Automation - The Car Company Tycoon Game - Killrob
We're getting close to merging all the game branches and releasing the big update to the public branch. While that was planned to happen in mid February, we are not of the opinion that the LCV3 plays nearly well enough just yet for us to move on into the next longer dev cycle. On the other hand we need to release it to the default public branch in order to get rid of a lot of the compatibility issues caused by having the two versions in parallel and switching versions.
Thus we shall release the update for everyone the coming Monday, but will continue to patch and upgrade the LCV3 until it is more solid and plays well even for non-experts at the game. So we will continue regular patching beyond that coming update.
In today's patch we see a release candidate. If this is not causing any new bigger issues or still has big issues that are campaign show-stoppers, we will release either this or a fixed version on Monday.
Here is the full changelog for today:
B190221 Additions
Added back and enabled true fullscreen mode. Fix for certain AMD card problems?
Added a 70s Coupe, 70s Coupe Convertible, and 90s SUV car bodies
Implemented basic tax system based on your profits for the year and HQ region
B190221 Fixes
Fixed demographics not unlocking / always being available in the campaign
Fixed demographics region size multipliers being arbitrarily applied
Fixed car scores only being calculated for trims that are in stock, fix sales oscillations
Fixed names resetting when cloning trims in campaign
Fixed issue with deleting mirrored fixtures
Fixed issue with UI not showing expand / contract after sorting cars in sandbox
Fixed fuel availability display issue showing lowest available fuel
Fixed "select all available countries" button functionality
Fixed step size of competition slider on campaign setup screen
Fixed lights becoming dim in BeamNG exports when using too many lights
Please continue to help us find any remaining issues by posting about them in the bug reporting thread. Cheers!
Automation - The Car Company Tycoon Game - Killrob
More fixes before the weekend, and plenty of new dependencies and game mechanics too. Getting rid of some of the long-standing exploits is also a nice touch... Like super slow cars generating fuel instead of using it. I still want one!
Hotfix B190216
Fixed cars spawing in mid-air in BeamNG.drive
B190215 Additions & Tweaks
Changed car/engine designers to expand on double click if they have trims/variants
Added "Engine Architecture" tech / research to unlock materials and engine configs
Added leaded fuel ban company alerts
Added direct effect of top end quality slider on valve float, independent of tech pool
Added direct effect of exhaust system quality slider on power output
Added over- and under-automated factory penalty to build quality
Added tooling time multiplier depending on tooling quality & automation sliders
Added company headquarters location info to car project sales panel
B190215 Fixes
Fixed crash when trying to load fixture favourites of mods no longer installed
Fixed soft top based trims not calculating
Fixed factory tooling time being independent of factory size
Fixed super slow cars sometimes generating fuel, dominating eco categories
Fixed campaign end screen not popping up when completing campaign
Fixed changing trim bodies removing all fixtures
Fixed new tire speed cost multiplier not being implemented in sandbox
Fixed brake quality making brakes heavier instead of lighter
Fixed exploitability of quality slider when no driver assists were selected
Fixed steel panels saying they only need a small factory (requires medium)
Fixed rim paint category icons being 1 3 3 instead of 1 2 3
B190215 Info for Modders
Set up car bones to understand Blender left/right naming conventions
Set up car bones to be able to have constraints in parent bone space
Set up car bodies to (optionally) use morph targets as bones
Next week we will merge the openbeta branch with the default branch, which will get rid of all kinds of startup / corrupted data issues people are having. It also means all UE4.17.2 based mods will have to be updated to be usable.
Automation - The Car Company Tycoon Game - Killrob
Fixing more important campaign issues in today's patch, some which where making it such that some cars would never come out of engineering.
The new company alert system is also seeing some useful additions, along with a new game mechanic that now in more detail evaluates if your car is deemed fast enough for the intended market - depending on road quality. Good stuff!
B190213 Additions
Added company alert for upcoming minimum safety regulations
Implemented Top Speed based desirability penalties for different stats per region
Added 70sCoupeLargeSize coupe and sedan
B190213 Fixes
Fixed changing model body after making a trim breaking all kinds of things
Fixed issue that could cause cars to not sign off correctly, staying in engineering forever
Fixed issue (potentially) with log file flooding with FMOD errors in rare cases
Fixed issue where pressing ESC would kill the UI in sandbox
Fixed countries being selectable even when greyed out in marketing hub
Fixed (roughly) alignment of factory manager UI
Fixed grille materials incorrectly displaying on some scoops
There will most likely be another patch on Friday as we're getting ready to merge the current open beta branch into the default branch - and with it get rid of all those "corrupt data", plugins, and database issues.
Automation - The Car Company Tycoon Game - Killrob
A quick update to address a critical campaign issue that caused timeline freezes due to a missing file. Along with that fix come a few updates as well, check out the changelog below:
B190211 Improvements & Fixes
Implemented first basic message/news system (WIP)
Added tire cost penalty for low (for their time) tire profiles
Improved tire cost progression when going over 300 & 350 km/h
Fixed critical campaign issue caused by missing file (time freezes)
Fixed Longitudinal FWD being selectable when using front live axle
Automation - The Car Company Tycoon Game - Killrob
In today's patch there is a bit of polish and optimization, but also some much needed attention to the BeamNG Exporter. Engine designer scenarios are back (and car designer scenarios to follow next week) as we are preparing to merge everything into the default branch of Automation.
We are still looking for some cars that break the exporter, BeamNG, or cause simulation issues in BeamNG. Now would be a great time to send us the .car files to such cases (support@camshaftsoftware.com) so that we can look into them further to fix some of the remaining exporter issues that have been following us around. One specific testcase we need is a car that is breaking in "exporting sounds" phase. If you have one of those lying around, please send it to us! :)
B190208 General Improvements & Fixes
Engine designer scenarios are now back, car scenarios will come back soon
Big optimization for model designer performance
Made top bar's time controls work on demographics and market UI
Added rough difficulty presets for the lite campaign
Automation - The Car Company Tycoon Game - Killrob
Just a small update today, more or less hotfixing the issues with the BeamNG exporter producing cars that "explode" or shake themselves to destruction or simulation instability.
B190204 Fixes
Fixed BeamNG Cars exploding, exhausts wobbling. Exhausts have been simplified. Now not breakable. The smoke chain of nodes has been simplified.
Fixed issue where cloning a trim would invalidate other trims
Fixed some logic around Drive Type / Engine Placement selection
Fixed some logic (and silent erroring) around Brake Disc Options
There are more fixes and additions in the work for later this week, of course! :) Cheers!
Automation - The Car Company Tycoon Game - Killrob
Lots of patches, and this one fixes another critical issue that was stopping the campaign from progressing at seemingly random times. Here's hoping we've now got all those types of bugs squashed.
We recently announced a Q&A as the last one was from almost five years ago, even though it held up nicely and is still relevant today. Here are 41 interesting questions answered: https://www.youtube.com/watch?v=dFN1q3Ydclo
B190201 Fixes & Tweaks
Fixed critical issue with the campaign stopping at seemingly random times
Fixed things exploding when you delete an engine facelift
Fixed the awareness change in the markets tab not working with more than one region
Fixed brake piston count not being set to 1 when switching between drums and discs
Fixed issue with the emission tooltip going in wrong direction for head/valvetrain choice
Added a flat engineering time of 6 months to aerodynamics section before quality effects
If you find any new issues, please let us know! Cheers
Automation - The Car Company Tycoon Game - Killrob
Quick turn-around on the patches, today with a fix to a critical bug that unfortunately slipped through with yesterday's patch, killing time progression in the campaign! Hence why we didn't want to wait eith patching till tomorrow as originally planned.
There are a good few changes for a day's work in this one too though. Have a look at the full changelist:
B190131 Improvements & Tweaks
Factories built from hub now assume car / engine weight for more accurate tooling costs
Further tweaked tow hitch attachment point behavior for BeamNG exports
Disabled addons that do not function in factory UI.
Added more information to 2nd panel of factory UI.
Added system to better replace outdated entertainment and safety packages in facelifts
Tweaks to Team Funding slider progression
Tweaks to Tooling slider progression in engineering
Added 5% service cost to V engines, 10% to Boxer engines
B190131 General Fixes
Fixed critical bug in campaign time progression (was an issue since yesterday's patch!)
Fixed exhausts falling off in BeamNG exports, unfortunately had to turn off their destructability
Fixed rounding on car tooltip for wheelbase
Fixed VVL disappearing when you unlocked it via tech pool
Fixed demographics data for market overview having bad values on first game month
Fixed engine techpool locked to the techpool you had when first designing the engine family
We may get another patch out tomorrow if there are significant enough changes. Cheers!
Automation - The Car Company Tycoon Game - Killrob
We got a mid-week patch for you here as we're continuing to dig through our big list of reported and known issues. There are quite a few issues that keep getting mentioned that we are looking into for the end of the week, like the exhaust systems falling off for exported cars and such.
With more and more issues being sorted out, we're getting to the point where we're not just putting out fires but can start polishing and adding much needed data to the UI, as well as making it play and flow better.
Here is the changelog for today's patch!
B190130 Additions & Improvements
Added support for importing cars from previous version of Automation
Added exporting cars from the campaign, available only from trim designer (so far)
Implemented tight engine fitting penalties: adds ET, PU, and Service Costs
More tweaks and fixes to engine bays and engine size calculations
Added the ability to enter a car project from the model and trims in the production calendar
Factories now rebate 80% instead of 100% of value when upgraded to higher size class
Realigned fixtures by making "back" button the same size as fixture thumbnails
B190130 General Fixes
Fixed sales algorithm slowly reducing sales to a single trim over time
Fixed not being able to select engine factories when they are paused
Fixed engines not pausing production correctly when produced in multiple factories
Fixed not being able to save a loaded campaign game manually
Fixed black / not loading photo scenes
Fixed cloning-deleting a trim/variant slot leaving phantom engineering project
Fixed driveshaft spawning issue for Longditudinal AWD mid engine
Fixed company reputation and prestige being the same for all regions
Fixed debug text being shown instead of full descriptions on engine project factory screen
Fixed factory location UI appearing to have previous factory plot size pre-selected
Fixed not being able to add variants or trims back to factories once removed
Fixed the costs not updating when changing factory sub-size class
Fixed factory plot costs % showning wrong in the country info panel
B190130 BeamNG Exporter Fixes
Fixed issues with coupling tow hitch in BeamNG sometimes smashing car and trailer
Most likely there will be another ptach coming this week (Friday). Sorry for the delay with the Q&A that was announced, I haven't gotten around to producing it yet apart from the rewriting of the FAQ recently.
Please continue to report the various issues you find. Thank you! Cheers!
Automation - The Car Company Tycoon Game - Killrob
Sorry for the long wait for this patch, some of these rabbit holes turned out to be deeper than anticipated! With this patch we're fixing the biggest reoccurring issues that have been pointed out and should make the campaign as well as sandbox more playable in this open beta. Have a read of the full changelog here:
Improved launcher, showing number of mods and how many have been processed
Improved engine size / fit UI
Updated mod package to 4.12.2
B190125 General Fixes
Fixed cloning of engines not being possible in sandbox
Fixed campaign time bug that caused markets to show zero results
Fixed car import not working for new version cars (2018 cars don't import yet)
Fixed issue where car wouldn't calculate with certain engine warnings
Fixed wheelspin warning not taking into account traction control
Fixed validating of variants and trims during facelifting
Fixed tutorial video continuing to play once closed
Fixed icons and tooltips in hub finances
Fixed issue with cars having a strange lighting issue on one side
B190125 Exporter Fixes
Added oil cooler and higher possible turbo temperature to BeamNG exports
Fixed exporter issue with twin side exhausts
Fixed issues with turn signals and other lights in BeamNG exports
On a side note, we also updated the FAQ after a long time, so it should better cover the various most-requested things and most-brought-up discussion topics. Have a read here.
The list of things to do still is very long and continuous patching and improving will continue until the LCV3 is deemed fully playable (we still consider it "somewhat playable" by experienced players).
More fixes and polish coming next week! Thanks for all your reports on a whole lot of issues. :) Cheers!