Hey all,
Under no circumstances are mods not default to the game allowed. However, applying modifications using the garage to default vehicles within vanilla BeamNG is fully allowed.
Runs that rely on buggy, once-in-a-million AI are also not allowed.
I would like to apologize for the lack of attention recently payed to this game's moderation. We are a growing community and I have personally been slacking a bit. Real life has been crazy recently.
EDIT: To clarify, by 'modding' I am referring to changing the default vehicles in the game using the garage. No downloadable mods or content can be used whatsoever.
Idk how this is fair. I'm not spending hours modifying a car just to beat a record its should be stock default cars as they spawn up. Not tuned not edited. This is bs
I agree with Sunnyman on this. I don't think it's fair to give yourself even a minuscule advantage via third-party-apps or mods. Either make two separate categories or add a "modded" column in the times table so new runners at least know what they're up against. Spending hours driving vanilla vehicles only to find out the top time is unbeatable without modding is beyond stupid.
Not third party, but like parts avaliable without any mods Like adding nos or a turbocharger Softening or stiffening suspension
It's stupid everyone should have access to same car. So any stock default cars. Not one with an intake or tuned out. Default is default
If you want to run vehicles "as they come in the game" there are 52 Scenarios, 4 campaigns and the light runner category with 9 different trials.
And the cars used for the other runs are adjusted only using the tools that are available to everyone by default using the ingame modification and tuning tab.
There are about 150 Runs that you can run with modified vehicles, splitting that into 2 would be massively unnecesary and way to much work for a way to small community.
If you want to run Time Trials with default vehicles just go for it! There already are quite a bunch of people that sometimes even break WR using stock configs. And in for example the Utah "River Rally" Time Trial has a lot of stock runs in it.
Have a nice day everyone :D
Everyone has access to the parts selector. Everyone has access to the tuning tab. People who want to be on the top of time sheets obviously have to learn everything to make themselves and their car faster. It's not hard to start learning how to tune (even just stripping weight and adding no2 will make a difference).
There is plenty of resources out there that is available for everyone to learn ( I think there is a nice page to do with suspension and alignment on the driver 61 website) and everyone is capable of experimentation with the tunes on their cars.
@Bob-chicken It would make verifying runs for time trials almost impossible, and it would require runs to be submitted in a very specific format.
When verifying trials now, we know about what each car looks like maxxed out, and what is further than that (so hacked or cheated). What we don't have memorized is how every single of the hundreds of default tunes perform. So, if we were tasked with making sure half of the runs are actually using a stock tune, we'd need to run 30 minutes of tests every time we verified a run, just so we know if it is or isn't a stock tune. This would make verifying time trials into a full-time job.
It's easier verifying that scenarios are legit because we only need to be familiar with how the tune in the scenario performs, not how every single tune in the stock game performs.
If we were to make sure only stock tunes are used, we'd need to add a lot of requirements to submitting a run, because we can't just guess what tune someone is using. You'd need to include what tune you use when submitting the run, and we'd probably also require the load in from the main menu to be included with no cuts. That would serve to show that the tuning menu hasn't been used after you loaded in with a stock tune. Or we'd have to require every run open up both the customization and tuning menus and show every single setting so that we can compare it to the tune that ships with the game. Both of these would make running the untuned categories a nightmare, if you couldn't tell.
So, splitting it into categories would make it a very intensive process to verify the "untuned" runs. All of us mods are volunteers. So, I think they'd never get verified.
Where do you draw the line? One wheel in the dirt? All wheels? What about rumble strips? And how do you propose these runs are verified?
I don't think it's bs. The point of speedrunning is just to complete it as fast as possible. I understand the incentive if you want to race "legit" or focus on realism, but that's not speedrunning.
Also, the last thing we need is even more categories as there are already over 200 apparently plus all the new missions in 0.25 that are not added here. Further dividing the time trials into TrackLimits% and NoTrackLimits% is too much as we already have way too many categories, most of which already have little interest.
Also, like generalh said, there will be too much ambiguity and subjectivity to verify it. Sure, a circuit track with clearly defined limits will be okay, but what about a street course or dirt sections where there are no clear borders. Someone would have to make a mod of the time trials that adds that translucent white border thing from the new 0.25 crawl missions to have any level of measurable consistency, which is unfeasible.
- "Quarry: Triple Threat" runs have been archived (the quarry has been altered, e.g. wallride no longer possible)
- "Slithery Drift (Short)" runs have been archived (vehicle changed)
- "Field Run" runs have been archived (spawns changed (again))