West coast is a separate download in the forum here. NOT part of 1.9 or 1.9.1 --- Post updated --- Haven't updated yet.
Do you have a link? I can¨t find it. Should I run the in-game Utah map for this MOD, or a special map made for the mod?
Well, I presume you have installed the mod ? I'm not sure, since you said you get the map, which should NOT happen. Install the mod as per the instructions. You don't need westcoast as it has only missions for now. The main mod is on UTAH and EastCoast. Spawn in UTAH at the garage. Mod is there, or check map and find beamlr.
Yes, of course I have installed the mod, since I have been playing it. I followed the instructions and dropped all the folders / files in my 0.28 user folder. I was just curious if I had to manually install the EastCoast map, since you said it didn't come with the mod.
No, Not EastCoast. WestCoast. WestCoast is not part of it. Also, it uses the 1.9 version of the mod. not 1.9.1 for the latest beam update. West coast is basically about 20 missions, has car shops but one custom car shop so you need the exact mods (I made it for my setup) and 2 regular shops. Repair garage. No racing or challenges. I'll upload it here if you really wanna try it. Uploaded. Make a backup of your progress first.
Yeah, I just mixed up the names. I found it now, the starting place. I use 1.9.1 and 0.28 version of BeamNG. it seems to work fine
I have no idea. Cause I have not used your files. I just use 1.9.1 on the page. But it's a buggy mess. I saved yesterday and today it says I need to pay 3863 dollars in repairs when my car was fine. Also one should be able to save / load / restarts missions in this game. What is cool about it is the persistent upgrade you do to the car and fuel consumption. In cases where I have really damaged my car I had to ALT + F4 and then load the scenario. Let's keep it frank = nobody will restart the game from scratch when you spent over 10 hours upgrading your car.
Dude you can load a backup of the career and save in the options. Use that if you cannot repair. Sometimes it's buggy, but that's on beamng. Also,in the editor you can input money and other stuff, f11 look for a 'player money' variable and input a $ amount.
I haven't encountered that bug yet, but really one bug that doesn't even crash your game in an experimental mod is far from my definition of a buggy mess. It's not perfect obviously, as expected of a mod relying on features that can go from working in one BeamNG update to completely broken in the other. I'll try to see if I can reproduce the issue with repair cost, so far I haven't had that happen while testing. I recently introduced a fix to beamstate loading reducing repair cost when cars are pulled out of garage so I'm guessing the issue related to that fix. Also, hardcore difficulty with permadeath is more popular than you think. I don't really care for low risk gameplay with no consequences and that's why I'm making this mod. I want that type of gameplay in BeamNG. Fear of losing progress is what makes the experience more intense for me. If you want career gameplay with no risk, literally every other racing game out there will fill that gap.
Sometimes that happens to me as well, (a car spawns with 6 figures of damage cost) but very rarely. On 1.8 Hasn't happened on 1.9 yet. Yeah, "buggy mess" is really not how to describe this masterpiece ! lol --- Post updated --- Consider removing the save and load buttons in the mod and upload a separate version on github HARDCORE version...lol
Weird, that's not happened to me yet. I play without any mods so maybe a mod is to blame, no mechanical damage can cause that amount of repair cost so it has to be something wrong with the beamstate loading. Removing the save and load buttons might be a bit too much lol, at least until the mod is fully stable and no unfair loss of progress occurs anymore. It's also the only way to bring progress over after updating other than manually moving files.
Consider removing the save and load buttons in the mod and upload a separate version on github Yeah. Might be any of the 170+ mods I run with ? lol
I think it was because the game very quickly saved the damage that happened when I alt + F4 and tried to load a previous save. It sort of auto saved and also saved the damage I did when I rammed a tree. Anyway. No biggie, I still enjoy it. But I think the core focus should be on upgrading your car, earning money, spending money on gas and have a lot of variations in missions. It's too punishbable to have to start from scratch when you spent a long time on your car. My dream game would be like a "Driver" game in 1970's San Fran Sisco = stealing cars, selling them, upgrading, doing bank heists, evade cops etc. With shooting guns from cars etc. --- Post updated --- Yeah, I see what you mean. Maybe you can have an option when you start the game to "play realistic" and also a "save options" with 3 saves etc.? Because no other game has the driving physics, damage model and just fun of just riding down the road as BeamNG has. I still am a bit frustrated that BeamNG still haven't made a proper game to their game. It still feels like a tech demo. --- Post updated --- Yeah, I see what you mean. Maybe you can have an option when you start the game to "play realistic" or "save options" with 3 saves etc.? Because no other game has the driving physics, damage model and just fun of just I also did a clean reinstall of the game yesterday and reinstalled the mod. The game loads a bit faster, but it runs the same and also stutters a bit when you drive close to garage as when I had like 11 mods installed.
Yeah, the slight stutter is not hardware dependent, all systems have it. The mod creator made this in his vision, and I'm really glad he shared it lol. Beam is essentially a limitless sandbox, where anything goes with enough programming. But between devs and the modding community, you rarely have a unifying mod like this, where it's like an extension of core gameplay. I'm curious to see how devs implement the career mode, and how it fairs with beamlr.
If you ALT+F4 the game doesn't get to save your current state, currently there is no autosave feature. The points at which this mod will save your current car are a bit weird. To keep it simple to ensure your car is saved you can put it in the garage or stop the scenario from the mission menu with the "Abandon" button. This is the real save button. The backup save and load buttons do not save your current car. The buttons only move files to and from the backup folder. There are other vehicle save points that aren't intended as a UI save feature, such as when a car is impounded or before towing as a workaround for free repairs from towing. Sadly this last one doesn't always work, so even though your car looks repaired the last save is whatever your car looked like before teleporting to garage, if you ALT+F4 from that point when you come back it'll be to that broken car. Since beamstate loading is disabled as a temporary fix for issues with 0.28 advanced couplers it'll only show the monetary equivalent of your previous external damage. Since the project is open source it wouldn't be too hard for someone to make their own version with lower levels of difficulty and other save features that would make for a more relaxed experience. That's personally not my cup of tea anymore, but I'm fully open to the idea of someone else expanding on this project in different ways. That's normal, the game will stutter when you enter triggers that send lots of vehicle data to the UI like part list, part prices and part names. All of which are loaded from jbeam files and placed in formatted lua tables for use in part edit and part shop.