Sorry if it has already been mentioned, but I just realized that in BeamNG there could be a thing that no other rally game/sim will have. And it could be done fairly easily, well at least compared to other sims. It's realistic rally course where you are not just being spawned in to super stages, but the whole course with driving between stages and time management, with traffic and even cops pulling you over for speeding, also maybe some kind of roadside repair or tyre change system. That would be whole another level.
Agree, this is the thing that could make Beam better than other rally games in my opinion (if its not already), the driving between stages through traffic with a falling apart car would be awesome. Potentially have 1 championship per map or something with driving between events, and then once the championship is complete it goes to another map.
Hey, I'm not sure if this has been reported already, but I've been having this issue for a while now in rally mode. The pacenotes, both the UI and audio, suddenly get stuck mid run and I'm unable to finish the trial even after crossing the line. The bug only seems to occur randomly as not all runs are affected by this problem but it's just weird that it seems I'm the only one experiencing this. Thanks in advance!
that may happen if you drive too much out of the driving line or the road, sometimes at hairpins too if you go too wide or cut too much
Pretty much this. There’s no penalty system yet so it just kinda soft locks until you go back to the part you cut.
Hi, thanks for reporting this. We have seen this problem on this stage too, but we can’t reproduce the issue so it’s hard to debug. If anyone can reproduce it reliably, that would be very helpful! But yes, we need better way of handling when this happens.
Hey! I've managed to reproduce the same bug TWICE in this recording of the same stage. Hope this helps and let me know if you need more
Hi! I absolutely love the new Rally Loop feature, as it solves a big problem on regular rally stages: auto brake hold on start. I see at this time, all regular stages start are holding brake instead of handbrake like all time-trials. This conflicts with some inputs, I think it works best if the stage start does not include any auto inputs
After trying many times to complete the NGRC rally i realized the pacenotes are missing something important: "Keep left" and "Keep right" calls. For example, in the entrance to the city in the first stage, there is a call that is "4 left short into 4 right short narrows 150" that could simply be "4 left short into keep right over bump 150". (Pacenote nr 32. I can't upload files and i can't get to the page to enable the two step verification) RBR Roadbook got me really comfy with their editing workflow, and i think here there is an overreliance in the auto-pacenotes, but i didn't analyze the full stage still. The auto pacenotes could be easy to make, but it's not comparable with putting a point in the map, and making the call there. That would even fix the "too many calls too soon" problem, as the calls would be independent from the corner before (except for distance calls). The only problem would be that all the audio assets seem to be already combined into full phrases, so i might port the RBR codriver into another compositor just for fun
The new Rally Loop feature is fantastic! Can't wait for more loops to be added. And traffic in the liasons of course. And the new survivor time in single Rally stages is a great addition. IMHO it should be presented more prominent, like immediately next to the last stage time, not just on the statistics tab.
In case this hasn't been forwarded, I believe the pace notes cutting out might be tied to missing/skipping a checkpoint. Please continue to expand on Rally Loop gamemode! It was just released so I'm going to give some suggestions with hesitation before seeing what the full plans are: 1) Perhaps arriving early could be based on a 'line of sight' system where players are forced to take penalties if they approach early? 2) A variable speed limit would be great opposed to a fixed limit. 3) Can fade-outs be avoided before and after stage completions? 4) The ability to swap tire types would be good for specific stages similar to what ACR offers! Also per-wheel dependent would be huge (pressures included)! 5) Seeing other rally drivers take off before staging and line up behind players at the pre-stage (depending on the player’s pacing) would help the event feel populated.
The rally loop is the best thing that happened to rally sims since RBR came out! Can't wait till we also have a recce mode! I have released a beta version of my new real-life rally map with a 3 stages loop. it is called "New England Forest Rally" and is available to download from the forums. One question/suggestion that comes to mind is do the ngrc cars actually have some kind of regulations for the categories? maybe in the future we could run an assessment that then gives the car the ngrc1 or 2 or historic badge.. I still have to try out the new editor features, but they are looking great already! Keep up the good work!
So far the new mode seems great. Looking forward to traffic on the road sections. Only issue I found was when using any car other than the default Hirochi, the car starts with no fuel. Repairing from the menu puts fuel in and lets the mode continue as normal.