Automation - The Car Company Tycoon Game - Killrob
Progress has been steady over the past weeks and months, and since the last public release a lot has been added and changed. The game runs much better now and we’ve had to fight UE4 significantly less in the recent months, nowhere near the struggle that was the first UE4-based release. Also, thank you to all those who posted bug reports and feedback during the open beta phase.



What’s New?
This update is the first of three steps to a much improved Lite Campaign implementation into the game. For the most part it focuses on preparing the engine designer and its balance for the campaign, including major rebalances and the AI that eventually will build the engines of your competitors’ cars.

Apart from plenty of balance changes, all engine scenarios have been fully revamped and an all new 23-tutorial pack of scenarios has been crafted to ease in newcomers. The new random engine scenario challenge mode will indeed challenge even the best of you when it comes to engine design and quick, on-the-spot decision making.
https://youtu.be/mwBc6ghWgYM
A quick overview of the changes coming with this version:
  • Updated game engine, improved memory handling
  • Added 32-bit client for those running a 32-Bit Windows 7, 8 or 10
  • Engine designer random challenge mode
  • 23 all-new engine designer tutorial scenarios
  • 43 revamped general engine designer scenarios
  • AI engine generator accessible in sandbox
  • Added ~160 car bodies
  • Added and improved a lot of fixtures
  • Major rebalance to smoothness and exhaust system game mechanics
  • New improved tech pool / quality mechanic
  • Custom test tracks work again, put them into the tracks folder
  • Improved and polished UI, added functionality, vectorized icons
  • Improved and updated translations (WIP)
Please Note: The game can take up to 5min to load on weaker systems and will only present you with a black screen for big parts of that - this is expected, albeit not desirable.

V16s FAQ
V16s are now available to those who supported us years ago by buying the Turbocharged or Supercharged version of the game. We’ve put together a little FAQ regarding the V16s for both those that will get them now and those that might want to get them later.



Have a look here for the FAQ: http://steamcommunity.com/app/293760/discussions/2/1473095965290626494/

Next Big Update Outlook
Before we focus all our efforts on the next big update, there maybe a patch or two for the current version. Many of you will be happy to hear that we have worked out and implemented most of what is needed to make the game moddable with UE4 and we’ll try to bring that to you in the coming weeks.



As mentioned above, there are three steps to the (much) improved Lite Campaign, of which the first one now is completed with this big update. The second step is about getting the car designer ready for the campaign, which requires a car building AI to build your competitors. The next update also will bring back improved car scenarios and expanded car tutorials.

In general, a lot of the car designer will be improved and rebalanced, too, as this will be the best opportunity to do so without causing extra work. We expect this update to be about as quick as the development of today’s release. We will keep you updated on the progress and the details in the coming Little Dev Updates.

We hope you will enjoy this update.
Cheers!
Automation - The Car Company Tycoon Game - Killrob
Progress has been steady over the past weeks and months, and since the last public release a lot has been added and changed. The game runs much better now and we’ve had to fight UE4 significantly less in the recent months, nowhere near the struggle that was the first UE4-based release. Also, thank you to all those who posted bug reports and feedback during the open beta phase.



What’s New?
This update is the first of three steps to a much improved Lite Campaign implementation into the game. For the most part it focuses on preparing the engine designer and its balance for the campaign, including major rebalances and the AI that eventually will build the engines of your competitors’ cars.

Apart from plenty of balance changes, all engine scenarios have been fully revamped and an all new 23-tutorial pack of scenarios has been crafted to ease in newcomers. The new random engine scenario challenge mode will indeed challenge even the best of you when it comes to engine design and quick, on-the-spot decision making.
https://youtu.be/mwBc6ghWgYM
A quick overview of the changes coming with this version:
  • Updated game engine, improved memory handling
  • Added 32-bit client for those running a 32-Bit Windows 7, 8 or 10
  • Engine designer random challenge mode
  • 23 all-new engine designer tutorial scenarios
  • 43 revamped general engine designer scenarios
  • AI engine generator accessible in sandbox
  • Added ~160 car bodies
  • Added and improved a lot of fixtures
  • Major rebalance to smoothness and exhaust system game mechanics
  • New improved tech pool / quality mechanic
  • Custom test tracks work again, put them into the tracks folder
  • Improved and polished UI, added functionality, vectorized icons
  • Improved and updated translations (WIP)
Please Note: The game can take up to 5min to load on weaker systems and will only present you with a black screen for big parts of that - this is expected, albeit not desirable.

V16s FAQ
V16s are now available to those who supported us years ago by buying the Turbocharged or Supercharged version of the game. We’ve put together a little FAQ regarding the V16s for both those that will get them now and those that might want to get them later.



Have a look here for the FAQ: http://steamcommunity.com/app/293760/discussions/2/1473095965290626494/

Next Big Update Outlook
Before we focus all our efforts on the next big update, there maybe a patch or two for the current version. Many of you will be happy to hear that we have worked out and implemented most of what is needed to make the game moddable with UE4 and we’ll try to bring that to you in the coming weeks.



As mentioned above, there are three steps to the (much) improved Lite Campaign, of which the first one now is completed with this big update. The second step is about getting the car designer ready for the campaign, which requires a car building AI to build your competitors. The next update also will bring back improved car scenarios and expanded car tutorials.

In general, a lot of the car designer will be improved and rebalanced, too, as this will be the best opportunity to do so without causing extra work. We expect this update to be about as quick as the development of today’s release. We will keep you updated on the progress and the details in the coming Little Dev Updates.

We hope you will enjoy this update.
Cheers!
Automation - The Car Company Tycoon Game - Killrob
This is the third and probably final release candidate build, as RC2 which you've played over the weekend looks to run pretty solid. Just to make sure things are in order, here the third release candidate which, if we didn't mess something up, will be released as the big update tomorrow on the public branch.

Here are the changes since RC2.

B170918 General Improvements & Fixes
  • Added tooltip about right-click filter action
  • Added plain trim strip fixtures (bumper bars category)
  • Fixed chassis quality not saving/loading correctly
  • Updated language selector to show translation/proofreading %
  • Fixed traction aids package descriptions not showing up
  • Added selected octane and required octane to compression slider tooltip
  • Various fixes to fixtures and morphs

Thank you all for your bug reports on and off the forums, it helps a lot.
Cheers!
Automation - The Car Company Tycoon Game - Killrob
This is the third and probably final release candidate build, as RC2 which you've played over the weekend looks to run pretty solid. Just to make sure things are in order, here the third release candidate which, if we didn't mess something up, will be released as the big update tomorrow on the public branch.

Here are the changes since RC2.

B170918 General Improvements & Fixes
  • Added tooltip about right-click filter action
  • Added plain trim strip fixtures (bumper bars category)
  • Fixed chassis quality not saving/loading correctly
  • Updated language selector to show translation/proofreading %
  • Fixed traction aids package descriptions not showing up
  • Added selected octane and required octane to compression slider tooltip
  • Various fixes to fixtures and morphs

Thank you all for your bug reports on and off the forums, it helps a lot.
Cheers!
Automation - The Car Company Tycoon Game - Killrob
Unfortunately the first release candidate came with some unexpected build issues, which now have been solved, but which meant that the other planned fixes to the issues you have been reporting could not be finished today.

Hence the need for a second release candidate with some more fixes before going live with the big update early next week. Sorry for the delay, here are the patch notes for RC2:

B170915 General Fixes
  • Fixed turbos not showing up
  • Fixed engine part visibility sidebar not showing up
  • Fixed refraction effects in the fixture gizmo
  • Fixed the 120 mph speedo scaling
  • Fixed boost gauge spinning during testing when using PSI
  • Fixed various issues with car bodies and their morphs
  • Fixed various issues with fixtures
More fixes are in the pipeline, but for the most part the game should be running fine. If it is not, make sure to report any issues you find over the weekend in the dedicated bug & feedback posting thread in our Steam forums. http://steamcommunity.com/app/293760/discussions/2/1473095965290758134/
Thank you for your help!

Cheers!
Automation - The Car Company Tycoon Game - Killrob
Unfortunately the first release candidate came with some unexpected build issues, which now have been solved, but which meant that the other planned fixes to the issues you have been reporting could not be finished today.

Hence the need for a second release candidate with some more fixes before going live with the big update early next week. Sorry for the delay, here are the patch notes for RC2:

B170915 General Fixes
  • Fixed turbos not showing up
  • Fixed engine part visibility sidebar not showing up
  • Fixed refraction effects in the fixture gizmo
  • Fixed the 120 mph speedo scaling
  • Fixed boost gauge spinning during testing when using PSI
  • Fixed various issues with car bodies and their morphs
  • Fixed various issues with fixtures
More fixes are in the pipeline, but for the most part the game should be running fine. If it is not, make sure to report any issues you find over the weekend in the dedicated bug & feedback posting thread in our Steam forums. http://steamcommunity.com/app/293760/discussions/2/1473095965290758134/
Thank you for your help!

Cheers!
Automation - The Car Company Tycoon Game - Killrob
As planned, we are headed for a release of this big update at the end of the week. Today's patch comes with another big bunch of fixes and polish and is considered to be the first release candidate build. Although, we have found some small issues with some fixtures already that we'll have a look at first thing tomorrow.

Here is the list of change for today's update:

B170914 Additions & Improvements
  • Added FPS limiter accessible from main menu settings
  • Improved language selector compatible with more languages
  • Improved various headlight and taillight materials
  • Improved generation of economy type engines in engine AI
B170914 General Fixes
  • Fixed various issues with Car / Engine Manager UI
  • Fixed engine thumbnails being very zoomed in
  • Fixed issue with mousewheel use on tire size sliders
  • Fixed issue of descriptions not showing in aspiration tab
  • Fixed issue with flowbench display of compressor flow
  • Fixed issues with economy detailed stats page
  • Fixed test track gauge scaling
  • Fixed scaling issue with power / torque gauge on imperial units
  • Fixed potential exploit in engine generator scenarios & scoring
  • Fixed issue with display of number of remaining engine tests
  • Fixed problem with exhausts being red when car is opened
  • Fixed various issues with fixtures and their placement
  • Fixed many mesh issues with various fixtures
  • Fixed chassis flicker issues, hopefully
  • Fixed various engine animation issues, rockers, cams, firing, etc.
Please have a go with this and see if you find anything major that needs fixing! We'd be able to address those issues tomorrow for the public branch release version of this big update.

More info will be coming tomorrow.
Cheers!
Automation - The Car Company Tycoon Game - Killrob
As planned, we are headed for a release of this big update at the end of the week. Today's patch comes with another big bunch of fixes and polish and is considered to be the first release candidate build. Although, we have found some small issues with some fixtures already that we'll have a look at first thing tomorrow.

Here is the list of change for today's update:

B170914 Additions & Improvements
  • Added FPS limiter accessible from main menu settings
  • Improved language selector compatible with more languages
  • Improved various headlight and taillight materials
  • Improved generation of economy type engines in engine AI
B170914 General Fixes
  • Fixed various issues with Car / Engine Manager UI
  • Fixed engine thumbnails being very zoomed in
  • Fixed issue with mousewheel use on tire size sliders
  • Fixed issue of descriptions not showing in aspiration tab
  • Fixed issue with flowbench display of compressor flow
  • Fixed issues with economy detailed stats page
  • Fixed test track gauge scaling
  • Fixed scaling issue with power / torque gauge on imperial units
  • Fixed potential exploit in engine generator scenarios & scoring
  • Fixed issue with display of number of remaining engine tests
  • Fixed problem with exhausts being red when car is opened
  • Fixed various issues with fixtures and their placement
  • Fixed many mesh issues with various fixtures
  • Fixed chassis flicker issues, hopefully
  • Fixed various engine animation issues, rockers, cams, firing, etc.
Please have a go with this and see if you find anything major that needs fixing! We'd be able to address those issues tomorrow for the public branch release version of this big update.

More info will be coming tomorrow.
Cheers!
Automation - The Car Company Tycoon Game - Killrob
Another update for the weekend with plenty of small and large fixes and... a truck-load of badges for you to brand your future virtual companies with.

The open beta is going well so far and we're on track for the planned late next week release into the public branch. Also, as there are not too many big issues in the way, we did have some time to look into creating modding tools for the UE4 version. We'll keep you posted.

Here is the changelog for B170908.

B170908 Additions & Improvements
  • Timed scenarios now automatically test engine when time runs out
  • E-key tests engine directly in timed scenarios with limited tests
  • Added 100+ different badges
  • Added button to open options menu to sandbox top bar
  • Added button to reset camera to default position/angle
  • Added confirm fixture adjustments button
  • Added ',' and '.' keys to cycle through fixture selection
  • Added 'F' key to focus camera to selected fixture
  • Added basic car stats overview in car manager
  • Polished up audio menu
B170908 General Bugfixes
  • Fixed issue with engine not calculating correctly after engine change
  • Fixed bug in car desirability calculations
  • Fixed convertibles not being perceived as convertible by market
  • Fixed demographics not updating selecting engine from top bar
  • Fixed changing demographic country not updating side bars
  • Fixed selecting engines from top bar not correctly saving
  • Fixed stroke not being displayed correctly using metric units
  • Fixed calculation of fuel economy detailed stats page numbers
  • Fixed issue with marker position on steering behavior graph
  • Fixed general audio slider not working
  • Fixed exhausts looking red in photoscene
  • Fixed fixture layering system
  • Fixed body deformation under fixtures resetting fixture orientation
  • Fixed issue with not being able to (re-)select very small fixtures
  • Fixed scenario top bar showing tests used not tests left
  • Fixed display of Genius rank in engine generator mode
  • Fixed issue with Lady Bug scenario
  • Fixed ride height description showing wrong text
  • Fixed crank weight tooltip coloring
Thank you very much for your help in uncovering bugs and issues. There are plenty more to fix for sure. Cheers!
Automation - The Car Company Tycoon Game - Killrob
Another update for the weekend with plenty of small and large fixes and... a truck-load of badges for you to brand your future virtual companies with.

The open beta is going well so far and we're on track for the planned late next week release into the public branch. Also, as there are not too many big issues in the way, we did have some time to look into creating modding tools for the UE4 version. We'll keep you posted.

Here is the changelog for B170908.

B170908 Additions & Improvements
  • Timed scenarios now automatically test engine when time runs out
  • E-key tests engine directly in timed scenarios with limited tests
  • Added 100+ different badges
  • Added button to open options menu to sandbox top bar
  • Added button to reset camera to default position/angle
  • Added confirm fixture adjustments button
  • Added ',' and '.' keys to cycle through fixture selection
  • Added 'F' key to focus camera to selected fixture
  • Added basic car stats overview in car manager
  • Polished up audio menu
B170908 General Bugfixes
  • Fixed issue with engine not calculating correctly after engine change
  • Fixed bug in car desirability calculations
  • Fixed convertibles not being perceived as convertible by market
  • Fixed demographics not updating selecting engine from top bar
  • Fixed changing demographic country not updating side bars
  • Fixed selecting engines from top bar not correctly saving
  • Fixed stroke not being displayed correctly using metric units
  • Fixed calculation of fuel economy detailed stats page numbers
  • Fixed issue with marker position on steering behavior graph
  • Fixed general audio slider not working
  • Fixed exhausts looking red in photoscene
  • Fixed fixture layering system
  • Fixed body deformation under fixtures resetting fixture orientation
  • Fixed issue with not being able to (re-)select very small fixtures
  • Fixed scenario top bar showing tests used not tests left
  • Fixed display of Genius rank in engine generator mode
  • Fixed issue with Lady Bug scenario
  • Fixed ride height description showing wrong text
  • Fixed crank weight tooltip coloring
Thank you very much for your help in uncovering bugs and issues. There are plenty more to fix for sure. Cheers!
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