Hello Beam Folks!!! I'd like to introduce a project that I've been working on and off for the last couple of years. What you'll find here is a collection of short to medium length rally stages with a focus on unique and interesting routes rather than being wholly realistic. Each stage has 3 provided vehicles (as well as the option to choose any vehicle you like) with the idea that each medal time has a vehicle tied to it, in order from fastest to slowest. Unfortunately as it currently stands only the first vehicle can collect stars but I'd like to work with this concept anyway. Please keep in mind that these were all originally time trials that I made long ago that I have slowly been converting to rally stages, so the layouts may not always make a lot of sense. What is in this early version: Spoiler 10 rally stages: Several of which I will be asking about specific concerns, which is why I included them here. I then added a few more just to bump the number to 10 to give you more to play with until the full release -Automation Test Track: 2 stages -Derby Arenas: 1 stage -East Coast: 1 stage -Industrial Site: 2 stages -Italy: 2 stages -Jungle Rock Island: 2 stages 33 rally and race configs including a number asphalt rally swaps of vehicles that only had gravel versions. Nothing is built to any specifications or regulations, however many of the race cars were built to a similar power to weight ratio to help keep them generally competitive with each other. The race cars I mostly included just because why not, but I do have plans for a few of them. Everything will have the tag "[RuR]" so that you can easily find them. Why (and what) I am asking for feedback: Spoiler I am very proud of what I've been able to accomplish so far and I want to make sure that this becomes a high quality mod that can be enjoyed by many. I am personally quite happy with what is here but having driven each stage as much as I have you tend to become blind to any lingering issues. Here are a few of the things that I would like to know for quality assurance, and if there's any other issues/questions/concerns you have please don't hesitate to share. 1. The challenge times: I am wanting the times to be challenging. Think of this more as time trials with pacenotes likely requiring multiple tries to perfect a run. However I don't want the times to be unobtainable or frustrating as I am not sure of my skill level compared to others. Feedback on this especially would be appreciated. 2. Pacenote accuracy: My pacenote style differs slightly from the official stages, I've made them according to what makes sense to me. However, if you come across a note that has confused or misled you please let me know. 3. Times in the description: Should I add the times for each vehicle in the description to make it more clear which vehicles and times are meant to be paired together? 4. The inclusion of bonus cars: Some stages have silly bonus vehicles just for a fun added challenge. Should I keep these occasional, have them on every stage, or not at all? Or are they adding confusion to which vehicles you are meant to use for a target time? 5. Corner markers: I originally never intended to release these publicly and therefor never needed the corner markers for myself. I may add these in at a later time if they're needed. 6. Hood view changes: All provided Cherrier and Piccolina vehicles for some reason have the hood camera set at 75 fov (default should be 65). I have no idea why this is, if it's a game bug or problem on my end I am not sure. It only seems to affect these 2 cars though. Apologies to all the hood mains as I cannot seem to find a solution to this. Stage specific concerns: Spoiler 1. Automation Autocross SSS: -The section around the parking lot may be slightly confusing. I've added signs and tire marks to try to help with this, but if people are still having issues then I will try to find another way. -There's a fiddly bit just after a tight hairpin at the far side base of the dam that seemed to confuse the codriver who would just give up on calling any more notes. I believe I have fixed it, please confirm. 2. Derby Arenas Rally: -This stage is very complex with the route double backing on itself multiple times. I have added arrow signs all over the place to help guide you through. -More on the complexity, this gave me a headache with getting the pacenotes to work. After many failed attempts I feel I've finally cracked it and it now works consistently for me. Again I would like to know if anyone encounters issues here. (resetting your car during the stage may still confuse the game, nothing I can do about that) 3. East Coast Lumber Rally: -Certain sections of this stage have very busy pacenotes. I feel like most, if not all, notes are necessary but I could potentially work them a little to ease your ears (and brain) a bit. 4. Central Industrial Trial: -This stage has 2 crossover sections. The first should be obvious enough, but there is part of the stage in the rallycross course just after the weigh bridge jump that could trip you up on the first run. I am not wanting to alter the route if I can so if you have any other suggestions on how I can make this clearer please advise! 5. Crossroads Special Stage: -As a controller player (I do have a wheel but it needs repairs ) unwieldy rear wheel drive cars are my weakness, and I decided that , for some reason, this stage needed 2 of them! On tarmac I'm fine but the short dirt road sections is where I feel like I am losing time. The stage times may reflect this. 6. Observatory Sling SSS: -Similar to the derby arenas rally, this has a short section of track returning back on itself, pacenotes have been working fine mostly, only breaking when I reset the vehicle in this section. 7. Jungle Velocity SS: -I am unsure of what to call the metal plate ground material around the hangar at the airstrip. Currently I literally have it listed as "metal plating" in the stages description. The other 3 stages were added simply to round the number of stages up to 10, and I have no specific concerns with them. Plans for the full release: Spoiler My current count is at 38 stages and time trials spanning almost every map in the base game, only omitting the grid maps. This number is likely to rise as I continue my work on this. Most of these are generally complete, I only have stages in Utah and West Coast not yet started, and then I have to go back and give them all the same setup treatment as I've done to these 10 already available (as in give them provided vehicles, proper times, and of course bug fixes). Please note that these won't be 38 fully unique stages/trials, but still mostly. A small handful of them have tweaks to their route in order to allow for larger vehicles, or alternate routes to avoid a disruptive offroad section in an otherwise all tarmac stage. And a couple of time trials are just ai races that I made into solo trials. There are currently no more vehicle configs planned for the full release. What is here is all that I plan to make for now. I am hopeful that I can get the full release ready for early 2026, but no promises. I am fully aware that this is a lot to read and a lot of info to ask about. And , yes, I probably should find myself some dedicated testers lol, but I hope you can enjoy my work regardless of your intent to provide feedback or not. All info that I gather here will help influence how I continue to work on the project going forward.