good day!
are yall fr rn? this is awesome!!! propose your netcode to beamng devs. theyll assign yall the “top priority” task this time for sure, for sure!! i mean… once theyll un-spaghettify their code… anyway this will be beamng in 2013!!!
i hop on beammp just to drive around the same track as fast as possible and it doesnt need to be on tarmac, hey, do i say i am good in rally - yes i do, i am (1v1 me n00b)!!! im basically tryna impress 1st minute guests (it is very effective, they leave) …except i feel like im cursed the way people leave everytime i join a populated server, oh well (they tried to copy my moves and rq lmao). beammp is almost like its one of those social games, yknow, virtual spaces, etc, like vrchat but it has overcooked physics and less micspam (for now).
what i personally find really great is the fact that physics themselves take part in the netcode, the cars get dragged along their last ping and dont even get stuttery or stop abruptly (blobs do though)
anyway, this is what sim racing always missed - many ways to violently crumble like an overly dramatic lego explosion, except its cheap jbeamless meshlap “hypercars” (aka decrepit cars) from modland lmao. probably the only place where you can observe in person the importance of rollcages and chassis stiffness… in my opinion, sim racing needs to have more silly pepegasteer and “i drive” drivers in them that often flick into death wobbles or brake check on a flat just to “lock in” and never out. ah, magnificent, the embodiment of unprofessionalism…
anyway, now i’d like to express my VERY unorganised concerns, suggestions and ideas!
- PEOPLE HAVE SUGGESTED AND I SECOND THAT:
- there needs to be working MP scenarios and time trials,
- a dynamic checkpoint system (possibly synchronising World Editor changes) as well as lap times by default (also working hotlapping UI app),
- damage penalties for competitions (severity may vary on the amount of broken beams and nodes)
- ISSUES!:
- how come a Humble Bundle copy of the game is not valid? everytime i see someone get an error code 4, you guys rush to ask “do you own the game on steam?”, well, steam isnt the only place to have games. personally i would rather humble bundle than steam in a heartbeat. besides, once BeamNG hits GOG, will you approve these copies or not?
- blobs/unicycles dont appear in the dynamic reflections, making them harder to let them overtake.
- the “Multiplayer Session” UI app, if deleted from the interface, upon any queue event it locks your camera in place and gets you a memory leak.
- For any and all NON-wheel users, having gearbox, throttle and clutch assists ENABLED in the gameplay settings, any WHEEL players WILL appear to have locked up their engines and smoke a lot whenever their clutch axis is anywhere between ranges of 0 to 100%. Despite this being an issue that could be easily prevented by turning off any gearbox, throttle and clutch assists, it is not an option when someone is playing on a keyboard/mouse/controller and doesn’t have any control of the clutch pedal. A vanilla-related problem or not, this calls for a button to requeue a player’s car. On such ways I talk more down below. EDIT: the current method of requeueing is by pressing on the player’s ID in the playerlist…
- “Failed to close socket” error… EDIT: i made a groundbreaking discovery. guys, read this. DEVS, YOU HAVE TO FIX THIS ASAP!!! ah, windows sockets, boomer LEGACY (!!!) “feature” that the WHOLE of IT world absolutely DESPISES… and for some reason that y’all unironically use these WSA* sockets… e.g., i get infinite byte requests on linux, proton beamng+mp, the mods are downloading infinitely because there is no signal to stop sending bytes, might as well ddos the server by literally trying to join, am i right?! MOREOVER, if anyone is playing on an unstable connection with frequent ping spikes, they can get “disconnected from the server”, which is unacceptable server behaviour, every other game doesnt kick you for a few seconds of connection timeout. this happens because one’s connection upstream cannot keep up with with the amount of data YOUR game is sending to the server, which is slightly suggestible, BeamMP devs, hmm? EDIT: i, as of writing this at 16th november, have discovered something incredible, which is an addendum to the first edit, so here is a PSA having the socket warnings: VERY INTERESTINGLY and IMPORTANTLY, you must remember that this game is non-deterministic, and the AMOUNT of data you send is dependant on the amount of your FRAMERATE. in theory, you can fix all of your unclosed sockets problems had you less FPS! now, this WOULDNT work if you are already struggling to have more than 60 fps, so then applies the timeout situation in your case, unfortunately. well, guys, BeamMP devs - i strongly suggest you should either redo your serverside and/or netcode from scratch (if its entirely reliant on windows sockets)! PLEASE! you could even simply switch from TCP/UDP to other modern and reliable alternatives! or at least notify or inform better that the 4444 port may be used by torrent clients and similar p2p network software! SO, i propose there needs to be a prompt asking to rejoin via different client port AND/OR have the ability to change upload/download client settings! the latter is EXTREMELY IMPORTANT, so must you forget, i will mention this one more time somewhere below!!!
- “Recent servers” is cool but where’s a “History” tab? my memory isnt great, i dont remember whom did i run over yesterday!
- “server is full” and i press “ok”. ok, but can i not do that? there should be an option to automatically reconnect in intervals or as soon as there is a free slot (take ideas from other games!).
- is there a new launcher update? idk, i cant check! i mean i can but i have to go to github and look in releases again…
- CTRL+L (reload lua) disconnects you from a server. make beammp an exception
- the blob colour editor is broken and i cant click on it or change any values. why even hex? make a colour picker, like everywhere else! also on the topic of multiplayer settings, there should be a “reset all” button
- ah yes the notorious “You have been disconnected from the server” pop-up that doesnt explain anything. it should say whether it is a client/server request timeout, the user was kicked by the admin, or if it was a simple server restart.
- speaking of timeouts, why is it such a short time before you get “disconnected”? Where’s the harm in keeping a player with a 1000ms ping for a few seconds?
- i realised that any lag spikes you get in the loading screen while loading players may also contribute to timeouts (players ? ping ? bug) and “you have been disconnected” messages. A number 4 down below in my suggestions should probably fix this issue.
- nametags scale with resolution, e.g. they disappear or become too small to be legible in VR or on 4K monitors.
- Recent “new UI” does not work with BeamMP.
- speaking of error code 3 and 4 (FOR PIRATES: just simply put your BeamNG rip into your steamapps folder with correct paths as if you have it bought, and you’re sorted; pfx id = 284160), it has come to my attention that the players here having this issue are not aware of the consequences of having unicode characters in your windows username. this makes your AppData unreadable especially if you have migrated from win7 without reinstalling the system or have had a unicode username but you renamed the user folder, thinking it would work (DO NOT DO THIS, windows has a registry, you are basically making things harder for yourself). i talk about it in a bit more detail here, if you are curious, IT IS A VERY SERIOUS TOPIC! if you have this issue, your system might be absolutely corrupted! however the general rule of thumb is to check that you are installing beammp (or ANY other software) on a windows account with ONLY latin characters in the username path
- As I mentioned in number 4, it is unconfirmed whether lights and horns stay ON for other players who haven’t queued/loaded such vehicle.
- Even if you remove the “Messages” UI app, you can still see players’ queueing edits when you press ESC.
- All fatal errors or warning pop-ups take away the focus or control of the mouse/controller/wheel. Although it’s probably impossible to fix, a temporary solution is to hide the interface when you are driving with Alt+U.
- In addition to no. 11, when you do get such a pop-up, offer options to either: A) leave the server or B) rejoin without (!) a loading screen (unless you were kicked)
- There is no temperature sync for any engine or oil thermals when you respawn/queue a player when they have been already driving for some time.
- When you delete your last vehicle, any queue edits, all unspawned players’ vehicles immediately apply and spawn even if you have non-automatic queue enabled! This freezes my computer for a long minute!
- QUALITY OF LIFE SUGGESTIONS!
(these are mostly options as toggles in the multiplayer settings)
- naturally, people want better framerates, however the “simplified players vehicles” is not enough. i propose a toggle option in the settings so that they could be turned into traffic simplified vehicles, which are greatly optimised even more.
- list spectators currently watching me (also in third person, see no. 23).
- blobs (aka “unloaded or queued remote player vehicles”) as a spheroid (representing a length of a sedan; also see no. 14), as well as collision (also approximate wheel blobs). If you don’t understand this, imagine a player spawning a bus, however the orange blob is very small to represent its boundaries. Let blobs scale up with the car’s dimensions.
- option to choose which/whose queue events to apply (in a non-automatic queue system; I suggest making the playerlist UI app indicate/highlight who queued an event).
- option to not load player vehicles upon joining a server (this could potentially prevent 0x00000001 error crashes). Instead, they will be placed in the queue, despite having the automatic queue application enabled. Player queues will be ignored until you spawn a vehicle yourself.
- automatically blobify GUEST player vehicles (as well as delete those already spawned).
- a button or a key to UNDO deleted player vehicles (currently the only way is to ask the player to delete their vehicle and respawn again or to rejoin the server yourself; fun fact: it is already possible in KissMP). See suggestion no. 33 down below!
- a user/player report system (on the forums and in the playerlist).
- Unicycle (snowman) player skins (customisable playermodels).
- Option to not download server’s mods and join as-is.
- Option to set client networking options in the console or in the Multiplayer settings, such as client entity interpolation AND/OR smoothing (toggle), sync update rate, upload and download rates, etc. A very important feature for McDonalds wifi users!
- Chat whisper mode, coloured chat, proximity chat, as well as clan/club/group tags. Your mod is getting recognition! Let people express themselves!
- In addition to no. 2, if a player’s vehicle is a blob, option to load only their sounds and tyre marks.
- As addendum to no. 2 & no. 13, more options for blobs, such as transparency/opacity, texture, shape and size.
- More options for player nametags - colour, size, font, overlapping (they are instead stacking) and vehicle information (loaded file name), speed and engine. Minecraft vibes anyone?
- In the serverlist, playerlist and session app, an ability to see server’s and player’s uptime AND/OR playtime. Doesn’t have to be necessarily dependant to the server, but a useful feature nonetheless.
- In addition to no. 5, option or a key to blobify (unload or queue out) everyone (better paired with no. 7).
- Option for an auto-disconnect timer and a reconnect button, if connection to the server was lost. Implement into the server UI bar at the top.
- Option to make blobs a vehicle (a kind of a unicycle to skip queue, in case you can’t figure out reflective meshes; it would make more sense with the things I am asking on this idea list, such as blob/snowman reflections in the mirrors, but also see the next idea).
- Option to make blobs observable (to be able to switch to). Only possible if they are vehicles, see previous suggestion.
- Finally, if/when blobs are vehicles and nametags also show vehicle stats - let there be an option to copy a player’s vehicle AND/OR see player’s vehicle information in the nametag even if they are a blob!
- As addendum to no 8., filter bad usernames (e.g. hate speech).
- Option to see self (your own) nametags (in third person).
- In addition to no. 10, at the server list, there should be an option to choose which mods to download (maps, vehicles, mods of mods, etc.)
- Option to immediately blobify a player who changes their vehicle (so that you won’t see buses instead of pigeons, for example).
- A notification pop-up in the messages UI AND/OR a custom pop-up in the middle of the screen with allow/deny request buttons when you (or someone else) gets cloned (username, vehicle id). Could also be implement with the nametags (clickable, interactable, see no. 33)
- BeamMP should come with vehicle cloning disabled by default and an option to turn it on to prevent configuration stealing.
- “Safe Mode” for BeamMP, where every mod AND/OR data is temporary and will be deleted upon exit.
- As addendum to no. 12, global (everywhere) and local (this server) chat tabs would be nice.
- Make a free cam position ping the same way as spectators or blobs are. In other words, show nametags for spectators in Shift+C/F8 mode.
- In reference to all previous time out suggestions, I propose this: When the player times out for any longer than 2 seconds (which i believe is enough to get a “failed to close socket” warning/error), as soon as they regain connection, reset their vehicle immediately (!), because by this time they appear to have already crashed their car, when in reality they didn’t and they keep driving a broken vehicle.
- Alternatively to number 31, make players’ vehicles temporarily lose collision with the world but continue moving in their direction of momentum when they have lost connection. This is possibly the best solution to desync crashes, smokes and etc.
- An option within the settings AND/OR a button within the chat UI itself that allows to change font, its size, colour and opacity.
- Interactable/Clickable nametags AND/OR nicknames in the playerlist! Right click to choose from: to load, to delete, to requeue (respawn) a deleted (!) or broken vehicle.
- EVENT IDEAS (STUPID AND BORING)
- Unicycle (snowman) Deathrun or Parkour (using level animated geometry collision meshes) - afaik BeamNG doesn’t support this as of 0.31.
- jumping over cars as a unicycle within specified borders, if you get outside the circle/square - you lose (this can be actually quite fun this New Year).
- Prison Break, except you are a snowman closed inside of a truck cargo, as players in stock Covets Or W/Pigeons are desperately trying to stop the kidnapper.
- Vehicle building events (with limited time, same/any car, for a special stage). Fastest and consistent wins.
- Level mapping events (for a theme) for the community by the community!
- Cannonball events (I can’t believe no one have suggested this).
- Air Shows, since drag coefficients in BeamNG allow for flight. It could also be the highest jump by land vehicle, if airplanes are too hard to control.
- Autocross, around short dirt ovals or 8’s, where the last working engine wins. Flipped? Just press F7 (see my tips & tricks section below) and off you go again. No resets!
- Rocket League, except it’s in BeamNG! I mean we have multiplayer, a ball (with editable pressure) and godmode for cars (custom jbeams)!
- Endurance drives! Last one to keep driving wins! Overheated, out of fuel or busted steering? Tough luck! Sometimes you don’t need to go all in in order to win.
- Anything that has a prize pool! BeamNG has just the right amount of competitiveness and randomness! Just like in Trackmania, BeamMP should do the same here.
- TIPS N TRICKS 4 NOOBZ (FREE RAM!)
- F8 or Shift+C for freecam & F7 to teleport your vehicle, INSERT key to set home spawn, R to reset. Do NOT nodegrab your car and fly around, there is an “unspoken sim racing etiquette” that you should follow!
- Lagging? Switch to a player (Tab) and delete their vehicle in the menu.
- Still lagging? Remove All/Others in Vehicle Configuration > Debug.
- If deleting cars wasn’t enough, in an attempt to unload another core, press Alt+U to hide the interface for a more immersive experience and also increase framerate (the UI occupies 1 core of your cpu, so do graphics, physics, audio and every other vehicle). I usually delete all UI elements and keep just the chat, and it gives quite a framerate boost.
- Keyboard players without ABS, tune your braking force multiplier to 40-60% so that wheels dont lock up on tarmac (also use racing slick or tarmac rally tyres, but never different wheels or diameters, as it is in real life!).
- Never unzip mods or have them in the /vehicles folder, otherwise you will be shown as an illegal vehicle blob and/or even have your account banned or even worse - laughed at, because we can see the filename of your modland “ferrari”.
- Guys, drive safely if you ever want to impress someone…
- Don’t have a steering wheel and pedals? There is a wacky alternative that you can master! Find “combined throttle/brake” and “steering (axis/mouse)” in the Settings > Controls > Vehicle. Then disable all Driving Assistants in the Gameplay tab. Remember to unbind WASD keys! If you’re curious how a mouse setup compares to a wheel setup, you can message me and we’ll go 1v1
- Please avoid frequent tuning, modifying, spawning, respawning, getting out of a car or cloning any vehicles on a full server. We have to load in every single change you make, by the way. Build your cars in singleplayer and please come prepared next time!
- Please don’t spawn vehicles in front of moving players.
- Speaking of sim racing ethiquette, you should use your turn signals (blinkers) AND/OR high beam flashes to imply an overtake first. Both can be bound in the controls.
- To see how much horsepower your vehicle has, in the UI Apps look for the “Torquecurve” module.
- Controller drivers, set your Deadzone Begin/End in the steering axis/mouse vehicle controls settings. You are finally free from bad driving!
BLAH BLAH BLAH, etc etc. sorry (not) for not organising this lmao, this is my pure stream of consciousness hello hi (help m,e). some of these I probably (lmao) could code myself, I’m learning rust and lua, though a bit on the music branch. regardless i saw your code and its just spaghetti, anyone could see amateur code a kilometer away. you definitely need more people working on the netcode, its elementary stuff, make it cross platform also (DONE!). but seriously, i met lots of good folks in just a few weeks of time. And I’d like to help you guys as much as I can rather than help BeamNG devs, I’m just not a big fan of any of their ideas, but you guys seem more passionate!
You may only contact me through personal messages on this forum ONLY as I have severe ADHD and I would greatly prefer to keep all BeamMP related stuff within BeamMP forums, so it’s all organised. do not pm me if you are a flying bus, idiot -_-
yea, I think that’s about it for now! unless… actually there is one more idea on my mind just one moment yea?
and btw feel free 2 steal my ideas!!! im 2 lazy 2 open issues on github…
Take care, drive safe, love you, be well and big ups! <3
P.S. wow you guys seem to have caught up to some of my suggestions!
P.P.S. i have been updating these, so make sure you implement these suggestions please please please, im pretty sure im not the only one who want these!!!
P.P.P.S. okay, this is crazy! i helped the development in some way!!!