being able to fix only suspension and leaving bodywork broken
     
  9. Sandraker

    Sandraker
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    As an RBR driver, here's my feedback, coming from the assumption that BeamNG is trying to become a very "proper" rally sim, which it absolutely has the potential to be:

    1. I'm not a fan of the pacenotes at all. The numbers assigned to corners don't seem to bear any relation to the corner itself, I can't even figure out what's being taken into account: Corner speed, angle, difficulty, or what? Often corners with very similar characteristics are given totally different numbers, and there's some crazy stuff like a little kink being assigned a 1 even though you can take it pretty aggressively. Make it easy for players to create their own, and to share pacenotes with each-other.
    2. The default car setups are a bit odd. For example, nobody in their right mind would use an AWD-style 540° steering range on a car like the BX, it's way too twitchy for RWD. Somewhere between 720-900° makes more sense. Actually, if you want to be a rally sim, get rid of the very notion of a "default car" for a stage, let people set up their cars as they wish, and assign them classes based on car type, power output, etc.
    3. Pacenote callout distance needs to be customisable. For my tastes, the pacenotes are called way too late, a pacenote loses its utility when it's so late that I can already see the corner.
    4. Pacenote symbols are a distraction that causes accidents. The first tip every new player gets from the RBR community is to turn them off. Personally, I think they should be turned off by default, but maybe make them easy to switch on if the player really wants them. In rallying you want minimal visual distractions, there's a reason why the dashboard on most modern rally cars is nothing but a gear number that flashes when you should to shift up.

    Regarding custom pacenotes:
    The very best thing you could do is let people create their own callouts, either by recording voice clips (ideally this could be done in-game), or using a text-to-speech function. If you look at the absurd amount of audio files in RBR's Jannemod V3, it's pretty clear that people's demands for different callouts are endless, because everyone has their own style when it comes to pacenotes. Many people don't even use the Colin McRae style 1-6 system, preferring other numbered systems, or descriptive (Easy, K, etc), or angle-based (most French-speaking drivers do this), entry speed-based (Neuville), etc.
     
    #109 Sandraker, Apr 10, 2025
    Last edited: Apr 10, 2025
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  10. epicsadface

    epicsadface
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    Apologies if I am missing something obvious, but how would I go about making a voicepack for rally mode? Do I need to make it for a specific map first?
     
  11. jscxnt

    jscxnt
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    Pretty sure in rally in general the numbers mean what gear you should take the corner in, but some of the time its not accurate because you are either going faster than the pacenotes expected or slower, or because you only have 5 gears instead of 6. In RBR its different because they only say 'easy' 'medium' 'hard' 'square' etc, referring to how tight the corner is
     
  12. Sandraker

    Sandraker
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    Pacenotes are a very personalised thing, the numbers mean whatever the person making the notes wants them to mean. Most people don't do the gear thing because corner entry speed (and therefore the gear you use) can vary massively, a 4 can be a 3 if it rains, or a 3 can become a 4 if the gravel road has been well swept, etc. It's more common for the numbers to be associated with different corner shapes.
     
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  13. jscxnt

    jscxnt
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    Fair enough yeh that makes alot of sense to have it for whatever the person using them wants them to mean. I do think it makes more sense to have the numbers represent corner tightness but I just remember reading somewhere a while ago that the numbers meant gear for entry, but that mustve been for a specific team or person.
     
  14. TEKU

    TEKU
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    May 19, 2023
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    View attachment 1222937
    I cant seem to be able to get the rally courses to appear. I tried deactivating all mods or entering a map first and then trying, repaired my files. Any help is appreciated!
     
    #114 TEKU, Apr 11, 2025
    Last edited: Apr 12, 2025
  15. SPittlebug

    SPittlebug
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    all the things you have mentioned are already there... have you ever tried opening the options menù? (rbr has one as well as every other game)

    1. the pacenotes are based on the wheel rotation. not gears. i think nobody irl uses gears for corner calls. it is quite easy to make your own or to edit the existing one. i posted a video tutorial above in this thread. also sharing them is not that hard, its just a folder inside your userfolder.
    2. you can choose whatever car you want by just selecting "player vehicle" on the start screen. that will use whatever car you are in at the moment.
    3. you can customize the timing in options->gameplay. or with the ui app.
    4. you can deactivate visual pacenotes from the same menù, or by customizing your ui from the ui apps menù.
     
    #115 SPittlebug, Apr 12, 2025
    Last edited: Apr 12, 2025
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  16. Faith 2

    Faith 2
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    The rally mode is incredible and I am having a blast!!!
    my only problem so far is with the pacenotes, sometimes when a curve has a speed determined by the copilot, the speed is fixed in the imperial system, my game is usually on the metric system so I get confused sometimes, but that's just a nitpick.


    edit: Nevermind, I'm dumb. I forgot these numbers were the distance not the recomended speed.
     
    #116 Faith 2, Apr 12, 2025
    Last edited: Apr 12, 2025
  17. SPittlebug

    SPittlebug
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    another suggestion not 100% related only to rally mode:
    the new jbeamed props are great, but there should be an option to disable switching to them when hitting tab, like there is for traffic vehicles. it is really inconvenient to have to tab out of them when there are a quite a few on the stage..
     
    #117 SPittlebug, Apr 14, 2025
    Last edited: Apr 14, 2025
    • Agree Agree x 4
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  18. BaconPancakes

    BaconPancakes
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    This is great. Someone also mentioned. But the platform has potential to be like a full sim with driving to stages, to service etc. So much potential
     
    • Agree Agree x 1
  19. ilkerrbr

    ilkerrbr
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    Rally mode absolutely beast
     
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  20. fillman86

    fillman86
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    Apr 18, 2020
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    172
    can "playPacenote" please be moved to the audio files section. This will allow modders to format how they want voices to be played easier if we can grab the raw pacenotes before it's hashed. I'm not sure how this would look after the shuffle up of parts, but I'm guessing a lot of audioManager.lua would be moved.

    basically I want to make a fraction of the audio files, and play multiple in a row to make a sentence. Sure it'll sound more jank, but making over 800 audio files is extremely daunting (alternatively I've just misunderstood how the audio pipeline works, and can already be done). I know that updates will probably break all mods, but it doesn't stop me from wanting to have fun with modding for now.
     
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