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Outdated Pseudo Random Tour 1.4.6.3

Drive from a random position to another random position, via a random vehicle!

  1. Darthbob555
    PRT_preview.png

    Pseudo Random Tour is based on a scenario pack by Scepheo a many number of years ago - simply go from one random part of the map to another using a random vehicle.

    This mod uses a custom scenario start screen to allow you to customise and track your journeys. You can also set your desired journey length and save and load any routes you want.

    20200716170821_1.jpg 20200716170832_1.jpg

    The scenarios will randomly assign you a car (works with modded cars too), at a random time of day and a random place on the map. To help you navigate around, a road indicator is overlayed on the road to help you find the next waypoint, if it is less easy to find (the map of waypoints usually help you with intersections on where to go next). Scenarios also come in sunny, light rain, light snow, heavy rain and heavy snow varieties to spice up the scenarios.

    You also have a modified map to help you find your way around as well as being able to see where checkpoints are.

    20200426192605_1.jpg 20200426192955_1.jpg 20200426192926_1.jpg

    You can customise many aspects of each route, including:
    • Traffic
    • Road indicator
    • Whether to always be sunny
    • Keep the current vehicle

    There are also a set of achievements, with 4 levels to them for a small target, should you wish to try to obtain them (all progress is saved in a file in your BeamNG directory).

    20200426192549_1.jpg

    If you don't like your car choice, or want to swap in the middle of a scenario, just hit CTRL+E and swap it out (must have unchecked competitive scenario conditions in the options for this to work), or alternatively generate a new route.

    Finally, you can also generate these scenarios for modded maps, by clicking the button on the UI at the top right. Simply find the map and click "generate scenario" and then load it up.

    20200426192639_1.jpg 20200426192823_1.jpg

    Enjoy :)

    For any bugs or issues, please PM me so I can discuss them with you :)

Recent Reviews

  1. locualo
    locualo
    5/5,
    Version: 1.4.6.3
    nice mod but very unstable, crashes the game every now and then... also i set route length to 10k meters and in some maps is only 300 meters or so at the end, i understand there are small maps but 10k km are achiebable anyway in any map that are not racetracks
    1. Darthbob555
      Author's Response
      This mod shouldn't be crashing that frequently - it's possible a recent update broke something. If you could, I would be interested in the crash logs (PM me) so I could see what the problem is (if you could also test without mods that'd narrow down the problem as well ;))

      For the route generation, I am using the AI pathing system (graph theory is complicated :/ so I used the inbuilt system for this) and it will not generate routes with certain characteristics - which is why you cannot generate a long route for a short map (although you could create a theoretically infinite path across any may that can be looped)
  2. Verybumpy
    Verybumpy
    5/5,
    Version: 1.4.6.2
    Fantastic mod that creates fun and unique courses in infinite amounts.

    Only suggestion I might have is that the road guidance arrows should continue through the gate. Right now the arrows stop at the gate so in some situations where I can't view the upcoming gate (trees, cockpit view, etc), I have no idea which way I'm supposed to turn towards.
  3. rapturereaperALEX
    rapturereaperALEX
    5/5,
    Version: 1.4.6.1
    YEEEESSSS ! Combined with the police chase mod/traffic, and you got yourself many adventures !!! One addition (not sure how hard it is to implement, maybe using flowgraph ?) can you add an option for a SET TIMED goal reach ? i.e. set a time you wish to accomplish the run before generation.
  4. Amazing Kestero
    Amazing Kestero
    5/5,
    Version: 1.4.6
    ‎‎‎‎
  5. Theoasispc
    Theoasispc
    5/5,
    Version: 1.4.3.1
    It's so good it should be built in game. :)
  6. BlueSubaru
    BlueSubaru
    3/5,
    Version: 1.4.3.1
    The idea is good but it has a huge flaw in the main aspect,the randomness, the checkpoints never turn if there is a straight. It generates a straight path and thats it, so all you do is drive forwards and you can't see all of the ui if you're on a lower resolution like 1366x768
    1. Darthbob555
      Author's Response
      I completely agree with you about the randomness. Getting an accurate layout of the whole map and then choosing random directions to travel in is, as I learnt, really difficult! So, I decided to default to using the AI's 'random' setting, seeing as it should do what I want. Unfortunately, it is pretty baised about main roads - the AI *really* likes main roads and does not want to deviate at all. Again, I cannot find a way to find an efficient way of doing proper randomness, due to lots of problems with getting the intial layout of the map. I have done some 'heuristics' to help with adjusting some paths to add in more decisions for the pathing system to make, but the bias is pretty hard to remove altogether :/

      Regarding the start UI, this is actually the first I have heard of it having problems with lower resolutions. I use a 1080p monitor so I can't (easily) test scaling compatability internally within BeamNG. However, now that I'm aware of it, I'll take a look at and see if I can find an easy way of limiting it's size :).
  7. ARES IV
    ARES IV
    5/5,
    Version: 1.4.3
    I love it.
  8. oioioioo
    oioioioo
    5/5,
    Version: 1.4.3
    I'm glad you got Jungle Rock fixed. This scenario-pack is one of my favorites because it's so dynamic, and it also makes it easier and more fun to explore maps.
  9. grabrix
    grabrix
    4/5,
    Version: 1.4.1
    Will not switch car upon pressing generate even though it is unchecked
    Doesn't put me in a new location or change anything when I hit generate
    Only works properly when I turn on keep same car

    Any way to fix this?
    1. Darthbob555
      Author's Response
      The recent update change how vehicle information is stored (hence why it works when the vehicle is already spawned); I've already found a fix and it's pending at the moment. It should be approved hopefully tomorrow or the day after :)
  10. Heirdrefalt
    Heirdrefalt
    4/5,
    Version: 1.4.1
    its very good but if it picks a broken mod you have to restart it
    1. Darthbob555
      Author's Response
      There's little I can do about broken mods. As a rule of thumb I usually remove any broken mods as they can cause a lot of problems with other mods or even just the base game for that matter, so I can only really suggest removing out of date mods.
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