Outdated Beam Legal Racing - SLRR Inspired Hardcore Career Mod

Discussion in 'Content Creation' started by r3eckon, Aug 4, 2022.

  1. zbengs

    zbengs
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    Hello, great mod! I played the original a lot during my teenage years. Now I can't stop playing this mod. Thanks!

    After the latest patch, an error appeared. I cleared the cache and reinstalled the mod, but the error persists.
    BeamNG_20240602-1355.png BeamNG_20240602-1357.png BeamNG_20240602-1433.png
     
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  2. r3eckon

    r3eckon
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    I've already fixed this for next version, this happens because the underglow for the BX-Series is bugged. Config files contain the slot even though it doesn't appear in part editor anymore which interferes with randomized parts in used car shops. My fix avoids such missing data so that if the underglow is fixed in a BeamNG update it'll start being used for random parts. I'll release next version as soon as possible to fix this bug.

    To fix it yourself for now open up a BX-Series car shop file in notepad++ like beamLR/shop/car/bx_old_A then hit CTRL+F to open the search menu. Then go to the tab Find in files and enter this information in fields:
    Code:
    Find what:bx_underglow,                              (comma is important)
    Replace with:                                        (leave completely empty, make sure there are no spaces)
    Filters:*.*                                          (should already be this by default)
    Directory: click the ... button and browse for beamLR/shop/car/
    Then click Replace in files and the window should say it replaced 8 occurrences. That should fix the issue.
     
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  3. r3eckon

    r3eckon
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    Version 1.15.4 has just been released. I wanted to add a few more things for this update but decided to release it earlier due to the bug with the BX-Series breaking used car shops. I still managed to work in some new features being dynamic weather effects and for the re-introduced health system I added a system for screen overlay effects to show red gradients in screen corners when an impact causes injury.

    The dynamic weather system is seed based and slowly changes weather conditions throughout the day. Right now it affects cloud cover, wind speed and fog density but this system is ready to use with further weather effects (such as rain) if they are ever added to the game. Specific weather effects can be kept static by changing variability values to 0 in the options menu. In this situation the game will use whatever value you have set in the Environment tab.

    The restored health system works pretty much just like it used to before being disabled. As G force sensors are still buggy in BeamNG (part "wiggle" can register as high enough G forces to cause injury) this system is turned off by default and can be enabled at your own risk through the options menu. When enabled the player stats window will display current health % as well as the max G force experienced during last injury causing impact.

    Here's the changelog for this update:
    • Added dynamic weather system (Cloud cover, wind speed & fog slowly change over time)
    • Added injury screen effect (red corners on impact or health below 50%)
    • Fixed clock timer not updating fast enough with increased time scale
    • Restored health/injury system (off by default, can be turned on in options)
    • Fixed used car shop random slots bug due to missing BX-Series underglow
     
    #983 r3eckon, Jun 18, 2024
    Last edited: Jun 18, 2024
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  4. Bad Caxeira

    Bad Caxeira
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    Hey, is there an edit file for the oil leakage? I know it's an WIP feature, but I'd like to fiddle with it. Driving a 200k mile Wendover and I like to think my guy fixed the leaks despite it being an 80s car.
     
  5. r3eckon

    r3eckon
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    I like the idea of being able to fix the leak, maybe when you install a new engine or as a repair menu item. Could make it so unless a new engine is installed after some amount of mileage it'll start leaking again. Anyway for now your only option is to disable the passive oil leaks completely by commenting out (add -- before) line 812 of userfolder/lua/vehicle/extensions/blrVehicleUtils.lua.
     
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  6. audi32quattro

    audi32quattro
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    Is there any way to adjust the mirrors or manually include their settings to the car files? As I've changed the seat position in fpv, I always have to adjust them as beamng does not save their state (yet) but there's no option in beamlr, resulting in them being useless :/
     
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  7. r3eckon

    r3eckon
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    I didn't know we could adjust mirrors, had not really toyed with the updated mirrors yet. I had a quick look over the lua and vue scripts and I should be able to add this to car files which would be more realistic than the vanilla setting file applied to every car which according to code I've seen should save/load your mirror offsets but maybe it doesn't work right now. Seems very WIP and docs say things are likely to change so best case scenario I can somehow trigger the vue app from within the mod and just save offsets to your car when you put it in the garage, otherwise I'll have to make a simple UI app to edit these or potentially just add sliders to the tuning menu (wouldn't be as fancy as the vanilla app but would function the same).
     
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  8. Aeroracer

    Aeroracer
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    Hey, there's a bug I found with the mod. With the first gen Pessima, It won't allow me to change the front tires on it for some reason. There's two "rear tires" slots present, and even showed front tires in one of the extra rear tire slots, but are not equippable.

    View attachment 1145130
     

    Attached Files:

    • BLR2.png
  9. r3eckon

    r3eckon
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    Most likely a bug with the jbeam for those wheels, what's the name of the front wheels?
     
  10. r3eckon

    r3eckon
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    I haven't made a progress update video in quite a bit though I plan to do so once I'm done with this new feature so until then here is a sneak peek screenshot of what I've been working on since last patch: Advanced Part Inventory. This is something I've been talking about implementing for a while now and I finally decided to do it. Keep in mind this is still a WIP and I'm not sure when next update will release yet as I don't currently have much free time to work on the mod so progress is quite slow.


    This new system allows for part specific odometer values with sell price tied to the part's odometer. While the current inventory system only keeps a count of how many parts of a certain type are owned, this keeps track of each part as a separate item. To update a part's odometer value the vehicle config keeps a list of part inventory IDs (basically the unique identifier for a part) and the vehicle's odometer when the part was attached. When a part is removed the vehicle's current mileage is compared to the mileage when that part was added, the difference being the total mileage that should be added to the part's odometer value.

    This should open up the mod quite a bit to the depth of mechanical simulation that's possible in BeamNG. For example, the vanilla part integrity system allows separate odometer values for each part which means replacing the engine in a 200,000 km vehicle should make it have less idle play and perform better, changing brakes should stop them from fading quickly, etc. Currently the vehicle's odometer is applied to every part so swapping the engine for a lower mileage one doesn't do anything.

    Now I'm not entirely sure how much vanilla part integrity can affect a vehicle's performance and the script does complain in console when setting odometer values multiple times for the same vehicle. Still this new part inventory system will be tied to part integrity so whatever effect it can have will be applied. I know the odometer value does make the engine have more idle play, I think it also affects engine friction which should make a lower mileage engine perform better but this isn't something I've tested. Something I'll tie the part odometers to is engine oil leak which was recently added to the mod, so swapping the engine for a lower mileage will improve or completely fix leaks.

    Something I'm thinking about adding to go along with this new inventory is a Used Part Shop interface where parts sold have some mileage and lower cost compared to the current shop which as I've implemented it for this new system currently sells brand new (0 km odometer) parts. This should allow for cheaper rebuild of beaters so instead of having to use expensive brand new parts you can buy discounted used parts.
     
    #990 r3eckon, Jul 1, 2024
    Last edited: Jul 1, 2024
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  11. WallK

    WallK
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    Hello! I'm trying out this mod and am a bit stumped about the delivery missions
    Is it supposed to show navigation arrows on the road? I've picked up "Deliver something to the sawmill" and others in East Coast and can't figure out where to drive :)
    GPS disappears when mission is accepted, so not sure what I'm supposed to do
    Thanks!
     
  12. Bad Caxeira

    Bad Caxeira
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    I'm not the author of the mod but I play it a lot. Yes, there should be GPS arrows on the road to guide you, exactly like when you manually input a marker on the map. Check the options to see if you haven't disabled the GPS, it's an option under "Show Groundmarkers" that's supposed to say "On".

    Here's a screenshot:
    20240713121239_1.jpg
     
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  13. r3eckon

    r3eckon
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    GPS UI will disappear when accepting a mission but you should get arrows telling you where to go unless you disabled it, try checking the options as @Bad Caxeira shows. If that doesn't help it could be a mod causing issues so try to install in a clean userfolder (back up userfolder, delete it, start game to create a new one, close game, install BeamLR) and if you still get the problem clear console just before accepting a mission and after you accepted check for errors. Could be an issue specific to a particular mission or map, as ground markers use waypoints and those are sometimes removed or changed by devs in new versions of the game.
     
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  14. WallK

    WallK
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    Thank you for suggestions! I have only one mod (Stereo System).
    Ground markers were ON and no errors popped in the console
    I've recreated the userfolder as was suggested and now it works!
    I guess something was silently interfering but now it's gone

    Thank you very much! Now I have a troubleshooting algorithm for the future too!
     
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  15. Aeroracer

    Aeroracer
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    16x7 Okudai PR02 Wheels (Silver)

    Apologizes for the late response.
     
  16. r3eckon

    r3eckon
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    No worries, however I can't seem to recreate the issue on my end.

    upload_2024-7-19_22-59-8.png

    It's possible this is a bug with vanilla jbeam that got silently fixed, a bug with a different mod you have installed or a bug with BeamLR that the new inventory system fixes. I also noticed the front wheels in your screenshot aren't silver so to be sure I checked vanilla jbeam files (0.32.4) and can't find any rear tire slots linked to front wheels. So if you're on the latest version of the game, aren't using any other mods and still experience this issue it's probably a bug with BeamLR. In that situation it'll apparently be fixed with the new part inventory system.
     
  17. BadmanTru 2

    BadmanTru 2
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    when valo city :(
     
  18. r3eckon

    r3eckon
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    Soon™ actually not sure I don't have much time to work on the mod recently. Maybe next month if I don't have too many bugs to fix with the new part inventory system.
     
  19. BadmanTru 2

    BadmanTru 2
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    do you have donation?
     
  20. r3eckon

    r3eckon
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    Yes, here is the link. If you end up donating I usually add whatever name is shown through paypal on the donors list so if you want me to use only username or some other name let me know in dms.
     
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