Hello! It's my first post on other language forum, please be friendly to my english level . I use this mod not to long, but i want get some ideas to developer: First idea - can you add ability edit car parts, when car have some damage? But only those parts good condition and do not have damage. This function be good on those moments, when your car have so big damage, and repair cost to much - only one choice, sell good parts and scrap car. Second idea - please, change car spawn (when you using tow truck) position on italy! I so tired turn around after spawn car. If some this idea's already been offering, im sorry for spam ^_^. But for justice, i check 5 or 10 pages using filter on my main words. And thanks for this amazing mod.
Hey there I'm glad you like the mod. Sadly it's not possible to edit car parts if the car is damaged in BeamNG so I can't add that. I tried workarounds at first but reloading beamstate doesn't work if the car uses different parts. About the second idea, you mean the rotation of the car after towing? I guess I could change it so the car faces the right direction.
Here is a new preview video showing off the part images that will be released as an addon alongside upcoming version 1.14.3: As I said the part images addon will be released alongside next update which adds needed UI changes to handle the part images, including a new UI app to view the full sized images which is opened by clicking on thumbnails as well as a few fixes for bugs I've found since last release. Archives containing over 9000 (literally) images will be made available in three different formats: Low Quality JPG Files (144 MB) High Quality JPG Files (433 MB) Max Quality PNG Files (846 MB) The low quality JPG files do have some compression artifacts, a comparison can be seen below. Differences are hardly noticeable at thumbnail size but will be more visible on full size images when viewed in the UI app. The high quality JPG files should be the best compromise between file size and quality for most players. It should also improve loading times as there seems to be a slight delay when opening the wheels slot in the part shop, probably due to the large amount of images being loaded. Creating part images for all vanilla cars currently available to buy in BeamLR has been a month long process involving custom BeamNG lua scripts (to loop through available parts and take base screenshots) and C# based programs (to crop the images and encode them to various quality levels) which should be made available eventually for players who wish to do the same for modded vehicles. Without these this process would have been pretty much impossible to complete given the sheer amount of parts in BeamNG. My plan is to make a guide on how to use these to create part images but I don't know when I'll have the time to do that.
Signed up Today. I have been following this mode for a while and had a lot of fun with it. Really appreciated the effort put in to this!!!! I have changed the starter cars with the AW Bete, AW astro, Cherrier Picnic and the Peugeot 205 mods (smallest engines). Also changed some of the avaible car at the Shop: like the vans and trucks to ETK and Cherrier Mods. Playing mostly on Italy with timescale changed to 12 like in My Summer Car. This has the affect that i come to the point where i have to decide if i want to risk losing car in the dark, which adds some immersivness. Would be nice if weather phanomena would be added to beamng in the future, maybe even proccessing in to fall and winter etc, so time of the year makes you have to decide how much risk you want to take, if it rains badly etc. I was thinking about if it would make sens to add the need to sleep or cool down because you are stressed. Especially at the start of the career you could gamble rather making safe deliveries or go straight to racing to progress faster. Im in the Progress to change some of the races because im tending to skip the races until i get pink slips or at least 500 buck at the bronze races. Maybe it would make sens to not having the choice which race you get. Instead the bronze races getting harder in it self and they are matching the progress of your car. The point that im trying to make is that it gets more like a story your going through. Its not fully thought through what i was writing and sorry for my grammatics Really thankfull here for your work
mods been looking really good though i suggest to create a challenge money/rep multiplier so we can just change 1 value to increase rewards rather than modifying tons of individual files to suit your experience
I'm glad you like the mod! More RP style gameplay with stress, food, etc. isn't something I intend on adding for the time being. Races are eventually going to be similar to what you suggest where it's not possible to re-roll and abuse the pink slips races. So the progression depends on career seed with a different seed giving a different order of races and opponents for each club. I'll probably also add the ability to skip leagues so you don't have to go through the bronze races with a fast car. Yeah that's something I've been meaning to add as an option, possibly tied to selected career difficulty. Instead of modifying files you can try this: Replace the code in scripts/blrutils.lua from line 1920 to 1926 Code: if #wager > 1 then wrand = math.random() toRet["wager"] = math.floor(lerp(wrand, tonumber(wager[1]), tonumber(wager[2]), false)*100.0) / 100.0; else toRet["wager"] = tonumber(wager[1]) end wagertmp = toRet["wager"] To this Code: local wagerscl = 1.0 if #wager > 1 then wrand = math.random() toRet["wager"] = math.floor(lerp(wrand, tonumber(wager[1]), tonumber(wager[2]), false)*100.0) / 100.0; else toRet["wager"] = tonumber(wager[1]) end if toRet["wager"] then toRet["wager"] = toRet["wager"] * wagerscl end wagertmp = toRet["wager"] Then by changing wagerscl from 1.0 to say 2.0 it should multiply the wagers by 2 for all race files.
Version 1.14.3 has been released, this update also comes with a fix for the ks_nord addon so make sure to get the updated zip file if you're using the addon. Part images are now available as an addon, the files are uploaded on google drive due to their large sizes not being optimal for github's relatively slow download speed. The install process for part images is the same as other addons, refer to the main addon page readme for instructions (basically just drop the zip in your BeamNG mods folder). Added part images for most vanilla vehicles (see new addon) Added part image preview UI app & options (click thumbnail to view full size) Added race wager & rep reward scaling options Updated part edit & buy UI to load part image overrides for some vehicles Fixed player not frozen during track event countdown Mission cleanup node now resets blrflags to avoid issues Fixed map.objects not containing vehicle in some situations Fixed errors when loading mechanical damage & odometer of missing devices Wheel damage loading should now work with non 4 wheel vehicles Trying fixes for performance UI showing NaN values Fixed part edit & buy menu layout breaking due to missing slot names Fixed bug causing target wager option not to work Fixed missing script for part edit safe mode
So for next update alongside suggested features and improvements I'm also planning on finally adding the "final boss" event to the mod in the form of a track event on the Johnson Valley highway. Basically the "Race of Champions" from SLRR. Since that map doesn't have much to offer in terms of career gameplay I'll probably only use it for this event and potentially some other offroad events. To that end I've been building high speed configs and testing them on the highway. If anyone wants to contribute some configs feel free to post them in this thread so I can check them out and potentially add them to the list of opponent configs for the event. Here are some requirements: Must be able to reach at least 400 km/h (250 mph) Must be able to drive the entire highway starting from Northern Highway spawn without blowing the engine or running out of gas* Must be decently maneuverable so the AI is able to drive the entire highway without crashing Must be vanilla vehicles using vanilla parts (make sure you disable your part and vehicle mods before making configs) If using N2O it should last for the entire run so the vehicle doesn't start to slow down before the end (not mandatory but preferable) * For this requirement, the engine can be in the process of breaking but not completely broken. This can be a hard one to meet for such fast configs. If letting go of the gas pedal momentarily allows the engine to cool down enough to prevent melting, use rev limiter to achieve the same effect automatically to make sure the AI won't melt the engine. EDIT: Forgot to mention, gameplay option "Start vehicle engines preheated" can be disabled to help a bit, that's how it'll be in the event. A tip for FPS drops on this map when driving a high speed is that hiding "theForest" in world editor seemed to help a lot on my PC. I've attached a zip file with some of the configs I've made so far, you should be able to drop this in your mods folder and test them out. If you end up making configs, start from the bottom of the vehicle list and move your way up as I'm doing the opposite.
Use UI scaling option in main BLR menu/options --- Post updated --- Hey r3eckon!) Been enjoying your mod for a while now. Found one bug tho with Nurburgring. The race level manager shows nil and it can't load the event itself. I tried different tracks and they work just fine) Any ideas on how to fix it? P.s.I can do it myself if u can tell me where to look
Did you update the addon? If this is the issue I think it is, it should be fixed in the latest version.
You mean 1.14.3? Yes, I did, and using the right version of ks_nord itself. Also tryied different classes and layouts Nordschleife and GP. BTW I'm gonna start to make tunes as you asked, but I feel like CJD special tunes mod is quite mandatory for such high-performance ones)
Hi, I have a slight issue with the Race events, I tried to use the Nürburgring GP circuit class D, I Tried to start the event but i got this message
I had a look and seems like I uploaded the wrong zip file for the addon. That's my bad. The issue should actually be fixed now if you re-download the addon zip, let me know if this one works as expected.
My man, just started playing again, and with advanced repair if I have mechanical damage and no boxes ticked for repair, and click repair, parts from the car just disappear. lol
Weird, doesn't happen on my end. I tried to deflate a tire through console to only get mechanical damage, then also pulled off a mirror and didn't tick the repair box, both cases worked as expected. If you find a way to recreate the issue let me know how and upload your beamLR folder so I can see what's going on.
Btw I wanted to ask you about car setups for AI. Are they handcrafted or is it randomly generated? Some of them feel way too off for racing ))) But the ones that are good and gripped out are racing quite well even without ESC and ABS systems.