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Beta Rally Mode: smart co-driver & stages with pacenotes 0.5

A configurable co-driver, support for easy pacenote editing, and long time trials with pacenotes.

  1. lellolillili

    (thanks @cosmo centrale for the video!)

    Features

    1. New system for creation of time trials with pacenotes
    2. Quick edits to pacenotes via plain text files (no messing with with prefabs)
    3. Fully configurable co-driver: tweak distance calls, callout distance, word substitutions, corner pauses
    4. Add your own codriver: just provide the samples and tweak a couple of config files
    5. Immersion tweaks: removes the waypoint columns and the sound played when crossing them, adds additional stage clutter
    6. >20 unique, long rally stages with pacenotes for vanilla and mod maps, and short shakedowns for beginners
    7. UI with well-timed pacenote icons, a pause menu with co-driver options and pacenote information
    Give me feedback, like, subscribe, review, tell your friends, and show me some love on the forums so I know people are playing and I'll try and work faster :)



    Installation
    • Remove beamng_local_folder/settings/rallyconfig.ini after updating to this version!!
    • Remove or deactivate any old versions of the mod!!
    • Pacenote core mod is no longer needed



    Complete Guide

    The complete guide to the mod and the experimental version (the experimental version always features additional co-driver as a gift to my beta-testers) can be found on github

    https://github.com/lellolillili/rallymodemod

    Feel free to clone and contribute however you want!


    Quick Start

    The rallies are in the Time Trials menu. You can only start a rally from the Time Trials menu.

    You can see the length of a rally in the thumbnail. Shakedowns are short stages, usually sections of the larger stages. Special stages are traditional length stages (5 to 15 km, for now).

    Most rallies are for vanilla maps, plus a few mod maps:

    Start the race.

    After the countdown, you will be greeted by a welcome message. Read it and follow the instructions. You need to load the rally UI in order to see the pacenote symbols and the pause menu. Press 'SHIFT+CTRL+U', add apps, choose the Rally Mode UI app. Keep it nice and big and centered.

    Restart once (press 'R') to disable the waypoint sounds. The custom waypoint module will be loaded, and the sounds won't play anymore.

    Anytime after the countdown starts, you can pause physics ('J') to open the rally menu. The menu is self explanatory.

    Don't forget to hit "save" to save the options you modify.

    Co-driver volume

    You will see an option to adjust the co-driver volume. I actually have no idea what the hell is the correlation between the number you put in there and actual volume of the co-driver voice. I only know that 0 is mute, small numbers are low volume, and large numbers are high volume. Please let me know if you figure out a reasonable range.


    Acknowledgments

    Thank you @angelo234 for helping out with the pacenotes for Carvalho de Rei, as well as with some really important parts of the code, and testing.

    Thank you @BlackMetal for giving me permission to use their props on my Time Trials.

    Thank you @Darthbob555 for helping me out with game engine modding!



    Contribute!!!

    If you're interested in the project of turning BeamNG into a rally game, PM me. There are a million ways you can contribute to the project.
    HighDef and Car_Killer like this.

Recent Reviews

  1. Christian Cusimano
    Christian Cusimano
    3/5,
    Version: 0.5
    I have to say i'm giving only 3 stars because in the old updates you could do the pacenotes stuff with flowgraph and make it work on freeroam, now you need to use scene tree and it only works as missions. So the problem is that if you want to create a championship and want the car to still keep the damage from the previous stage you can't do that cause the missions respawn your car.
  2. SPittlebug
    SPittlebug
    5/5,
    Version: 0.5
    ++++
  3. pirtiseq
    pirtiseq
    3/5,
    Version: 0.5
    this mod seems pretty alright but after almost an hour i just could not get the mod to truly work, it only loaded up the stages but the pacenotes didnt work at all and the ui didnt work either.
  4. iName159
    iName159
    4/5,
    Version: 0.5
    some tracks dont work properly and will break the game...,but there is no denying that this is a good rally mod
    1. lellolillili
      Author's Response
      can you tell me which tracks is that? I might be able to fix it
  5. Avtal
    Avtal
    5/5,
    Version: 0.5
    Finally I can do proper rallying, good job!
  6. Kemono
    Kemono
    5/5,
    Version: 0.5
    Finally. A BeamNG mod that gives me the excuse to not go back to DiRT Rally ever again. Took a couple tries to get the welcome message to load, but after that no problems. Thank you very much.
  7. insomniac hypersomniac
    insomniac hypersomniac
    5/5,
    Version: 0.4
    I really like this. Each day that I boot up beamng.drive there hasn't been a day where I haven't played this (experimental github) mod. This mod has pushed me to research & minmax every parts & tuning of every car since this mod brings so much life in every game it touches. So far I haven't noticed any problems in each of the missions I have played except for some no meshes.
    1. lellolillili
      Author's Response
      Thanks for the review, bug fixes coming!
  8. SHΛW
    SHΛW
    2/5,
    Version: 0.4
    While the concept of having a pacenotes to assist in rally racing sounds intriguing, the execution felt poor, at least for me.

    However, the rally stages design is good itself, the mod feels really broken, I had no luck making the Rally UI work correctly, the UI app was blank and rally menu haven't shown up, even after restarting it a couple of times.
    I'm sure I have followed the guide correctly, so I don't really understand what the problem is. Futhermore, it broke my Freeroam UI settings, honestly I have no idea why.
    1. lellolillili
      Author's Response
      The UI only initializes after the countdown. Make sure you only pause physics after that for the UI to show.
  9. Shatl_Bar_King
    Shatl_Bar_King
    3/5,
    Version: 0.4
    While I do like the idea behind this mod, its execution could be better. While the stages are generally well made, I find that I miss a turn. While I could listen to the calls, the audio is poor, often hard to discern, and disjointed. Coupled with the constant checkpoint sound effect, I can't rate this mod higher. With these fixes (I'd say just add a toggle to switch back to Highdef's calls), the mod can easily become one of the best rally mods on BeamNG.
    1. lellolillili
      Author's Response
      Try the experimental version, it has samples from real rally footage from Alex Gelsomino, Ken Block's (RIP) co-driver. The next iteration of the experimental version will also feature multi-language, and another english voice.

      The checkpoint sound should go away after one restart (R key). If it doesn't, then the mod is malfunctioning for you.
  10. Randomgamer3210
    Randomgamer3210
    4/5,
    Version: 0.4
    I love the idea of having pace notes into BeamNG, brings back dirt rally memories. The voice is a bit rough and robotic sounding sometimes but for a mod it does the job and when you're in the zone and trying to just process the notes while driving it just blends away into the experience. The reason why i can't rate it 5 stars is that especially for the gravel stages, with all the sliders turned as far left as possible (smallest numbers) the notes are still said too late, especially when you are actually going at good speed. I've had the co-driver tell me there is a 2 right coming up when I've already flown off the track. I would also like an option for selecting the minimum distance notes the co-driver will tell me (as in I don't personally care if I have 30 m to the next turn, just tell me how tight the turn is), as that sometimes makes the co-driver fall behind as well.

    I otherwise love the mod, it transforms the game into what dirt rally wishes it was and I can tell that if you sort out the small issues I could spend hours on end just knocking out rally after rally. The custom rally routes are also really nice, I love the challenge of the longer ones.
    1. lellolillili
      Author's Response
      Hi, have a look at the manual. The option you want is in there already. Below a configurable threshold distance, instead of numbers you can have the codriver say other stuff, like "into", "and", "sudden", or leave blank. The mod's defaults are 30 meters for the threshold distance, and "into" for the link word. Sounds like you want a blank link word and a higher threshold distance. You can change this setting in settings/rallyconfig.ini, in your local beamng folder.

      If you want a non-robotic voice, I recommend checking out they experimental version on github. It has more voices that I'm currently testing.

      About the late notes, is this a couple of bad corners or is it kind of throughout? Try to configure the value from settings/rallyconfig.ini. 6 seconds should be ridiculously long, and if that's still not early enough, I suspect there's some other underlying issue.

      Please PM if you can so I can fix it.
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