Ghost Racer Enhanced 2.19.8

Ghost Racer Enhanced is a lap ghost, live comparison, and practice mod for BeamNG.drive. It records

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  1. flintt
    Ghost Racer Enhanced
    app.png

    BeamNGdrivex64_2026_08_23_DESKTOP-A5J02C2_44vdCMqV7s.jpg

    Ghost Racer Enhanced is a lap ghost, live comparison, and practice mod for BeamNG.drive. It records your driving line and lap time so you can race your previous runs, see where time is gained or lost, and learn a faster line.

    It is designed for circuit practice, free-roam loops, Hotlapping, and Time Trials. A Ghost is a lightweight visual replay rather than a second physical vehicle, so it does not participate in collisions or BeamNG's soft-body simulation.

    This project is an enhanced version of Ghost Racer Replay 1.6 by Jesus Goose. Please visit the original BeamNG Resources page and BeamNG forum release/discussion thread. Many thanks to the original author for providing the foundation for this project.

    Galleries



    Ghost car chase view
    Ghostcarview.jpg

    Ghost replay
    Ghostreplay.jpg

    Mini UI
    Miniui.jpg

    UI autolap
    UIautolap.png

    UI ghost display
    UIghostdisplay.png

    UI config
    UIconfig.png

    Telemetery Repo
    upload_2026-9-9_22-11-52.png

    upload_2026-9-12_12-15-45.png



    Check out https://github.com/flintt/ghost-racer-telemetry

    Highlights
    • Place a directed start/finish gate in free roam and record consecutive laps automatically.

    • Compare live time delta Δt and speed delta Δv at the same point on the route.

    • Store up to 20 laps and display the best lap, Top N, one specified lap, selected laps, or every Ghost.

    • Color Ghost trails by absolute speed or by acceleration and braking.

    • Display a full best-lap racing line, route ribbon, and generated checkpoints.

    • Switch between the driving camera and Ghost Chase / Onboard views.

    • Save and name multiple starts, then restore them after changing vehicles or restarting the game.

    • Share PBs and Ghosts between vehicles at the same saved start while retaining the source vehicle for every lap.

    • Integrate automatically with BeamNG Hotlapping and Time Trials. (WIP)

    • Use either the full HUD or a compact circular race display.
    Installation
    1. Disable the original Ghost Racer Replay if it is installed. The original and enhanced versions cannot be enabled together.

    2. Remove or move older ghost-racer-enhanced-*.zip files so multiple versions do not overwrite one another.

    3. Copy dist/ghost-racer-enhanced-2.9.9.zip into the mods folder in your BeamNG user directory.

    4. Enter a map, open UI Apps, and add Ghost Racer Enhanced.
    After replacing the ZIP, you can usually press Ctrl+L to reload Lua and then F5 to refresh the UI instead of restarting immediately. The UI and Controller versions shown in the HUD title should match.

    Your first lap
    Automatic free-roam laps
    1. Stop where you want the start/finish gate and point the car in the normal lap direction.

    2. Click Set & start lap.

    3. Lap 1 begins recording immediately. There is no Ghost yet because no completed reference exists.

    4. Drive a full lap and cross the start in the correct direction to save Lap 1.

    5. Lap 2 starts automatically and the newly completed Ghost launches with it.
    When you return to the map, choose the previous location from Saved Start. A start with existing Ghosts becomes armed, and the next valid crossing begins recording and playback.

    Manual recording
    When automatic laps are not needed, click Record to start or stop a recording, then use Play ghost to replay it manually. This is useful for short routes, drift lines, and open roads that do not form a loop.

    Ghost display modes
    • Dynamic best: always display the fastest available lap.

    • Top N ghosts: display the fastest 2, 3, 5, or 10 laps together.

    • Specified ghost: display one chosen lap.

    • Selected ghosts: display several manually selected laps.

    • All ghosts: display every stored lap; consider lowering quality when many Ghosts are visible.
    Use VIEW on a lap row to follow that Ghost, then click DRIVER VIEW to return to the player vehicle. A Ghost is not a physical vehicle, so it cannot be selected with Tab.

    Racing lines and trails
    The following options are available in Settings:

    • Show ghost trail: display a short telemetry trail behind each visible Ghost.

    • Show best lap racing line: display the complete best-lap line.

    • Absolute speed: color the line by speed.

    • Acceleration / braking: color acceleration, steady speed, and braking separately.

    • Automatic route guide: build a route ribbon and checkpoints from the reference lap.
    The route guide tries to follow mapped roads. Custom circuits and areas without navigation-road data may fall back to the original Ghost path. This does not affect recording, lap detection, or playback.

    Saved starts and vehicle changes
    Saved starts belong to the map rather than one vehicle. Changing cars keeps the start, PB, and Ghost library available, and every lap shows which vehicle originally recorded it.

    When upgrading from an older release, activating a saved start automatically merges records that were previously stored in separate vehicle folders. The old files remain as recovery copies, and repeated vehicle changes do not import the same lap again.

    Saved starts can be renamed, deactivated, or permanently deleted. Permanent deletion requires pressing DEL and then CONFIRM within the confirmation window to protect the entire lap library from accidental removal.

    Frequently asked questions
    Why is there no Ghost on Lap 1?
    A Ghost must come from a completed lap. The first lap after creating a start records the reference, and it appears automatically when Lap 2 begins.

    Why was my finish crossing not counted?
    Check that you crossed in the correct direction and between the start-gate pillars. Very short laps, reverse crossings, vehicle resets, and teleport-sized position jumps are rejected. The HUD and BeamNG notice explain the rejection reason.

    Why does the generated route not follow the road center?
    Road matching depends on navigation data supplied by the map. Mesh circuits, off-road surfaces, and some custom maps do not provide that data, so the guide uses the recorded Ghost path instead.

    Why does a Ghost look different from the vehicle that recorded it?
    For a cross-vehicle replay, position and timing come from the original lap, while the wireframe uses the active vehicle's compatible structure.

    Why is the UI still present after disabling the mod?
    Disable or remove the mod through BeamNG's Mod Manager. Ghost Racer removes its saved layout entry when the UI reloads. After enabling it again, add the app from UI Apps once more.

    Compatibility and limitations
    • Currently developed for BeamNG.drive 0.39.

    • Reads legacy Ghost Racer Replay 1.2 and 1.6 recordings.

    • Legacy files do not contain speed telemetry, so some line data may be unavailable.

    • Ghosts do not reproduce suspension movement, body deformation, or collisions.

    • Crossings, overpasses, and branching routes can occasionally confuse live route-position matching for a moment.

    AI-assisted development disclosure

    Development of Ghost Racer Enhanced—including feature work, refactoring, tests, and documentation—was assisted by OpenAI Codex using GPT-5.6 Sol at xhigh reasoning effort. AI assistance included analyzing existing code, proposing implementations, generating and editing code, helping diagnose issues, extending tests, and drafting documentation.

    Project author flintt supplied the requirements, selected design decisions, reviewed and accepted changes, performed in-game validation, and remains responsible for the content included in each release. The AI service is disclosed as a development tool and is not credited as a project author or copyright owner.

    Credits
    Ghost Racer Enhanced is a community enhancement of Ghost Racer Replay:

Recent Reviews

  1. ShaoDe
    ShaoDe
    5/5,
    Version: 2.19.8
    有点东西,有没有考虑用astra优化一下(bushi
    1. flintt
      Author's Response
      在用fable 5.1优化了,GPT 5.6 sol xhigh监工
  2. SlimeSL
    SlimeSL
    5/5,
    Version: 2.16.18
    Groundbreaking mod! However, right now it seems to be displaying the entire vehicle's DAE model file during playback. It would be even better if it could support DAE and wheels as well. Keep up the good work!
    1. flintt
      Author's Response
      大佬, I'm not really happy with the fact that there are no wheels right now and the car body isn't transparent. I tried this before, but due to performance limitations, I had to use a DAE file. If I want wheels and a transparent car body, I'd have to use a physically-accurate car body, but the performance overhead is so high that it's practically unusable.
  3. Maximum 777
    Maximum 777
    5/5,
    Version: 2.12.5
    Words cannot describe how much of a game changer this is, but I will try my best here. Sorry not sorry for the long review.

    A ghosting system, with a relative timer, is one of many tools that all other sims have, but BeamNG has always been lacking, and it took literally 1 session using this with a friend of mine, for me to push an already very refined config, to be more than 3 seconds faster, purely by refining it further and figuring out what needed to be adjusted, based on the constant feedback chasing a perfectly consistent ghost can give you.

    I had effectively hit a wall with refining configs, and this let me break straight through it, and improve how I was driving, by allowing me to naturally see exactly where I was losing time.

    This has allowed me and my friends to refine better configs very quickly, but also debunk myths about how certain adjustments actually impact performance, making this easily one of the most useful tools that has ever existed for Beam.

    Anyways I have come here after a single session to say I love it, and I hope you keep developing it. I will have to experiment more with this in the coming days to give more feedback if I have it, but I did notice one thing, and literally the instant I saw how the racing line's color changed, I wanted to give you this as a suggestion, so here it is in detail.

    I don't know how far you intend to take this mod, but if this could be added, it'd be probably make this racing line the most functional racing line I've ever seen, in any game, and make it absolutely instrumental for helping one refine their configs, and their driving skills, to be faster.

    It also seems like the current system already almost does what I'm about to suggest, so here's my extended thoughts on how I think you probably could make it be the best version of itself.

    ---

    Currently there is a mode for the racing line to change color depending on acceleration/deceleration. It is completely independent of speed in this mode which is good, and it will turn red for braking, green for accelerating, white I think for coasting, and then yellow I assume for either both throttle and brake being pressed together, or maybe just engine braking or something. Not quite sure, but it's an amazing system because it's independent of speed and gives you insight into the inputs the driver of the ghost was giving, on a corner by corner basis.

    That mode works perfectly, it's able to tell you what's happening without overloading you with too much info, and it's really damn useful like I said, but I think more info would be amazing.

    I think you should push that system to its limit, by having the colors be a smooth gradient, literally directly connected to your pedal inputs (if it isn't already).

    I want to see it not just show one color, but instead show a dark to light gradient of the color, depending on how hard the pedal is being pressed.

    I think starting at a dark color at 1% pedal travel, and going to a brighter color, or possibly even becoming emissive at 100% pedal travel, to make it extra clear when the pedal is all the way down. This would all be ideal for showing you how the ghost was controlling the car.

    The result would be that coming into a corner you'd see a bright red line when the brakes are pressed hard initially, it would start to get darker as the ghost then trails off of the brake going into the corner, and then it'd go white when no pedal is pressed, likely during the transition from one pedal to the next, and then finally, starting at a dark green, which then transitions to a bright green as the throttle is pressed more and more, you'd be able to see how the ghost was applying throttle to get through and exit the corner.

    This would be incredible, but you could take it even further.

    If you were to include like a super short pink section, that would cut through any color of line, to represent when the input to shift was given, up or down it'd be amazing, and then I think this idea could also be applied to hand brake, which would be useful for drifting, as well as rallying.

    Now, I'm no coder, and have never made a mod, so I have no idea how difficult a system like that would be to implement, but you seem to already almost have something close to this, so if you want to effectively make it perfect, I think that's how to do it.

    A racing line that basically gives you a detailed read out of the ghost's inputs like this would allow you to look back on your own ghost and see where you were probably over driving the car, and where you may be able to get onto the throttle sooner etc. It'd also give you insight into how your friends are driving their cars too.

    I have never seen anything like this in any other sim, all racing lines are speed based or just the ideal racing line printed onto the ground, and at least for the ghosts I've chased, a ghost typically doesn't leave a line at all, so I think you may have a genuine opportunity here to innovate and really make this into something special.

    Anyways, hopefully this doesn't come across like I'm just begging you to add something, I just couldn't not give that suggestion.

    Ultimately I hope you will continue to improve it however you see fit, and I wish you the best. Thank you for finally doing what no one would, and making a genuinely useful tool.
    1. flintt
      Author's Response
      Thanks for the detailed review. Actually, I don’t know how to code either—I wrote this plugin entirely using Codex and Claude. You could say I haven’t written a single line of code; my role is to observe and provide feedback (human loop? wetware? haha). The features you mentioned should be released sometime next week—some of them are already complete, so stay tuned.
  4. Legend
    Legend
    5/5,
    Version: 2.12.5
    One of the most useful apps for hotlapping and improving your car or your driving. This has become my new favorite app to test and tune. This brings me back to hotlapping in early Gran Turismo games. The only thing I would like to see added is point to point for testing one way roads. Other than that, keep up the good work.
    1. flintt
      Author's Response
      Thank you for the five-star!
  5. Spec Racer Z
    Spec Racer Z
    5/5,
    Version: 2.12.5
    A functioning delta speed and delta time app in BeamNG and easy ghost sharing between friends, that's an easy 5 stars. It even works well in multiplayer and makes for incredible live time attack battles.

    The reverse crossing rejections need tuning though. There's been multiple tracks where it auto-cancels because they double back beside the gate at 180° even over 100 meters away, such as Tsukuba. You can sorta force a workaround with the hotlapping app, but that thing gets more busted with every update, won't save or load routes anymore, and often breaks with resets.

    Manually setting an end gate for point-to-point racing is another thing I'd like to see. Saving and showing incomplete recordings at least lets you get automatic ghost playing and functional deltas, but you don't get course times or automatic ghost updates with your PB times.

    Trying to lap multiple track variants at the same start line is also very fiddly. "Restart lap here" throws you into an existing start if you're at the same start line, so some way to force a different course from the same point seems necessary if you don't want to wipe out old starts and ghosts. Manual control could also let you separate different classes of cars for when you don't want every car on a universal leaderboard.

    I'm just happy to see such a foundational sim/track racing feature in the game after all this time.
    1. flintt
      Author's Response
      Thank you for the five-star review and for sharing so many use cases and issues. I’ll consider adding new features and fixes in future updates.
  6. 6clix
    6clix
    4/5,
    Version: 2.11.11
    Cool mod but the ghost disappears when i reset a race halfway through
    1. flintt
      Author's Response
      A new fix will be released in the next couple of days.
  7. hooncartel
    hooncartel
    4/5,
    Version: 2.11.11
    heck yes, ill get a hold of it all at some point but it works
    1. flintt
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