I'm probably not gonna add penalties for contact, it think it's just too complicated to implement in a way that isn't unfair to players. As for the derby race on west coast you're right, I actually got a bug report about this but forgot about it and didn't fix it yet. This time I've added it to my list for next version so it should be fixed in next update. And the odometer based part repair cost is a great idea, I'll definitely be adding this.
Is there a 'completion' mark or past info on completed track events ? It'd be nice to have info on times and failures. Also in freeroam !
That's also a decent idea, not sure about making it work in freeroam but I can definitely add this when inside the mod.
Just seen the performance in flowgraph ! it's really good now ! Also, don't forget to add the damage $ for the current car in garages.
Turns out l Nürburgring also has no ai start, with westcoast medium circuit D class, but maybe all classes ?
Hey, would it be possible to start BeamLR from the Scenarios tab? It would be a lot more convenient, and it also took me a while to realize I needed to go into the map first to start it
Try putting the addon zip in the mods/repo subfolder, someone else had a similar problem and that fixed it. Maybe the devs changed something about mod loading order, I'll have to look into it. This was explained in the "getting started" part of the readme. For now I prefer it launching from the game world while it's still in development, mostly because if it starts from the scenarios tab I have to add teleport code to place the player at spawn and for me it's very convenient to be able to start the scenario from arbitrary locations when I need to test certain features which won't work anymore if it just teleports me back to spawn. I'll probably do it when the mod is nearing end of development.
How about having the current cumulative amount of $ spent on any car be shown ? It's nice to keep tabs I think.
This could also be a good thing to add, I don't want to clutter the garage menu too much but I guess I could add a "Show Details" button that gives you more info on the selected car like repair cost, total value of all parts, odometer, etc.
I think that having the track event browser available on all tracks/events themselves would save time as you don't need to go back to the main mod/maps to initiate them.
Quick progress report on next update, I've been slowly adding QoL features suggested by players. If anyone has suggestions for this type of smaller quality of life feature feel free to post them and I'll consider adding them to the update. Features I've added so far: Tree style part edit menu (similar to vanilla part edit, child slots nested under their parents, can switch between current mode and tree mode in options) Tracking of approximate total money spent on a car (tracks repairs and added parts, approximate because it can't account for part shop price percentage) Button to add slots to favorites in part edit and buying menus (favorites list replaces the "wheel" category, wheels are now under "suspension" category) Garage car selection menu now has a button to show more details (including repair cost, fuel in tank, total spent) Button to export your current car as a freeroam config (takes a screenshot just like vanilla config saving) If you've recently suggested features and they're not in this list don't worry, I'm not planning on releasing the update just yet and I've got a pretty big todo list so it's most likely in there already if I'm going to be adding them. However if you've made suggestions in the past (like at least a few months ago) that I said I'd consider adding and haven't added yet feel free to post them again.
My man, coming in from the shadows like a solo leveling boss, with that 'arise' command ! lol Sorry, just watched the latest and life has become an anime for me.
it would be really nice if setting a waypoint to something would actually lead you to the pinpoint location of the thing you want to go to. for example: if i set the waypoint to a certain race club, i want to be led straight to where i can see the prompt to join the race without having to drive around aimlessly because i can't see the sphere things for some reason
If the floating markers don't show for you, it means the mod didn't install correctly or you have a conflict. IMO, the mod balances the tow teleport with exploration nicely.
Reinstalling worked, thanks. An actual feature I would like is the ability to install certain parts without going to a garage. It doesn't really make sense to go to a garage just to get a nav unit installed, but more sense if you had to, say, install an intake Also, I found that you can fix damaged synchros for free by putting parts on the car
May I suggest a secondary repair for the transmission gear sync damage ? (if not a big deal to you) Got this idea from carp mp mod
I would like to protest from allowing deliveries like this to ever exist It took me over 10 minutes to get the angle right
It's not really worth the complexity of allowing only certain part edits just for the tiny number of parts that could logically be added without tools. As for the damaged synchros you're not supposed to be able to edit your car if it has enough damage. If you have a very small amount of damage the UI will ignore it, which is necessary because the game can spawn cars with damage when certain parts are used. Otherwise there's an option to bypass the damage check which is used to get out of soft lock in cases where cars spawn with damage that refuses to get fixed beyond the threshold that gets ignored by the UI normally. If you have that option enabled you should disable it because it's basically a cheat and should only be used to get out of soft lock. If the game still lets you edit your car with more than $1 of damage with the damage bypass option disabled that's a bug and I'll have to see what causes it for you, because on my end it works as expected. What do you mean by secondary repair?