Hey, you’re back! Hope you had a great break and are feeling pumped to keep going with this awesome project. And yeah, huge thanks — you’ve done an incredible job!
For a couple of months now, I’ve been thinking about creating a server with a race track, but with some restrictions — like limiting the spawn of configs to around 300–400 hp, or allowing the spawn of more powerful cars only once a player reaches a higher reputation level.
From what I can tell, the code that handles spawning and restrictions is in the VehiclesManager.lua file.
Is it possible to tweak the code so that it allows blacklisting not just car models, but specific configurations?
So, as I understand this, you are using a non-native map that isnt originally included with BeamJoy to create a checkpoint based race route.
Were you able to discover a fix for the server lag issue or is it, as it stands, still suggested to have a smaller quantity of check points.
I am considering trying this mod out as a fix for my current method of running BeamMP desert races, so hopefully it has been patched since the v35 update or is to be considered in the 1.20 update the creator of the mod has mentioned he has moved on to.
@zbengs Thanks for your support. I must be precise on the point that BeamJoy is not a race oriented mod, but a port of singleplayer activities to multiplayer (and adding basic ones). I did my best to keep it simple, and I’ll keep this path for now. Although you can find forks of BeamJoy doing some of what you asked (unlocking vehicle with reputation level, I am thinking of SiRP, if I remember correctly). Hope you will find a fork or a developer to tweak this for your needs.
@Leshii413 I have spotted the issue, and the upcoming release (1.2.0) is aiming mainly to improve the mod windows performance (without diminishing the readability and the maintainability). BeamJoy also aims to be completely mods-compatible, so do not feel bad about using it with custom maps, vehicles and other features, I do my best to address all compatibility issues.
I aim to tinker with it the next 24 days to determine If i can implement it in my offroad races or continue to search the depths of beammp existence for a method of some sort to automate my races i put on.
Would you prefer I post findings here, github as a issue piece, or both? (Or not at all)
My eventual goal is to allow for counting of resets, limiting resets in a race event, setting laps for a race course with checkpoints and boundaries like your last video showed on the JV Short course, and a possible integration to allow export of resets counted server side to an excel or google sheets file for a papercopy of race results from the mod.
It would be preferable to open a ticket on the github repo (to keep tracks of your results and avoiding flooding everyone here )
Some features you are listing are already presents (limiting resets in multiplayer races, settings laps). The remaining ones should be pretty easy with the help of a developer.
I do not want to tease and give false hope but the idea of having a race-only fork of BeamJoy is on the table since the beginning (if it comes to life, it will be after the full version is finished and polished).
I forgot to come back here and reply that my previous issues were solved with a fresh download of 1.1.7. Thanks for that.
New question, I play with 4 close friends on my server and they let me know last night that they have a really long, like 2 minute long, countdown timer on respawn. Can I change that and if so where? I swear I’ve seen that setting but I can not for the life of me find it anywhere in the settings. Thanks in advance.
Hello - loving what I’ve been able to do on my server with this mod so far, but I have a few questions now that I’ve learned a few basic things. Is there documentation somewhere (I tried searching the repo but must have missed it if it’s there) on the various buttons, options, settings in the UI? I’m unfamiliar with a lot of what is presented there and it’s hard to know what any one button or setting does before clicking or changing it, which is a bit confusing. If there’s a manual or wiki somewhere I’d love to check it out.
The second question is - does anyone have advice on how to keep more detailed stats? I’d like to be able to implement leaderboards per-vehicle as well as see detailed stats for race results (not just the overall leaderboard, but like who finished in what place, the times, maybe even sector/waypoint-to-waypoint times and things like that) tracked over time so that the server can build up a bit of statistical history.
If that feature isn’t currently in the mod and isn’t on the roadmap, any advice or resources towards learning to do something like that with Lua would be greatly appreciated.
Thanks for all the work you’ve put into this so far - this mod makes having a server really fun.
PS - is there a way to have race results at least stay on the screen for more than a few seconds after a race ends? The stats and positions are gone before I even have a chance to review or screenshot them in most cases.
Thank you for your support, I spent (and still spend) a lot of time on this mod and I’m happy to hear people are liking it.
I did my best to make every option, config, button, etc. as user-friendly as possible, and if you are lost, then I failed There is no wiki atm (and it would be really hard to keep it up to date with all incoming features), and I greatly encourage you to experiment (no button should never break anything without your consent, even delete buttons have confirm dialog to avoid hazardous clicks consequences).
I will repeat that BeamJoy is not a race-oriented mod (even if the race system is maybe the more robust and complex in the free mods ecosystem) and is made for every kind of server owner (from Fun, Freeroam, RP, Race, Events, etc.). I have in mind a potential race-oriented fork of BeamJoy but this will not be done before the main mod is finished and polished.
Although I strongly encourage you to fork it and tweak the way you like. My recommendations on having a more detailed race stats data are:
You should wait for the 1.2.0 version since it will impact almost all aspects of the mod (and the game btw)
Lua is a robust language, but not the most efficient, then I would recommend to extract data when they are updated (in the backend RaceManager) and send them to another server or service (send them via REST or write them to file(s) and use them with another service, like web for instance)
To track solo races precise data (like checkpoint to checkpoint times), you will have to change backend-front-end routes since current ones are only sending lap time to check for new records.
You can totally tweak all scenario timings, you will find the configuration in Config > Server > BeamJoy tab > Race Settings (questionmarks give you tips on mouse hover, and the configuration you are looking for is Race End Duration).
This is a respawn protection to avoid getting blasted by speeding players not seeing you did reset your vehicle. It is a complete part of BeamJoy and if you want to remove this feature, I can only suggest you this ticket (The original post is french but I did translate the point and actions)
Would it be possible to only make this removed for freemode via a simple toggle as i normally play this with friends and we need to spawn near each other without being invisible/spawn protected or at least have the option to disable this
I used this last night to run a racing event for the first time and i have some feed back.
In terms of ease of use its 10/10. All the drivers got into the race in the right order with no issues which is all i need. The functionality that is there works perfectly and it makes tracking laps and positions very easy.
In terms of suggestions i have a few.
Car resets. Maybe this is an option somewhere but i cannot find it. It would be nice if i could have the drivers set there re spawn points to inside the pit lane and use the re spawn during the race so if a driver crashes they can quickly remove there car from the track. ATM if a driver crashes and they cannot drive there car there is no way to remove them from the track which is a pretty fatal flaw in the mod to the point were I am considering not using it.
Cars despawning at the end. This is really annoying and I’m not really sure why its a thing. Cars de spawn when they cross the line which stops the in engine replay app. When I am running races I need to record a replay so I can review incidents after the race, so having cars despawn when they cross the line makes this impossible for seemingly no reason. An option to turn off this off would be really helpful.
Non racing participants. I’m not racing in the events I am running, i am just acting as steward. It would be nice if there was a way that i could be in the race session without spawning a car so i can see the race menu. (atm I just add an extra car spawn in the pits that i use)
Thank you for your support! Let me provide some explanations and guidance in response to your questions:
Currently, there are 3 reset modes available in multiplayer races:
No Reset: Self-explanatory—nothing can save you after a crash. If your car doesn’t move for a configured countdown period, you’re disqualified and your vehicle is removed.
Last Checkpoint: Racers can respawn at any time, and they will be returned to the last checkpoint they reached.
Last Stand: Only available in races with pit stands. Racers can respawn at any time and are returned to the last pit stand they passed (using a branching system), or to their starting grid position if they haven’t reached a pit stand yet (typically during the first lap).
In BeamJoy 1.7, this system is quite basic, but it has been significantly reworked for the next release. (I won’t spoil too much, but the update should be out in a few weeks—we’re taking the time to make it as advanced and polished as possible.)
Racers’ vehicles are only removed automatically in 3 specific cases:
The racer forfeits (or DNF, as in the No Reset previous case). Their vehicle is removed to avoid blocking others on the track.
The racer finishes the race, but other participants are still playing and haven’t reached their final lap. The finished racer’s vehicle is removed to prevent blocking the finish/start area.
The racer’s permissions were demoted, and they no longer have the right to spawn a vehicle. As a result, the vehicle is removed to avoid conflicting states.
With the new systems coming in the next release—and considering the limitations of the game’s replay system—it might be a better workaround not to remove these vehicles, but instead to make them transparent and collision-less (it wouldn’t fix the 3rd case but it is something). I’ll give this idea some thought
I did my best to make spectator mode functional in version 1.7, but the main focus at the time was simply to get races working. I’m not entirely sure what more you’re expecting from it beyond what’s already included:
Switching between racers’ points of view
Access to free camera
Viewing race positions, current checkpoints, racers times, current record, etc. in a dedicated window
That said, the next release will introduce many improvements to spectator mode, including:
Finished racers and spectators being able to see checkpoints
A system to prevent spectating vehicles that are no longer in the race
…and more.
I’d like to remind everyone that BeamJoy is not solely a race-oriented mod. It’s an All-in-One platform that brings singleplayer activities into multiplayer, and also serves as a foundation for server owners and modders. A dedicated race-focused fork is thought about—but only after the core mod is complete, polished, optimized, and something I can truly be proud of in every aspect.
It’s now been over a full year of full-time development on BeamJoy—literally every day (and most nights). I want to thank all supporters for their encouragement and also assure you that the mod is not abandoned
Hi, as of last night cars in my server no longer collide once they have reset. This happens in free-roam and in a race session. AFAIK i have not changed any setting so i have no idea what has caused this to happen. The cars collide with the environment but pass through each other, Any ideas if there is a setting that might cause this?
If you are using the 1.2.0 version of BeamJoy, I won’t help, this is a development version and NO ONE SHOULD USE IT FOR A PUBLIC SERVER BECAUSE IT CAN SOFTLOCK PLAYERS DATA. You are warned (too much players are using it and it is not worth the try, in addition to self spoiling great incoming features )
Otherwise, this is coming from the ghost system. As said previously, 1.7 is quite basic and (may) have a lot of bugs