- Beamng drive multiplayer mod mod#
- Beamng drive multiplayer mod full#
- Beamng drive multiplayer mod mods#
- Beamng drive multiplayer mod code#
I can see its downloading to \AppData\Roaming\BeamMP Launcher\Resourcesīut shouldnt it then be copying to AppData\Local\BeamNG.drive\0.22\mods ? Maybe coz Im on the latest BeamNG? The script complains of this- Game is newer than recommended, multiplayer may not work as intended!
Beamng drive multiplayer mod mod#
On this matter, some further revision and digging into this has been done by and it looks like we might be able to do bulk mod loading in the game finally!!!īTW I LOVE MP, just adds another dimension to the already awesome BeamNG!īulk loading? what do you mean? Is this a manual hack? seems to behave in the same way atm. Also this will hopefully allow for mod loading on the fly during the game session too.
Beamng drive multiplayer mod code#
I know that is currently doing a rewrite of the network code for within the game with help for the launcher so that we can introduce reconnecting on connection loss and reattempting download of resources should it fail. This way we can tell the game to load all of them as soon as the launcher was done copying them into the user directory.
![beamng drive multiplayer mod beamng drive multiplayer mod](https://i.ytimg.com/vi/kVWQWUJ1iWo/maxresdefault.jpg)
Beamng drive multiplayer mod mods#
One idea we had been thinking about was if we were to find a way to somehow inject a list of mods rather than waiting for the game to "detect" their presence. I know from experience that it can take a hot moment sometimes. The starting back up would be the part that would take Theoretically this could work yes however I would question the time it will take for some in closing the game, moving the mods and then starting the game back up. If one tries to do that, he'll be faced with a large "gap" at some point that cannot be surpassed with small incremental steps, and we have been staring into this abysmal gap for a long time to understand this fact.Hello thank you for the input towards the matter!! It is nice to see community engagement starting to grow! Our research shows that that up to 20-40x real time compression rates might be possible, which would allow to have fluid motion transfer with more than 2 vehicles and with typical connection bandwidths.Īnd all of above is just scratching the surface of the complexity of the problem, as there are complex problems to solve in all of the stages of the pipeline, traffic shaping on the connection (to avoid problems like bufferbloat), time merging/extrapolation on both the client and the server, adaptive compression, and the list goes on.ĭoing all this work and knowing how hard it is, we also know that it is a false expectation to believe that a simplistic solution can be incrementally improved to become a fully fledged one. Our current replay system can reach up to 10x compression rates (we used replay to do some experimentation). To give an indication, a simple deflate like this mod does, can compress up to 2x the nodes.
![beamng drive multiplayer mod beamng drive multiplayer mod](https://i.ytimg.com/vi/pGeuBLQ3ahE/maxresdefault.jpg)
![beamng drive multiplayer mod beamng drive multiplayer mod](https://img.youtube.com/vi/H7Z_7YeaL6E/0.jpg)
So hard that we have been doing research on that for many years to move the state of the art so that it might become possible at some point in the future.
Beamng drive multiplayer mod full#
What we are interested is smooth multiplayer with a lot of vehicles with full collisions and everything being softbody (including wheels). The thing is that we are not interested in that. So we know that if we reduce our standards by a lot, such a rudimentary "multiplayer" is possible. Rigs of Rods for example had such a rudimentary multiplayer system which worked only with a few vehicles, vehicles did not move smoothly, the wheels were not soft body and there was no proper collision.
![beamng drive multiplayer mod beamng drive multiplayer mod](https://img.youtube.com/vi/ibQW-n9ZIuw/0.jpg)
Now, having said that, we have known for quite some time that rudimentary multiplayer is possible. Our official FAQ about multiplayer is here: