Automation - The Car Company Tycoon Game - Killrob

The start of our collaboration, car based on finalist from our Car Design Competition. (by Rk38)

The Automation team is stoked to announce that we have created an in-game exporter that allows you to drive your Automation cars in BeamNG.drive.

Announcement Video (by Automation)
Announcement Teaser Trailer (by BeamNG)

The exporter is simple to use: design your car and engine in Automation, tune them to your liking, hit the export button, start up BeamNG.drive and your new car is right there in the vehicle list, ready for you to drive.

Automation and BeamNG.drive complement each other extremely well, and many have told us that combining these two games would create the ultimate car game. With help from the BeamNG devs themselves, who are just as thrilled about the exporter as we are, we have built a first release version of the exporter. It will be a little wobbly in places, and far from being as detailed, robust, and precise as it will become with future versions - but the exporter’s core is in place and a blast to tinker with!


The Automation Car Design Competition winner's car in BeamNG.drive! (by mjdecker)

This will be a joint update release for both Automation and BeamNG. To make things even better, both teams are working together to add the Automation Test Track as a big new level for you to explore in BeamNG.drive. That will allow you to find out first hand if cheaping out on brakes was such a wise move.

On July 13th, you will be able to mess things up yourself, build great cars, build stupid cars, and complain about all kinds of inadequacies of this first public version of the exporter. Have a look at the Exporter FAQ for some more info.


An Automation car in Caswal’s Carousel on the Automation Test Track.

Collaboration Cross-Promotion Discount
As part of starting this collaboration between Automation and BeamNG, existing players owning either of the two titles will receive a 20% discount coupon on Steam for the respective other game on release of the exporter.

Boxers, Inline 5s, and V16 Engines
The good news doesn’t end here though. With this update we’re also adding the remaining promised engines to the game: Boxer 4, Boxer 6, and Inline 5 engines. Also, after almost a year of V16 exclusivity for our pre-Steam early premium supporters, the “support the devs” V16 upgrade of Automation will be made available for purchase with the release of the exporter.
Check out the V16 FAQ for all the info and background story.



Campaign Status
During all this secret development we have not stopped working on the campaign. Obviously, the “little” exporter surprise update has slowed down the process a bit, but the campaign update is not too far off. All the fundamentals are now in place, cars are selling and facelifts can be created. There’s “just” a whole lot of polishing left to do… a LOT. As per usual we’ll make sure to keep you updated with Little Dev Update videos.

Cheers!
Automation - The Car Company Tycoon Game - Killrob
At this stage we've covered most of the implementation of the campaign fundamentals: you can build a car with several trims, engineer it, set up your factory in a country of choice and start selling the car once engineering is completed. So far so good, but there is a lot more work to be done on hooking up the UI and polishing it up.



Far more complete than that are boxer engines, which also will be part of the next big update. Inline 5 engines are now quite likely to make it in as well, although we still cannot guarantee that, as so far we only have the intake sounds.

Overall things are going smoothly and we have not hit any major bumps in the road. In the next LDU we will probably be able to show the first rough campaign footage, but for now, have a look at boxer 4 & 6 engines:

https://youtu.be/x0fqlhOCEMM
In case you missed the last Little Dev Update which was talking about some of the campaign UI drafts, take a look here:

https://youtu.be/7PkvzgopMR4
Cheers!
Automation - The Car Company Tycoon Game - Killrob
It seems like we only partially covered the “cannot build anything” issues with the last patch, some were saying it’s fixed, others still had the same issue. Thanks to those who sent us their log and database files! Here comes the fix that should resolve the remaining issues.

If it doesn’t for you, please head over to this thread:
https://steamcommunity.com/app/293760/discussions/0/3288067088103147157/

B180419 Fixes
  • Fixed issue with having “no options”, not being able to build cars
  • All material (grilles) and body fixes from last patch that somehow didn’t make it in!

B180420 Fixes
  • Fixed engine not calculating when replacing engine in car in sandbox mode
  • Fixed issue with going to the engine or car manager and returning without action

In other news, here is the latest not so little Little Dev Update which is going through some of the work in progress UI drafts for the Lite Campaign V3, which is progressing nicely!

https://youtu.be/E1g5IXsnLvg
Cheers!
Automation - The Car Company Tycoon Game - Killrob
With today’s patch there comes an important fix that has been keeping some of you from being able to play the game properly. This was caused by a background error linked to engineering calculations which now have a few extra safeguards in place for missing data. We’re very sorry this happened in the first place. Have a go and see if those of you who were affected once again can build cars and engines normally.

B180417 Fixes & Improvements
  • Added new White Mirror photo scene
  • Added 3 new car bodies / variants
  • Added reliability check for suspension bottoming out due to downforce
  • Fixed issue where the database would become confused with cloned engines
  • Fixed issue where car bodies would not show up making a new car
  • Fixed bug where same car would score differently in sandbox vs. lite campaign
  • Fixed fixture clone dragging for situation where cloning cannot complete
  • Fixed bug with rolling resistance calculations in connection with downforce
  • Fixed some body mesh and morph issues
  • Fixed grille materials looking wack at certain angles or scales
  • Fixed some visual rim issues

Development on the Lite Campaign V3 continues to go really well, we’re now implementing the factories and fortunately much of the old code is still usable to some degree. In the coming days a Little Dev Update will take a look at the UI drafts for all these new / upgrades features.

Cheers!
Automation - The Car Company Tycoon Game - Killrob
With today’s patch scenarios should be working again! Also, some of you have an issue where no cars or engines want to calculate in game. If that was the case that is now fixed. It was because of a corrupted database file and we found that the existing code to cope with that situation was not being used.

We see that the big crash when exiting the designer indeed is fixed after Patch 1, and fixtures stop disappearing from cars, too. Overall the game has become a lot more stable since Patch 1.



B180409 Fixes & Improvements
  • Fixed issue of corrupted database files not automatically being replaced
  • Fixed scenarios not working
  • Fixed odd car weight of specific 80s car body
  • Fixed issue with brake cost calculation
  • Fixed various fixture materials (wings!)
  • Implemented locking of body variants incompatible to selected body variant
  • Improved paint color previews to look closer to being on the car
  • Improved handling of project management UI

Unless something big pops up that needs fixing, we’re now branching and focusing fully on the Lite Campaign implementation into the UE4 version of Automation, it is coming along nicely so far!

Cheers!
Automation - The Car Company Tycoon Game - Killrob
With today’s patch scenarios should be working again! Also, some of you have an issue where no cars or engines want to calculate in game. If that was the case that is now fixed. It was because of a corrupted database file and we found that the existing code to cope with that situation was not being used.

We see that the big crash when exiting the designer indeed is fixed after Patch 1, and fixtures stop disappearing from cars, too. Overall the game has become a lot more stable since Patch 1.



B180409 Fixes & Improvements
  • Fixed issue of corrupted database files not automatically being replaced
  • Fixed scenarios not working
  • Fixed odd car weight of specific 80s car body
  • Fixed issue with brake cost calculation
  • Fixed various fixture materials (wings!)
  • Implemented locking of body variants incompatible to selected body variant
  • Improved paint color previews to look closer to being on the car
  • Improved handling of project management UI

Unless something big pops up that needs fixing, we’re now branching and focusing fully on the Lite Campaign implementation into the UE4 version of Automation, it is coming along nicely so far!

Cheers!
Automation - The Car Company Tycoon Game - Killrob
Since the big update release we have mostly been working on getting the Lite Campaign V3 up and running. So far engineering is more or less functional again and we have a working prototype of a 3D world map which made it into this patch. Next up are factories and distribution.



We also prepared a patch for you that should address the biggest issues: crashes when exiting the car or engine designers, as well as all fixtures of a car disappearing upon switching back from the photo scene.

https://youtu.be/-osxdNvu8Po
There are many more fixes and balance changes and small additions coming along with this update, check out the changelog below.

B180405 Additions & Improvements
  • Added draft of world map and added two additional regions: Hetvesia & Dalluha
  • Added four car bodies
  • Made a tick box for the photoscene to turn off the auroras
  • Revamp demographics selection tool looks
  • Added demographic pinning in project manager mode
  • Rebalanced bottoming out and load capacity calculations as function of ride height
  • Rebalance budgets of low-budget demographics
  • Tweaked gearing factor in Utility detailed stats
  • Added gearing factor to tow weight
  • Added gearing factor to Utility base stat towing capacity

B180405 General Fixes
  • Fixed (potentially) crash on exiting designers
  • Fixed loading car from top bar not loading its fixtures
  • Fixed issue where car disappeared when changing levels
  • Fixed trim & variant cloning in project manager not adding cars/engines to sandbox
  • Fixed designers not generating thumbnails correctly
  • Fixed project top bar game settings button not working
  • Fixed issue with green fixture highlighting when dragging fixture
  • Fixed aesthetics of variant overview in engine family project manager
  • Fixed trim side stats to show top 3 in projects instead of 2-4
  • Fixed moving car with arrows not re-aligning it with ground in photo scene
  • Fixed various car body specific car weight issues
  • Fixed various car body morphs
  • Fixed inconsistency of valve float warning
  • Fixed 4x4 keeping power distribution from previous AWD choice
  • Fixed test track spamming logs when audio couldn’t be stopped

See if the fixes actually help the crashing, we have never observed those issues on any of our machines in the office, so it is hard for us to tell if this actually is fixed or not.

Cheers!
Automation - The Car Company Tycoon Game - Killrob
Since the big update release we have mostly been working on getting the Lite Campaign V3 up and running. So far engineering is more or less functional again and we have a working prototype of a 3D world map which made it into this patch. Next up are factories and distribution.



We also prepared a patch for you that should address the biggest issues: crashes when exiting the car or engine designers, as well as all fixtures of a car disappearing upon switching back from the photo scene.

https://youtu.be/-osxdNvu8Po
There are many more fixes and balance changes and small additions coming along with this update, check out the changelog below.

B180405 Additions & Improvements
  • Added draft of world map and added two additional regions: Hetvesia & Dalluha
  • Added four car bodies
  • Made a tick box for the photoscene to turn off the auroras
  • Revamp demographics selection tool looks
  • Added demographic pinning in project manager mode
  • Rebalanced bottoming out and load capacity calculations as function of ride height
  • Rebalance budgets of low-budget demographics
  • Tweaked gearing factor in Utility detailed stats
  • Added gearing factor to tow weight
  • Added gearing factor to Utility base stat towing capacity

B180405 General Fixes
  • Fixed (potentially) crash on exiting designers
  • Fixed loading car from top bar not loading its fixtures
  • Fixed issue where car disappeared when changing levels
  • Fixed trim & variant cloning in project manager not adding cars/engines to sandbox
  • Fixed designers not generating thumbnails correctly
  • Fixed project top bar game settings button not working
  • Fixed issue with green fixture highlighting when dragging fixture
  • Fixed aesthetics of variant overview in engine family project manager
  • Fixed trim side stats to show top 3 in projects instead of 2-4
  • Fixed moving car with arrows not re-aligning it with ground in photo scene
  • Fixed various car body specific car weight issues
  • Fixed various car body morphs
  • Fixed inconsistency of valve float warning
  • Fixed 4x4 keeping power distribution from previous AWD choice
  • Fixed test track spamming logs when audio couldn’t be stopped

See if the fixes actually help the crashing, we have never observed those issues on any of our machines in the office, so it is hard for us to tell if this actually is fixed or not.

Cheers!
Automation - The Car Company Tycoon Game - Killrob
After a long open beta phase with a total of eight big updates since early January, we’ve now reached the point where the Car Designer Revamp is ready to be signed off as done. Thanks to all of you who provided feedback and bug reports during this period!



The Car Designer Revamp means a complete overhaul of many of the core game mechanics, determining the car stats. The biggest changes were made to the previously pretty shallow secondary stats like Practicality, Utility, and Offroad, which received a complete rewrite and a lot more detail. In many aspects the game has been made more realistic by adding more dependencies that require you to make hard choices when it comes to your car designs.

One of the main examples of this is the all new suspension tuning which now majorly impacts the main stats, and not only when it is spine-crushing. The UI and user feedback has been improved across the board. Via the new warning and suggestion system we now give you more info on what potential areas for improvement could be. The various demographics have become a bit more picky, too! No longer will you be able to successfully sell one trick ponies to people and get away with it.



Many have asked us why we needed to do the Car Designer Revamp instead of focusing on the implementation of campaign. The answer to that is the need for significant structural changes to how cars are handled in game to even make possible a properly functioning campaign with facelifts, the reusing of engines, and particularly a competent AI opponent!

The now implemented car building AI allows us to quickly generate new competitors that automatically adapt to balance changes and within minutes builds a whole set with 2000 competitor cars over the game years. Contrast that with many weeks of work by our testers to hand craft a single set of competitors that with the next balance change becomes more or less obsolete. Without car building AI, there would be no possibility for a dynamic campaign. With this update we now have a solid foundation to implement the campaign.

https://youtu.be/iOEMUebUriQ
The first vestiges of the upcoming Lite Campaign V3 can be seen in the new Project Manager feature we recently added. It shows the basic structure of how cars and engines are managed in the campaign and allows for the creation of facelifts and reusing of engines in completely separate car models and facelifts. Yes, you will be able to build 2015 versions of your favorite 1974 design and put it into your latest line up… or just use the original from 74, not recommended though.



Please note that due to the massive changes to the car calculations and car data structures, unfortunately, your old cars from the previous public “default” branch release version will not be compatible with this new version! Your cars you built during the open beta will work fine though.

We hope you will enjoy this big update, we sure look forward to seeing all the fancy creations you will be able to make and set in scene in the massively upgraded photo mode. Don’t forget to share your pretties!



Next up is 100% focus on the campaign. Engineering is up first, factories and production, sales and distribution thereafter. On the engine side Boxer 4 and Boxer 6 engines will most likely make it into the campaign update, which many are looking forward to as well. If necessary, of course we’re going to fix any significant problems popping up with hotfixes the coming days.

Cheers!
Automation - The Car Company Tycoon Game - Killrob
After a long open beta phase with a total of eight big updates since early January, we’ve now reached the point where the Car Designer Revamp is ready to be signed off as done. Thanks to all of you who provided feedback and bug reports during this period!



The Car Designer Revamp means a complete overhaul of many of the core game mechanics, determining the car stats. The biggest changes were made to the previously pretty shallow secondary stats like Practicality, Utility, and Offroad, which received a complete rewrite and a lot more detail. In many aspects the game has been made more realistic by adding more dependencies that require you to make hard choices when it comes to your car designs.

One of the main examples of this is the all new suspension tuning which now majorly impacts the main stats, and not only when it is spine-crushing. The UI and user feedback has been improved across the board. Via the new warning and suggestion system we now give you more info on what potential areas for improvement could be. The various demographics have become a bit more picky, too! No longer will you be able to successfully sell one trick ponies to people and get away with it.



Many have asked us why we needed to do the Car Designer Revamp instead of focusing on the implementation of campaign. The answer to that is the need for significant structural changes to how cars are handled in game to even make possible a properly functioning campaign with facelifts, the reusing of engines, and particularly a competent AI opponent!

The now implemented car building AI allows us to quickly generate new competitors that automatically adapt to balance changes and within minutes builds a whole set with 2000 competitor cars over the game years. Contrast that with many weeks of work by our testers to hand craft a single set of competitors that with the next balance change becomes more or less obsolete. Without car building AI, there would be no possibility for a dynamic campaign. With this update we now have a solid foundation to implement the campaign.

https://youtu.be/iOEMUebUriQ
The first vestiges of the upcoming Lite Campaign V3 can be seen in the new Project Manager feature we recently added. It shows the basic structure of how cars and engines are managed in the campaign and allows for the creation of facelifts and reusing of engines in completely separate car models and facelifts. Yes, you will be able to build 2015 versions of your favorite 1974 design and put it into your latest line up… or just use the original from 74, not recommended though.



Please note that due to the massive changes to the car calculations and car data structures, unfortunately, your old cars from the previous public “default” branch release version will not be compatible with this new version! Your cars you built during the open beta will work fine though.

We hope you will enjoy this big update, we sure look forward to seeing all the fancy creations you will be able to make and set in scene in the massively upgraded photo mode. Don’t forget to share your pretties!



Next up is 100% focus on the campaign. Engineering is up first, factories and production, sales and distribution thereafter. On the engine side Boxer 4 and Boxer 6 engines will most likely make it into the campaign update, which many are looking forward to as well. If necessary, of course we’re going to fix any significant problems popping up with hotfixes the coming days.

Cheers!
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