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Gameplay and Ride Lifecycle
TaxiDriver is controlled by a phase-based state machine. UI screens, map visibility, timers, vehicle control, and accepted actions all depend on the current phase.
| Phase | Purpose | Native minimap |
|---|---|---|
inactive |
Taxi mode is offline | Hidden |
searching |
Dispatcher is building and presenting requests | Hidden |
toPickup |
Active route to the selected passenger | Visible |
boarding |
Passenger boarding loader and door attempt | Hidden |
toStop |
Route to a scheduled intermediate stop | Visible |
stopWaiting |
Ten-second stationary wait | Hidden |
toDestination |
Route to final drop-off | Visible |
toFuelStation |
Priority detour to a compatible station | Visible |
passengerStopDemand |
Passenger has demanded an immediate stop | Hidden |
passengerForcedExit |
Forced early-exit sequence | Hidden |
driverAbandoning |
Confirmed cancellation with passenger onboard | Hidden |
alighting |
Normal passenger exit loader and door attempt | Hidden |
complete |
Fare and ride result screen | Hidden |
error |
Start or order creation failed | Hidden |
inactive
→ searching
→ toPickup
→ boarding
→ toStop ↔ stopWaiting (multi-stop rides only)
→ toDestination
→ alighting
→ complete
→ searching
Arrival requires both:
- distance to the current target no greater than
14 m; - vehicle speed no greater than
4 km/h.
Boarding and alighting each use a three-second transfer timer. The extension attempts to find a passenger-side vehicle trigger, open the door, and close it at the end. Door animation is best-effort and does not block a ride on unsupported vehicles.
The pickup budget is based on the route ETA:
pickup budget = ETA at 40 km/h × 1.35 + 60 seconds
It is clamped to 120–600 seconds. Once late, the fare penalty starts at 5%, grows by approximately 0.0333% per second, and is capped at 12%. Lateness also lowers passenger mood.
Multi-stop rides currently create two intermediate stops. Each stop requires the vehicle to remain within the arrival area and almost stationary for ten seconds. Leaving the area resets the wait.
The main progress bar always represents the complete passenger route. Marker positions are calculated from cumulative route distance, not from equal visual spacing.
After passenger-route progress exceeds 90%, the app may display another offer for five seconds.
- Accepting it marks it as queued; it does not replace the current trip.
- Ignoring it expires the offer completely.
- A replacement may be generated after a random 5–10 second delay.
- After drop-off or an involuntary passenger exit, an accepted queued offer becomes the next pickup when still valid.
The phone requires a two-second hold on Offline. Releasing early cancels the action.
With a passenger onboard, the first request is rejected and the phone opens a confirmation screen. Confirming abandonment:
- clears the queued request;
- pays no fare;
- applies a one-star loss plus a difficulty-scaled percentage reduction;
- freezes the car during the exit sequence;
- returns the mode to
inactiveafter the door closes.
Gameplay timers use dtSim, so a game pause freezes pickup, rush, stop, boarding, alighting, passenger-exit, offer-generation, and refueling progress. HUD refresh uses dtReal, allowing the phone to remain visually responsive without consuming gameplay time.
- Switching away from the active vehicle stops taxi mode.
- Resetting the active vehicle stops taxi mode and clears the current and queued rides.
- Ending a mission or unloading the extension restores minimap, navigation, vehicle control, and stock station behavior.
TaxiDriver Reloaded documentation · Version 4.0.3 · BeamNG.drive 0.39
- Installation and Quick Start
- Gameplay and Ride Lifecycle
- Order Generation and Routing
- Passengers, Fares and Ratings
- Cargo Deliveries
- Realistic Refueling
- Driver Profile and Persistence
- Settings, Localization and Audio
- Navigation and Map Controls
- External Web UI
- Driver UI Design
- AI Driver Engine 0.39
- AI Driver and Recovery
- Fleet Operations
- Troubleshooting and Compatibility