THIS IS ABSOLUTELY FANTASTIC! THANK YOU SO MUCH! I'M HAVING SO MUCH FUN! I'm still absolutely rubbish at the game though. :'D Please don't make it any easier though! My suggestion is to add in a co-op ability so that two players can both be in the same car (I think this part already exists) but one is the co-driver and gets to read out the pace-notes to the driver! So the driver wouldn't be able to see any pace-notes; they'd only be able to hear what the co-driver was telling them. The co-driver could have different options of viewing the notes as well. I'd love to be able to upload and use images of my own pace-note short hand to view! But I'd also be happy with the on-screen calls as a co-driver. You could go one extra step for this co-op rally mode and allow two-pass recces of each stage (keeping the option to use the default pace-notes though) just like in real life! So the driver gets to go round the stage (with normal traffic out and about before the road has been closed for the rally) and the two players make their own pace-notes for the stage (or get to amend the default ones). I'd straight up jot these down in a real life notepad, but it would be really cool if you could implement a fast-ish way of recording these with a mouse or controller (maybe the co-driver could click and drag icons and markers on the screen in a little overlay menu on the first pass of the recce, or select icons from a menu-wheel using controller), and then both players would be able to see the visual call outs as they drove round again slow-time on their second recce pass, with the ability for the co-driver to edit the calls. The co-driver would be using left and right arrow keys to cycle through the pace-notes. During the actual race, only the co-driver would be able to see the pace-notes on screen and would need to read them out to the driver. Just to clarify, the co-driver would simply have a list of pace-note calls and would have to manually cycle through them, rather than the game doing this for them. So the first call might be 6-Right. That call would stay on screen unless the co-driver presses a button to cycle to the next pace-note, or to the previous one. The pace-notes that the co-driver has created by clicking and dragging icons would all be saved together as one note until they've chosen to save and move to the next note. So for that example of the 6-Right, they could click and drag an arrow pointing right, then click and drag a number 6, then they could also drag that number 6 and move it somewhere else, even underneath the arrow if they wanted to, and when they hit "next note" during the live editing on the recce stage, that note and position of the images is saved and will appear the same way when being viewed again. They could click icons and delete them or move them so that they are in a slightly different position and the notes would appear for the co-driver exactly as they were saved. Hahaha! I hope that makes sense... I think this would be such a great addition to the game and incredibly fun to be able to play through a full rally career as a team, rather than just totally solo all the time. Thanks again for working on this rally mode! It's already now by far my favourite rally sim of all time and I can see so much potential here!
Rbr Rsf Engine Sounds absoulety game changer i didnt hear this engine sounds in any other games we need this sounds
not sure how this work, but i'm assuming you are voicing some pacenotes! great to see you here doing some rally stuff!
Not sure if it’s something I can change on my end but the props like the road barriers and signs don’t have any collision. It breaks some immersion when I slide right through a barrier. When I spawn them as vehicles, I don’t have that problem. If it’s deliberate, I’d like them to have collision physics in the future
you're taking something that's meant to be a vehicle with nodes and beams, and putting them in as a map asset? Those work on a different system, and the model is meant to have a collision mesh in the 3D file with it Some solutions are to; 1) bring in invisible (usually via materials) 3D objects, and set their collision to their mesh, then put them over your stuff. This will add collisions where you need them. 2) put in those old road type things, and set their materials to an invisible one, and do the same 3) set the actual model you've placed, to have its collision be its visible mesh. However this will probably end up with it being "sticky" upon collisions 4) take the 3D model you want, put it into blender and make the collisions properly 5) use stuff from the asset browser instead, there's a lot in there, especially for racing
Probably to make it more realistic/lighter. If they had the realistic collision, everything would need to be "a vehicle" to the game, something that would make the mode VERY performance heavy. If they added a light way of collision, everything would be solid as rock, so a small sign that you car could easily "break" and throw away, now would HEAVILY damage your car, because it would damage it the same way a rock would. That's why the lighter props have no collisions. So it's more realistic for you to go through the light objects than having the indestructible collision, and it's ligher to run than having realistic collisions
I definitely think you’re right that it’s a performance-related decision. I just wish there was a checkbox maybe in the options menu (simplified physics on/off for rally mode props). I’m sure my rig could run it no problem - those barriers are really simple jbeams
Definitely a performance issue, I'm working on a variant of my stages using mostly dynamic props and its VERY heavy. Most prefabs wont even load on my rig once in a mission environment.
Yes, this is correct. We had performance issues even with static non-moving objects, we were close to not releasing one of the stages due to that. Luckily we were able to optimize it enough to be possible to release to the public. With dynamic objects the performance impact will be considerably higher, so we've intentionally reduced the amount of dynamic objects (like the ambulances in some stages) to the absolute minimum, and always in the locations that are most prone to impact gameplay if you do go off course (no point wasting precious computing resources on an object you'll never interact with under normal circumstances).
Rally mode was the main reason I bought this game, and I am having an absolute blast with it. Just wow, it is very, very good. I have played around 200 hours so far, and I think at least 25% of that time has been in rally mode, maybe more. About me as a player: The other main game I play is RBR RSF. I use a wheel, and I want the driving to feel as realistic as possible, I am not really into the racing aspect of the game (managing a team, having real cars, pretend you are in the WRC etc.) The Good The driving. Wow! And the cars as well, really fun, I like all of the rally configs I tried. I like that the stages have specific cars assigned to them. It forces me to use cars I otherwise would not pick, and it is so much fun to discover new favorites. For example, I have learned that I really enjoy FWD cars. Getting all the stars is incredibly fun and brutal at the same time. I have earned them on all but 3 stages, and I do not think I will get those for a while. I do not have the skills yet. (SS Howlers Peak feels impossible to me. I know Jimmy Broadbent managed it, but it is so damn hard. SS Backroads seems doable. On SS Rockwood I am close, but I have to push so hard that I fail 90% of my attempts, which gets frustrating after a while.) Minor Feedback The first pacenote being read out together with "Good luck" gets annoying over time. I would prefer the stage to start with "3, 2, 1, go" then you can launch, followed by the pacenote callouts, similar to EA WRC and RBR I would love to see a delta time display on-screen (a red/green timer showing your current performance compared to your fastest lap, in + or - seconds), like in iRacing, Assetto Corsa, or RBR. It is great for analyzing corners and finding where you can gain time. I miss this feature in time trial mode and when doing time trial runs in freeroam. Maybe I am missing something and it already exists? Only SS stages: I also like the more traditional rally stages that you encounter in freeroam. I notice the absence of stone noises hitting the underside of the car and the lack of gravel-like force feedback through the wheel. I would love a per-car delta time report at the end of a stage (similar to RBR) that shows how your current time compares to your fastest time at major checkpoints. Very Minor Feedback Driving against your ghost is a lot of fun Driving against the ghosts of other players if fun as well The star system is a lot of fun, but for me rally is also about avoiding crashes and pacing yourself. To earn 3 stars, you have to push so hard and know the stage so well that by the time you achieve it, you know the stage by heart and do not even need pacenotes. There is no real reward for pacing yourself correctly. This could be improved with much longer stages or by having multiple stages in sequence. Major Feedback The stages do not quite measure up to those in RBR RSF. I know that is not a fair comparison, but the stages are such an important part of what makes a rally game fun. I think the current stages are lacking in road camber, length, and variety. This is probably difficult to solve, but I really notice the lack of camber, even on freeroam roads. In RBR, good or bad camber makes such a difference, and I would love to have that feeling in BeamNG as well. Pacenotes but you already know.