The ghost system is an important part of BeamJoy, so it can’t be dismissed. When you respawn, you become a ghost for few seconds and stays until this timer expires AND you drive few meters away from any other vehicle (to avoid enabling collisions back while colliding with smth). This system prevents from getting crushed by a speeding player right after a respawn (even more useful in a race). Note that players doing solo races are permanent ghosts to avoid being disturbed during their time attack session. I noticed some desyncs with the 1.7 version and it has been completely rework for the next release
the issue i have atm is once a car has reset once the ghosting is stuck on permanently, even if the player de spawns there car and spawns a new one
Hi, i have tried everything i can to fix this issue with collisions not working but i have not succeeded. I am hosting a server through assetto hosting and have the plugin installed through there plugin manager. Until this Saturday (21st) there was no issue but there are now only collisions when a race session is started, and if anyone resets inside that session the collisions stop. in free roam there are no collisions what so ever. I have tried reinstalling the mod and have had the server completely reset but it still persists so i do not think i have changed a setting by mistake or something similar, as every setting has been reset to default. If you have any ideas on how to fix this please lmk and if you need any help testing the issue lmk and i will happily help. Thanks again!
The 1.1.8 patch is out:
Release 1.1.8-Full · my-name-is-samael/BeamJoy · GitHub
This is not the next major release, but it’s a mandatory patch to keep things functional until the mod returns with major improvements.
The no-collisions issue has been fixed (thanks to @RadicalRex for the report), and I’ve temporarily disabled custom nametags (until the next release) to prevent crashes when joining a server with existing vehicles. (Default BeamMP nametags are still enabled.)
TL;DR: BeamNG changed how they handle attached vehicles, trailers, etc., and I didn’t expect that to be the root cause.
Thanks for your patience — you’ll need just a bit more for the upcoming content.
any idea when the fps hit is gonna be lighter. getting 160 solid without beamjoy, but then 45 - 97 with beamjoy
As previously mentioned, the next release is heavily focused on improving performance, among other features.
Just a quick reminder: BeamJoy is completely free, and you’re not obligated to use it if the constraints are too high. I’m working on it alone, full-time—every single day, for more hours than a typical 9-to-5 job. With a team of one, quality takes time.
Also, I’d like to remind you that the mod is fully open-source. If you’d like to contribute or improve performance yourself, please feel free—be my guest.
Love the plugin! It does absolutely everything I can think of adding to a server for activities and convenience! I have 2 questions though. Is it possible to keep traffic spawned while doing the races, deliveries and scenarios? Second, Could you add 1-2 tabs for server stuff, like say, rules and/or general tab with the description of the server or provide the location of where the tabs are located and how I can put text within them? Been racking my brain for hours with the help of AI trying to figure it out and haven’t gotten very far lol
Thank you for your support.
Is it possible to keep traffic spawned while doing the races, deliveries and scenarios?
The current implementation of traffic in scenarios is a bit inconsistent, but it follows some specific rules:
- Scenarios that allow traffic must be started after traffic has already been spawned in freeroam. This applies to bus missions and all delivery missions.
- Solo races are inspired by TrackMania: time attack only, no collisions. So traffic doesn’t make sense here, as it would just be ghosted.
- Multiplayer modes (races, hunter, derby, and more to come) do not allow traffic. Since traffic is handled by one or more clients, it can lead to buggy, unfair, or inconsistent behavior. I won’t be investing more time in this until BeamMP implements server-side traffic — which is unlikely due to the game’s singleplayer-centric design.
The next release will improve feedback on this: the radial button for toggling traffic will only appear when it’s available, and it will be possible to enable/disable traffic during supported scenarios. (Small teaser: police pursuits between players will be included, with XP rewards, sound effects, and full synchronization)
Could you add 1-2 tabs for server stuff, like say, rules and/or general tab with the description of the server or provide the location of where the tabs are located and how I can put text within them?
Here’s the plan for server configuration and customization:
- Edit > Freeroam Settings: Configure rules for standard gameplay outside of scenarios.
- Config > Server:
- BeamJoy: Main and scenario-related settings (whitelist, votekick, votemap, race, hunter, derby, speed, general server settings like broadcasts, welcome messages, language, allowing players mods, etc.)
- Reputation: XP rewards settings
- Permissions: Server groups and permissions.
- Maps: Configuration for all maps used on the server.
- Core: BeamMP server configuration (an UI for ServerConfig.toml) + CEN config (access to Console, World Editor, NodeGrabber for players).
- Config > Database:
- Players: Modify player data, even for offline players.
- Vehicles: Blacklist vehicles list setting (e.g., if you install a vehicle pack with 30 cars and want to disable 5 for balance or realism reasons).
Just like everything else, the UI/UX (interface, usability, and performance) has been reworked for the upcoming release to make everything clearer and easier to use.