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Early Experimental Preview of Career Concept

Discussion in 'Microblogs' started by tdev, Sep 19, 2022.

  1. Samybf

    Samybf
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    thank you for replying to me, Im glad the team is taking inspiration from the rls career mod its an incredible mod.
    can't wait to try it out!
    --- Post updated ---
    Also in the future is it going to be possible for the brake pads wear to save, it would be pretty cool to change the brake pads after a long track day or just do regular maintenance once in a while.
     
    #1641 Samybf, Jun 8, 2025 at 7:57 PM
    Last edited: Jun 9, 2025 at 10:35 PM
    • Agree Agree x 1
  2. Network)

    Network)
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    Yes, cars could be serviced from time to time, not only brake discs, but also all consumable parts
     
    • Agree Agree x 1
  3. krallopian

    krallopian
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    NC114-85EKLS
    BeamNG Team

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    Great ideas and feedback as always everyone thank you! :oops:

    Thanks for the questions, let me try one at a time:

    Regarding your first question for "ungiven unlocks" I'm not actually clear on what you mean by that, sorry!
    Second one regarding save files over multiple updates; work is being done on this bit by bit to try and prevent save-loss/deprecation, but it's still WIP and we still recommend players keep in mind that they risk losing their saves. The Career Mode is still hidden for the fact that we know it's not ready for long-play yet, hopefully we can improve this soon!
    And thirdly, regarding a filter list for the big map, there are filters now, but simplified for type of gameplay - I'd love to have more robust filters setup, but at the moment the biggest issue is making an easy-to-use UX for it while incorporating more and more controller-friendly UI elements. I'm with you though, I'd prefer to have as much control over the map as possible, let's see what the team comes up with!

    Lots of great brainstorming here, I'll try and get someone from the team that works on these systems to respond here and hopefully help you out!


    Yup, this is a problem that's deeply routed in the AI pathing systems, and although there have been improvements, it's one of those "fix this, and cause a new bug, fix the new bug, and break the first fix" it's circular like that it seems. We're aware of this, and hopefully the AI team will come up with a solution soon, it's a problem many creators face when making smaller areas like this.

    This is something I'd love to see in the game, many of us chat about it and dream of the day we'll have it! I'm certainly pushing for it from my end, I can't promise anything other than, "I'll keep trying to get it!"


    Yeah it's been really fantastic to watch the success of progress of the RLS mod! They're great folks doing great work, I do everything I can to support them! The best part about modding is that you can rapidly prototype and iterate, daily if you like, so you can really push the envelope and try out new exciting things, the progress really comes quickly with a workflow like that! For the official releases, we have to make sure as many things work for as many people across as many game-wide systems as possible, so progress is very slow. The marketplace is something I wanted to see in the initial Career Mode offering, but time limits and priorities haven't allowed it to develop just yet. Again, first iteration is still going to be light and better more feature-complete features will be coming down the line I'm hoping!

    It was a struggle to get fuel stations into the game, it required many people across multiple teams - gameplay, vehicle systems, art, UI/UX, and even physics. I'm so happy we did it though, everyone seems to love it! I'm especially glad we didn't fake it and just say "fill up 50L for $5 instantly" or fudge the fuel efficiency to force players to always have to fill up after 5 minutes of driving. I'd love to see this realistic approach for things like brakes, transmissions, coolant, oil, and more. I've pushed for vehicle paint fade, that's there now based on vehicle mileage, and it works on a per-part basis already, so you can have an old fender, next to a new door etc. It's a long road ahead, but I'm all for it!
     
    • Like Like x 8
  4. VladisRacer

    VladisRacer
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    Thank you! Tried to write down as much as I could think of. Automatic performance testing is such a non-critical-yet-amazing feature to have, the only issue of it being the high entry threshold because of all the quirks and a lot of manual inputs. Looking forward to see this feature become more user-friendly so more modders bother to use it hence their mods become even better! :p
     
    • Agree Agree x 1
  5. The Stig Is A Spy

    The Stig Is A Spy
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    The other thing (for me at least) is the career performance index system making its way to vehicles' stats for freeroam and other modes. I assume the automated testing map will get its much-needed touchup along with the addition of a skidpad testing area when that happens.

    Speaking of vehicles' stats (and this may be getting a bit off-topic), I always found it weird that the weight isn't with the other stats in the "performance" tab in the description. How hard would it be to move it to that tab (or, conversely, move a couple more basic stats such as peak power to the basic info tab)?
     
  6. DriftinCovet1987

    DriftinCovet1987
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    I don't think it would be too difficult to do, considering the weight is listed in the info files for each configuration (same as with the other performance stats). I think the reason why the weight is not in the performance tab is for the sake of brevity, since the performance tab can get filled up quite quickly with the faster configurations. (It could also be an easy way to judge performance - if you want a heavier vehicle quickly, being able to see how heavy it is without having to click another button would be handy.)

    I do like your idea of moving power and torque to the basic info tab, though.
     
  7. The Stig Is A Spy

    The Stig Is A Spy
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    Hence only a couple of additional stats at most. My biggest gripe is just that the weight and power are in separate tabs, and those are the two main metrics I use to guesstimate car performance at a glance in various games.
     
  8. krallopian

    krallopian
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    NC114-85EKLS
    BeamNG Team

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    Can you please upload a picture of what you see in the game now?

    Are you referring to this panel?
    upload_2025-6-11_14-39-24.png

    If so that's not Career Related and I've been mistaken reading these - I thought you were referring to the Career Mode's Performance Indexing stuff.

    Let me know so I can help clarify, and get the right people on it =)
     
    • Like Like x 2
  9. The Stig Is A Spy

    The Stig Is A Spy
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    Yes, my bad, I was referring to the general config selection menu outside of Career. Thank you!
     
  10. youwerelucky

    youwerelucky
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    I have bought a number of dump trucks and trailers but when I try to load sand or other materials, it says I don't have the appropriate container. Am I doing something wrong or is it a bug?
     
    • Like Like x 1
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