Released Beam Legal Racing - SLRR Inspired Hardcore Career Mod

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

  1. r3eckon

    r3eckon
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    I've never had that money glitch happen. Actually I find it hard to see how it could remove money because the sell button only adds value. In theory it could possibly not credit you with money from sold parts if you spammed the sell buttons faster than the UI can send commands to lua to update your money variable in flowgraph but to remove I feel like it would have to be a poorly made part mod that has negative value or something.

    And that image is useless to me for debugging. Follow troubleshooting guide on github and if that doesn't fix your problems create an issue and attach log files.
    --- Post updated ---
    Fixed for next version, thanks for the report. Basically that tuning field is marked with a hideInUI flag that I didn't check for (might be new, I don't remember that being a thing before) when it's not tunable. The other values for the field still exist but the min and max values used to calculate range for the slider are the same, that amounts to a range of 0 which leads to a division by 0 before I send that data to the UI and it shows up as -Infinity or NaN. For example on the 2.5 Sport RS config the wastegate target pressure value is set to a static 14 psi with no room for modification, both the min and max values are 14. The hideInUI flag is also turned on so it doesn't show up in vanilla tuning UI. From what I can tell only the Adjustable Race ECU on the sunburst has the wastegate pressure field showing up.
     
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  2. Goliath

    Goliath
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    is it possible to use the ingame map? i started playing beamNG just recently and i don't know all the maps by heart to know where i'm going
    --- Post updated ---
    oh nevermind. there is a built in GPS in the mod itself
    --- Post updated ---
    ok i love this mod but i managed to completely kill a save game already. when i started, i got immediately wrecked by a speeding car, so i had to sell the starting car and buy a cheap picolina without a radiator for some reason (subtle foreshadowing). i tried a race just to realize that my little beetle is simply too slow, so i did some deliveries to get enough money for a new engine. after i finally got a better engine and sold the old one (foreshadowing is a narrative device), i tried another race and it was really close until my car overheated and caused damage that would cost several thousand to fix, and i was way too broke to afford anything
     
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  3. r3eckon

    r3eckon
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    If you want to get straight into racing with starter/weak cars I suggest you try offroad races if the map you're playing on has them, the AI sucks on dirt so basically it's just you vs rocks/trees/cliffs. In earlier versions of the mod when I did long playtest sessions my method to skip having to do deliveries on Utah was buying a derby moonhawk which would spawn on the first day with the default seed, that config comes equipped with offroad tires making it perfect to complete the bronze (and most of silver) leagues of the offroad racing club. It's not the most challenging gameplay but if you don't like deliveries that's probably the best way to do it other than getting lucky and finding a cheap used car that's powerful enough for street races.
     
  4. Goliath

    Goliath
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    what i did was just starting on easy mode, and restarting until i got mom's old minivan, and then just used the starting 5k to soup it up. i also have a few issues with the game.
    sometimes when a load happens (so far it has happened to me when sleeping and when loading a car from home garage) the vehicle simply loses the ability to steer.
    the game crashes quite often with the status heap corruption error quite often

    and one more question, can i switch maps? im racing on west coast, and there's a lot of drag racing clubs, which im not too interested in. i would've thought there would be a city racing club tbh
     
  5. r3eckon

    r3eckon
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    I've never had vehicles that won't steer after loading or sleeping, that's quite weird. Game crashes in BeamLR are mostly related to high RAM usage from the mod running a lot of traffic, sometimes that on top of shop vehicles spawning is enough to crash the game for some players with not enough or unstable RAM. Heap corruption might point to unstable RAM so if you're on AMD one thing you can try is a slightly slower XMP profile. For the longest time I had to run my RAM at 3000mhz instead of the 3200mhz advertised speed because my 2700x didn't like 32 GB at that speed.

    And yes you can switch maps, the career carries over on all other maps where the mod is implemented. Btw west Coast does have a regular racing club, the start is near the vanilla career mode garage.
     
  6. Bad Caxeira

    Bad Caxeira
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    Hey, it's been a while since I played this mod but I'm trying to get back to it. Sadly, I'm getting the jbeam data cache every single time I load up the challnege. It says this is supposed to happen only when new mods are detected or cache is cleaned, but none qualify in my case. As you can imagine, it's very frustrating to re-roll seeds or just resuming a savefile.

    Is it because I'm running the Linux native version?
     

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  7. r3eckon

    r3eckon
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    It could be because of Linux but I can't think of a good reason why it would do it, the game is supposed to create its own virtual filesystem so there technically shouldn't be any issue reading and writing to the cachedMods file which is what keeps track of mod or game version changes that trigger jbeam caching. Couple things I'd like you to try.

    In console try the following commands and show me the resulting output.
    Code:
    print(extensions.blrpartmgmt.isJbeamCacheValid())
    Code:
    print(FS:fileExists("beamLR/cache/cachedMods"))
    Code:
    local cached = extensions.blrutils.loadDataTable("beamLR/cache/cachedMods"); local version = cached["cached_game_version"];  print(version == beamng_versiond)
    Code:
    local mods = core_modmanager.getMods(); local cached = extensions.blrutils.loadDataTable("beamLR/cache/cachedMods");  for k,v in pairs(mods) do if v.active and not cached[k] then print("Mod " .. k .. " not cached") end end
    I'm basically having you step through the jbeam cache verification process manually one step at a time to see which one isn't working properly, that should point me in the right direction.
     
  8. Bad Caxeira

    Bad Caxeira
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    I tried to copy the console, it's attached.
     

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  9. r3eckon

    r3eckon
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    Is this a fresh install of the mod? Because the second command says the file cachedMods doesn't exist but it should exist even in fresh installs because the mod comes with cache files. Is it actually in beamLR/cache/ or not? If it's in there the game can't find it for some reason. If it's not in there I guess it got deleted.
     
  10. Bad Caxeira

    Bad Caxeira
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    This is the first time I install the mod after a fresh install of the game itself. Only thing I backup is my input_maps and my ui_apps folder.

    I can try another fresh install of the game and the mod.
     
  11. r3eckon

    r3eckon
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    Yeah you can try that but more importantly I need to know about the structure of the userfolder as seen by the game to understand why the file can't be found. Let me know if that file exists in the userfolder at the location I said in my previous post. If it does, run the second command I sent and let me know if console says "true" or "false". If it says "false" I'll send you another command to run to dump the userfolder structure.
     
  12. Bad Caxeira

    Bad Caxeira
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    For some reason, I have 2 beamlr folders, with different contents. The file isn't in neither of them.

    The path shown in the screen caps is from a symlink (shortcut). The real path is ~/.local/share/BeamNG/BeamNG.drive/current, which as far as I know is the default Linux path for Beam.

    I'm guessing the issue is either with the symlink of with the fact that I have 2 beamlr folders, but I honestly am very green with file stuff.
     

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  13. r3eckon

    r3eckon
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    Yeah that folder structure is messed up, that fully lowercase folder shouldn't exist. If you didn't create it yourself, something about the BeamNG virtual filesystem is messing up when creating files on linux which is probably what leads to generated cache files being impossible to find. Actually on windows, trying to create a folder called "beamlr" when there already exists a folder called "beamLR" in the same folder doesn't work. Windows' file system isn't case sensitive like linux.

    Try to clean up that userfolder, back up the contents if you have anything important in there like custom configs or whatever, then remove everything and let the game populate it with base files, then install the mod in there, launch the game, start the scenario, let it generate cache files, stop the scenario and let me see what happened inside the userfolder.
     
  14. Bad Caxeira

    Bad Caxeira
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    I deleted everything and extracted again. When launching the challenge, game creates a “beamlr” folder (lowercase). I created a symlink to “beamLR” (uppercase) named “beamlr” (lowercase) and it tried to build again, but this time the "cache" folder actually has something in it. Re-rolled a seed multiple times and no cacheing needed. So I guess I fixed it.

    I noticed every vehicle leaks oil and coolant, is that intentional?
     
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  15. r3eckon

    r3eckon
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    I'm glad you found a fix! I'll have to look into this myself whenever I have enough time to do it, I'm assuming there's a way to avoid this issue by detecting that the game is running on linux.

    And yes every starter vehicle will leak oil and coolant because the oil pan, engine (or just the engine if a car has no dedicated oil pan) and radiator have a high odometer value. Parts above 100,000 km odometer will leak. If you replace these parts with brand new ones or used ones with odometers below 100,000 km it should stop the leak.
     
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  16. PrestonLK

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    I don't recall encountering any issues like that when I played with BeamLR in the linux version of BeamNG on my Legion Go S back in December, is it possible it's a result of a somewhat recent change?
     
  17. r3eckon

    r3eckon
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    I don't think anything I changed caused that, I've been using the same lua file system functions from the start. Possibly that symlink has something to do with it but I'm not familiar enough with how BeamNG behaves on linux to say that for certain.
     
  18. uNKNOWN121211

    uNKNOWN121211
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    How can i Change paint on my car?
     
  19. Bad Caxeira

    Bad Caxeira
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    In your garage, under the same menu where you can add parts. Just click on the floppy disk save icon a couple of times and it should change to the paint menu.
     
  20. rapturereaperALEX

    rapturereaperALEX
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    @r3eckon I'll be soon finishing a massive vibe coding project (~month of work) for the chess game "Chessmaster 11" massive features that not even modern games have Over 13k lines of code in ahk 2 ! lol When done, I'll start coding your lua windows data into a fully animated graphics ! (so the money, fuel everything or most things. Let me know if this project would be version agnostic, so i'll update you once done, upload my work for you to review and implement in all future versions ! let me know.
     
    #1820 rapturereaperALEX, Mar 30, 2026
    Last edited: Apr 5, 2026
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