There are some tutorials, but I created my own, hopefully it can help a little bit. We will create a time trial and prefab objects that will be placed by the game, when player starts the time trial, I start by creating a prefab of cones. Start by spawning cone from vehicle menu, then press F11 key of your keyboard to enter World editor, if this is first time for you, there is official documentation how to move objects here https://documentation.beamng.com/world_editor/tools/edit_object/ You can clone a cone if you hold shift key down while moving the cone object Create path with cones similar to image below in order to follow with this tutorial. These cones are vehicle type, so they can be knocked over. As you can see from picture below game adds them inside to Spawned Vehicles folder, I have selected them so you can see them clearly in scene tree at left side of the picture While this type of cones are more interesting than static objects, they are also somewhat resource heavy, so you need strong CPU to use really lot of them, but for purposes of this tutorial they are fine. Usually it would be good idea to use static cones for straights and vehicle type of cones for corners and places where you think player might hit them more often to save CPU from burning. Next we will create a prefab from these cones. Create a new sub group using create sub group button highlighted in picture below You can use name you like, I create subgroup Corner1Prefab just to make sure I understand what should go in there. After you have created sub group, you can drag all those cones named clone in scene tree to subgroup which you just created. As you can see from the second picture, my cones named clone reside now inside subgroup Corner1Prefab Now right click subgroup you created, for me that would be Corner1Prefab and choose option Pack Prefab which I have highlighted in picture below File dialog pops up, this is so you can save prefab which you just packed. Make sure to select levels folder, then name of your map, as this tutorial uses small grid map correct folder is smallgrid as shown in picture. It is good idea to keep prefabs at their own folder so you can find them easily, so here I create new folder Prefabs using new folder button, one with plus sign at top right of File dialog Give name to your prefab, I use name ConesCorner1prefab so I know what it is, double check that your path is correct and hit save button. File was saved to your user folder in \beamngDocs\0.33\levels\smallgrid\Prefabs\ Now creation of prefab is complete, we will use this prefab at next part of the tutorial where we build actual time trial mission In this part of tutorial we will create a race path which will be the checkpoints you drive trough. Start Race Path editor from Window menu, under Gameplay option as shown in picture You can find information how to create race path from official documentation here https://documentation.beamng.com/world_editor/windows/race_path_editor/ Using information from official documentation create race path like shown in picture Remember to name your startpositions to Start 1, Start 2 and so on, then name one of the starting position to Player Start, that is important for AI races and while it is not so important for Time trials it is easiest to use correct naming, if you place just one starting position then name it Player Start, learning correct naming practice can save some extra work when you start creating AI races I have set End Node to Pathnode5 which is the last node, this will be the finishline At Time Trials tabs are options for setting up prefabs and some information about Time Trial, they are not really used for anything as far as I know, at least choosing prefab here does not make any difference, you will set everything when creating Time trial mission in next part, for now, just save using file save as… option from Race tool, I usually save to /gameplay/Races but when we create Time Trial mission, then we need to copy file saved here to new location with new name, so just remember where you put it and what name you gave. Continues with next message --- Post updated --- Now we start to build actual Time Trial misson, so launch Mission editor from Window >>> Missions as show in picture From File menu, select New… Then from Missiontype dropdownbox choose timeTrial type, also remember to choose name for your new mission, then click Create Misson button Now you should be able to setup time trial parameters, Name and Description are easy, but then StartTrigger can be real bother at times. Usually I click that camera icon with two headed horizontal arrow in it, then perhaps manually adjusting height from the coordinate box and also that rotate with camera button which has diamond and round arrow symbol in it. That large pen, Start Editing Location is great if it works, but try to get red starting trigger placed where you want it to be best you can, you might need to move mission editor out of the way or minimize it and hope nothing explodes, it can be slight tiny bit sketchy, but eventually you will get trigger placed, try DX11 windowed mode, usually works better there. In Additional Info section you can set image that shows up when player opens time trial at trigger position. Click that button with three dots in it ‘,,,’ to open wrong folder, you need to open your time trial’s folder from that wrong folder and place image named preview.jpg or .png inside your time trial’s folder, not the folder button opens, but at least button gets you close. Usually I skip this part and create preview picture later. Set up all the options as you please, most are self explanatory and there are tool tips to help you. There is Setup Modules section there is button Add New Provided Vehicle, where you can choose which vehicles you wish to allow player to choose from, DON’T choose more than one, it will bug out, first you set up one, save the mission, then restart the game, load your time trial to mission editor and THEN you can add more vehicles, if you don’t do it this way, you will end up numerous of same vehicle because of the bug in editor, so to save you some time, I though this might be good to mention. Under mission settings, if you are creating point to point time trial, then make sure to uncheck Closed Circuit option which is enabled by default. I have not been successful at creating reversed or rolling start options, in theory those require setting appropriate star locations in Race Editor where you created race path, but still I have not been able to create that so I omit that part, but try and see if you can figure it out. Also under Mission Settings, you can find yellow triangles, this is where you set your race path as well as your prefab, as you can see only certain names are accepted. That square button with three dots in it which sits in each line, click that, then choose option show in Explorer and game will open new file explorer window at correct location, where you need to place correct file with correct name. For race path, you saved your race path with Race Editor, it did go to your user folder, beamngDocs\0.33\gameplay\races just try to remember what was the name you gave to your race path, then copy your race path to folder which game opened when you did click three dots inside square button and chose show in Explorer then rename copied race path file to race.race.json. Do the same with prefab if you save prefab earlier, for me prefab was saved in beamngDocs\0.33\levels\smallgrid\Prefabs where I need to copy it to location that square button with three dots opens up and then rename my prefab to mainPrefab.prefab.json as instructed by game. After doing all that don\t forget to save and saving again just in case, then exit the editor, hit Ctrl+L to reload LUA and your start trigger should appear, then you can try out your time trial. AI race missions are created in same way, you get to choose opponents and there is also vehicle groups which you can create, which require some manual file copying in same manner time trials do, but you should now have basic understanding how things work and using this knowledge you can create AI races as well. Good Luck!