East Coast USA has now been added to BeamLR with the release of version 1.7, here is the full changelog: Added East Coast USA map content Added optional wpSpeeds parameter to race files to improve AI Fixed node error when giving up race before AI spawned Increased selection of race opponent for some leagues Increased wager range for all races Stats UI damage val replaced with repair cost Make sure to report any bugs you find with this new version so I can fix them as soon as possible! I'm sure some have gone unnoticed while I was focused on adding content. If you have issues with this new version try a clean userfolder install, the mission files have been changed to prepare for the new map implementation and old duplicate mission files may cause trouble (didn't have any on my end). Some basic POI maps have been added to the repository to help figure out where the interactive areas are located. The freeroam spawn to pick depending on map choice is also indicated on github. Feedback on the new map is appreciated! Interactive areas may be switched to different locations based on feedback, East Coast has way more buildings to play with than Utah and I didn't want to get stuck on optimal placement for first release. For instance I think the player garage could be placed elsewhere given the amount of houses available on East Coast. You can already use the circular menu but only for visual damage. Mechanical damage, nitrous and gas persistence would require me to make a UI app. I might do it at some point but I'm already quite busy with the mod as is. I've mentioned in a previous post that it's also possible to accomplish if you're familiar with the console but that process is quite tedious.
Lembro que você mencionou essa ideia, porém, no console central, digamos que não funcione do jeito que eu queria, e do jeito que o seu mod faz, é muito melhor, mas se não funcionar tudo bem, eu ainda jogo em seu modo de carreira que é muito divertido
I think ECUSA is broken, tried easy delivery mission near the spawn area, but its not showing gps road markers to the delivery location and tried race near the T junction near town, and its not showing starting point. Havent tried anything more after that.
Did you install using the zip file in the mods folder? As stated on github the mod has issues with data not loading properly when installed as a zip. I've tested the map with the other install method on 3 different computers and it works as expected, however I can recreate your first problem by using the zip file install, mission giver window doesn't show a description and by using freecam after accepting I can see the mission marker spawns below the map. Basically the game is just not seeing the mission files when they're zipped. Try a clean user folder with the "modder" install where you extract contents in your user folder. That install method always worked for me. Honestly I should remove the first install process because it still doesn't seem to work, I have no idea why. Maybe something about the folder structure is causing conflicts when zipped but then I don't see why it works when folders are extracted. This is annoying since the zip install is more clean and simple.
Yes I am using the zip install. Will try the modder install next. I had no such issues with previous version, I will check and let you know. Thank you
A very small update has just been pushed to the repository to increase wagers from the utah highway race club, which were still using the previous version wagers. No version change or hotfix version since this is supposed to be part of 1.7 but apparently I got distracted and stopped working on that race club after adding AI pathing fixes. If you had already downloaded the 1.7 update, re-download and follow the update process as normal to get the increased wagers. On that note, I'd love some feedback about early game progression with the increased wagers as soon as anyone has some. The addition of a second map should help as well since we got more low level races to perform. Also on my todo list for next version is a UI slider to directly set race wagers. Bet ranges are currently used to generate a random value but could also be used as minimum and maximum letting you change the wager amount within that range like SLRR does. This is likely the problem then, though it's weird that you didn't have issues with zip install previously. I hope this fixes your issue!
The instructions are bit confusing, I am trying --- Post updated --- It works now, after doing the modder method (still its bit confusing on what to do)
I'm glad you got it working! What part of the modder install did you find confusing? I know someone was having trouble finding the user folder last month so I'll probably try rewriting the install instructions to be more detailed soon.
Its me only who had issue last month I think, about backing up the BeamLR file. This is a better explanation I think: Modder install (Allows further tweaking, adding races, shop vehicles & more) Unpack the zip or clone the repo Copy or merge contents in your "source" folder inside the main folder to your BeamNG user folder Drop BeamLegalRacing 1.7 zip in the Releases folder to your BeamNG repo folder. Is this right?
Not quite, you don't need to drop the zip file in your mods folder when you follow the first two steps. Also the zip files in the "Release" github folder contain the same files listed in "Source" so that's why you can pick between cloning the whole repository or just downloading and extracting the latest zip. When BeamNG loads zip mods from the mods folder, the contents of the zip file are seen by the game as if they had been extracted in the user folder, so the "modder" install does this manually to avoid data loading problems that can happen when zipped. But I think I see the confusion, I'll try to clarify the instructions a bit.
I have a couple of suggestions: In the search and edit menu, it would be useful to have a function to delete highlighted search queries instead of manually deleting each letter. When searching for parts, it would be helpful to have a search function for parts by name or size and a preview of owned parts to avoid purchasing duplicates. Also, thanks for the latest update. BLR and East Coast together are a masterpiece.
Thanks for the suggestions, for the first one do you mean being able to hide search results? If so that should be easy enough to add. For the second suggestion viewing owned parts is a good idea, currently it only shows installed parts, but I don't understand the first part. What do you mean by name or size? I'm glad you like the new update!
Example: I am searching for wheels of a specific size or name, I enter "15x7" but nothing appears on the screen
I see what you mean, noticed that issue while trying to build up a scrapyard car during playtest. I'll try to fix that for next version, I know finding wheels is annoying.
Hi! Adore the mod - been hoping this was what the dev team would turn their own career into so it’s nice to essentially be able to play it early. I have only 2 suggestions: First is just to increase the default starting money, it really isn’t fun (imo) to make the player grind to even start playing the mod properly - keep the missions in for if they run out of money to wager or crash their car and need guaranteed cash to fix it sure, but even street legal racing (which I think this mod is basing itself on?) gives you 20k to buy a car to start racing with immediately and having fun. Personally I have set my own starting cash at 5k so I can buy something with money for racing leftover, but I’m sure there’s a good number for balance. Second is just the ability to start a race anywhere or something similar - the same drag strip in Utah can get a little dull as a starting line. but whatever the case I just hope this mod gets more popular, it really deserves it!
Hey thanks for the feedback, your first suggestion will be addressed soon as I've been meaning to different start difficulty / scenario, maybe also randomize the starter car a bit with other picks. I know SLRR gave us a bunch of money to start but I think the cars were quite a bit more expensive. 5k would be a decent value for a medium difficulty. I personally like starting with no money since it's more risky, there are many cars under 1k found in used shop so with 5k you have extra "lives" . But I know not everyone likes to play the same way, also that kind of feature should be easy to add. Maybe something like this: Easy: 10k Medium: 5k Difficult: 2k Hardcore: Current start condition By the way, I don't know if that's how you're doing it but if you want to set this start money value without manually editing the mainData file every time you reset, look inside the init folder for the same file. This file is copied over on career reset, if you change the cash value there it will be used whenever you reset. About your second suggestion, starting races anywhere sounds quite hard to implement properly. I don't even know if it's possible. Compared to race files with static checkpoints, waypoint paths and starting spots, generating all that stuff on the fly to work properly depending on where you are on the map is pretty complicated. Also, the BeamNG AI isn't the best so I need to manually refine the behavior by adding brake zones which requires waypoints at specific spots depending on where the AI is coming from.
Haha yeah I figured by the lack of even a stand-alone dynamic scenario generator I figured it might be difficult or impossible - hopefully the devs will be able to implement something similar to street legal’s ‘challenge this driver’
How dynamic is the wager stuff? Could we maybe have a minimum and maximum wager and we pick the value we’re willing to risk?
I've already added it to next version, that was on my todo list for a while now. Race files wagers have two values currently used as random range, with a slider in the options menu you can set your wager target. The opponent still selects a random maximum wager within that range to keep a bit of randomness. Race wagers are capped between the minimum wager and what the opponent randomly picks as the max wager. Your target wager is used to control within that range. If your target is outside the range, wager is capped to the opponent min/max. Not sure how I'll deal with pink slips bet, probably will keep them as unique events but I know SLRR let us pick money wagers but also rep only and pink slips as bet. I don't know exactly how it worked behind the scenes in SLRR,I think the opponents only rarely let us race for pink slips.