Automation - The Car Company Tycoon Game - Killrob
Quite a bit delayed, but finally the Lite Campaign V4.0 is here, releasing into openbeta. A new, more stable game engine version, much more fleshed out factories, tons of polish, UI improvements, and lots of fixes await you in this big update. Have a look at the summarized change log below.
The LTS Mercury, designed by Ezdmn.
After a pretty long openbeta phase and 17 patches to that branch, this version has now been merged with the "stable" or "default" version of the game and everyone has it. If you have been part of the openbeta you can choose to opt out now (which won't change anything about the game in that case) by right-clicking the game in your library - select properties - betas - then choose to opt out.
Due to the major game engine update to UE4.24, mods will have to be updated by their creators to be compatible with the new game engine version. Updated modding tools are already available.
Main LCV4.0 Features & Fixes
Update to a new game engine version, UE4.24
Added finances page in campaign hub, and pie charts. Yum!
Fleshed out factories, add-ons & functionality
Implemented factory building and tooling degradation
Car and engine build quality, recalls event system with multiple choice
QA, worker wages and experience affecting build quality
Lots of UI and quality of life improvements
General LCV4.0 Features & Fixes
Improved load times by up to 5x (!)
Improved campaign hub calendar UI and functionality
Improved FPS in car / engine designers and project UI
Improved car and engine preview thumbnails, option in settings menu
Improved UI animations and prettier, more consistent looks
Added pause menu to sandbox and campaign (ESC)
Added launcher option to select / deselect all mods
Added various car bodies
Overhauled factory tooling costs depending on chassis type, material, and panels
Fixed a lot of campaign functionality and made it more reliable
Fixed various issues with photoscenes, their controls and settings
Fixed issue with fixture undo / redo stacks
Fixed various issues with morphing and fixture placement
Fixed issue with some small engines stalling in BeamNG.drive
Automation - The Car Company Tycoon Game - Killrob
Update Patch B200130 & B200131 & B100203
We just released a new patch that should be the final one for LCV3.7. We're now switching over to the new game engine version in our dev build and finish implementing the remaining features for the LCV4.0. This build is now on the default public branch! :) Here is the full changelog of the recent patches:
B200203 Fixes & Improvements
Made engine friction progression for exports non-linear to fix many engine lock-up issues
Fixed sandbox top bar year-change prompts to only open once
B200131 Fixes & Improvements
Made car section of photo manager collapsable when no car is selected
Added button to replicate hitting Tab when no vehicle is selected in photoscene
Improved engine fit widgets to better work with new engine bay size calculations
Improved engine bay clearance warnings to be more specific
Fixed empty white warehouse not loading in photo mode
Fixed screenshots not saving and 4k screenshot taking crashing the game
Fixed engine headers not glowing with high power output
B200130 Fixes & Improvements
Improved engine bay size and fitting calculations
Improved state tooltips on trim and variants in campaign project managers
Improved engine friciton and inertia for BeamNG exports
Added ability to disable blur & transparency for improved performance on potatoes
Added option to ignore / enable design warning flasher items
Added demographic description to markets demographic tooltips
Added ability to open .car export folder when exporting .car files, file selected
Added mechanic of checking how close an engine is to the engine bay walls
Added display of hand-made / limited production flags in text form for item lists
Removed mid transverse AWD as it doesn't make sense
Limited lastest campaign starting year to 2019 instead of 2020
Fixed gearboxes and drivetrain items not exporting to beam
Fixed engine bay size widget being visible when collapsed through UI
Fixed intake tooltip's service cost being coloured backwards
Fixed engine project manager's markets button for opening markets screen
Fixed engine description widget not correctly loading data in some locations
Fixed light truck monocoques being able to have mid and rear engines
Fixed the bypass valve option also bypassing catalytic converters
Fixed turbos not glowing on one side of V engines
Fixed turbos overheating for BeamNG exports
Fixed FWD transmission mesh actually being the AWD mesh
Fixed some material slots on Taillight_10 not being editable
Original Post, Patch B200117
Happy new decade! :) We just released a new patch for Lite Campaign V3.7 that addresses an assortment of bugs and adds a few pieces of content. You can find the patch log below. At this point we're on track for the first LCV4.0 release coming into open beta in early February.
Note for AMD GPU users: The recent driver incompatibility issues with versions 19.12.2, 19.12.3, and 20.1.1 have been resolved with version 20.1.2, update to the latest optional drivers and any startup issues linked to that should disappear.
A little bubble car brought to you by nacho.
Development Outlook 2020+
In a recent video we show our development outlook for 2020 and beyond. You can check it out here:
The summary of our timeline is as follows:
Lite Campaign V4
LC V4.0 Factory Improvements (Coming in February) LC V4.1 New Sales Model LC V4.2 Turbo Revamp
Automation - The Car Company Tycoon Game - Killrob
The latest version of LC V3.7 is now out on the public default branch. All previous hotfix patch notes are still down below!
Note for AMD users: The current recent graphics drivers 19.12.2 and 19.12.3 are incompatible with Automation. If you run on those you need to update to driver version 20.1.2 or later to be able to start the game.
Automation and the Lite Campaign V3 (LCV3) just got its next big update released with LCV3 Patch 7. If you were part of the openbeta you can now opt out again if you so wish and have the same version as everyone else.
The Climber Cup500 by nacho.
The massive change log is included down below and only contains the most relevant and visible changes. After almost a month of additional polishing in open beta, this version is now ready for you all to play and hopefully enjoy. The Patch 7 milestone marks the final LCV3 update before we take on the development of the LCV4 and the first part of the Forced Induction Revamp (the turbo revamp).
The Rigore Vulnair 530 by titleguy1, showing some solid Photoshop skills, too!
This update includes a lot of UI changes that will make the game more pretty, intuitive, and user friendly… everything is relative of course, we got a ways to go on that. Most of the LCV3 UI now has been implemented to the point where missing items are due to missing features that will come with the LCV4 milestone and beyond.
We think the lite campaign is now in a much better state to also be played by non-veterans of the game. Of course the campaign is not easy because of how complex Automation is and how incomplete and unfinished other parts of the campaign are in some aspects. You can definitely give it a go and see, let us know what you think, we’re looking for general and specific feedback regarding the UI, its flow, and usability. What descriptions are unclear or missing?
Optimized performance of calculations throughout the game
Changed garbage collection settings and fixed leak in lua sqlite wrapper
Various optimizations to UI loading, tooltips, and other UI aspects
Optimized car body mesh and normal calculations, reduced mesh data duplication
Improved ray-casting for fixtures to better cope with (literal) edge-cases
Added resolution selection to graphics options
UI Changes & Additions (Visuals)
New transparent UI look and new main menu structure
Engine designer and all engine project related items are now themed blue
Added graph fill area feature and graph dashed lines
Improved line drawing code for graphs
Made various UI items more obviously clickable, like demographics and paints
Improved the research and development UI aesthetics
Made numbers in font monospaced for improved readability
UI Changes & Additions (Gameplay)
Updated designer UI flow in campaign to make it more like sandbox
Added tons of tooltips, info texts, and descriptions to UI
Dynamic locking of designers in campaign depending on project state
Reworked the campaign setup screen(s) with more options and info
Unified and tidied up the sign off screens for cars and engines
Added competitiveness & affordability history graph to the calendar
Added various sales, revenue, affordability, and desirability heat maps
Added production related graphs to gauge factory performance
Implemented context menu for saving, save as function, and save confirmation
Made markets panel update with month ticks to be able to see how things change
Made engineering time numbers floor correctly to first decimal
Gameplay Additions / Changes
Added loan calculations and project-specific loans
New main hub calendar automatic stock controller
Better AI car generation for campaign and improved competitor cars
Campaign score is now calculated in a more in-depth way
Added engineering familiarity to the last items that are missing them
Reworked how dealerships affect awareness levels
Demographic competitiveness now affects awareness levels
Added effect of company reputation and company prestige
Rebalanced the stats of different seating layouts
Family designer is no longer locked when there is more than one variant
Engineering pressure slider now negatively affects reliability
Added ability to view finished campaigns without progressing time
Added ability to in-/exclude various project costs in the sales margin of a car
When regions unlock, they automatically activate for all car projects
Rebalanced recommended tire widths to be more reasonable in early years
Added a new project warnings and more hub news items
Allow engine fit widget dimensions to show numbers above 100%
Added ability to see average Top 3 competitor car stats in demographics
Art & Content
Added / remade many car bodies, with 60+ new / reworked body variants in total
Made plenty of fixes to existing car bodies and their stats
Reworked and improved the turbo piping system
Lighting fixes for various photo scenes
Fixed car smearing on trailing edge of motion blur in photo scenes
Improved car placement on the design room stand
Hooked intercooler slider up to change its mesh
Fixed Twin DCOE on inline 5 showing as 3 DCOE
Added 1 DCOE to boxer 4, added 1/2 DCOE to boxer 6
Enabled 1brl eco carbs on boxer 4s & boxer 6s
Some Notable Fixes
Fixed a major, long standing bug in demographics calculations. This caused almost all special demographic desires to always score the maximum points, implying that "everything is a pony car" because that 0.6L engine scored as highly as the 8L V12 in terms of capacity. This means demographics distinctions are now working as intended.
Fixed shifts for inventory making the factory work harder than max shifts
Fixed familiarity not being saved correctly for entertainment, safety, and others
Fixed scenario year being changeable
Fixed side stats to color fuel economy changes correctly for mpg and km/L
Fixed lots of instances where integer year data was used instead of float year data
Fixed tire width being converted for US conversion on tooltip, now stays as [mm]
Fixed traction control not working correctly in campaign, having no effect on stats
Fixed mouse buttons 3 & 4 not making designers go forward/backward consistently
Fixed how the game handles custom Windows DPI settings
Fixed issues with fixtures being placed along the car's centerline
Reworked and fixed aspects of the forecaster functionality
Fixed 60 degree V8s availability to when V6s become available
Fixed exhausts not connecting properly when using several exhausts for BeamNG exports
Fixed BeamNG car exporter not working from campaign
B191217 Hotfix 8
Fixed stats side panel not showing correctly in variant design
Fixed engine tests not showing how the engine revs on the graph
Fixed engine renaming not accepting input once enter is hit
Fixed factories not shing names of engine variants to produce
Fixed ordering in calendar to have latest model on top
Fixed process slider in engineering always reseting to 50 when facelifting
Fixed growth data in markets tab always being 0 when starting in later years
Fixed issue with .car file export filename
Fixed scenario ride height being broken
Fixed scenario items not auto-disabling
Fixed the wrong engine graphs showing in scenarios
Fixed graphs not updating when collapsing/opening scored stats in scenario
Made scenario demographics always show score
B191216 Hotfix 7
Added loading spinner to car forecaster
Added a 'previous value' difference data field to the engineering values
Improved logic behind renaming. Should fix instances where names could be reset
Fixed engine, gearbox, and drive train not being invisible when engine doesn't fit
Fixed wheels poking out of the car before reselecting the trim body/morphing
Fixed issues with held stats related to competitors
Fixed factory deletion from factory manager screen
Fixed factory deletion when exiting un-confirmed factory built through factory manager
Fixed engine scenario showing the wrong graphs
Fixed changing model body not changing engine bay until something else is changed
Fixed engine size checks not running when a car calculates, issues with graphs & fitting
Fixed rims not showing when they are selected
Fixed campaign photo mode showing sandbox cars when selecting another car to spawn
Fixed double-clicking car and engine project sign off causiong blurred screen
Fixed braking graph to show Time on X axis instead of speed
Fixed crash of 'Deleting Trim Slots' from the campaign manager
Fixed issue with game resolution selection process
Automation - The Car Company Tycoon Game - Killrob
We've been hard at work to polish up this version and it is really coming together nicely. So nicely in fact that we're planning to get this final LCV3 version ready for you to try out in the opt-in openbeta branch early next week.
The 1984 Lafayette Mark IV Executive Sedan by Mat.
To see part of what is coming, feel free to check out the two latest Little Dev Update videos:
Another thing worth checking out is a recent Q&A with Killrob, giving some in-depth answers to a few interesting questions.
We'll notify you next week once the new patch goes live on the openbeta branch. Cheers!
Automation - The Car Company Tycoon Game - Killrob
In the past few weeks we've been working on improving the campaign flow and usability. Also a lot of effort has gone into the underlying backend structure of handling of car and engine projects, making them more solid and in turn less crashy... or that is the end goal! :)
A quality Archanan design by Yangx2.
The UI still needs work of course, but in this Little Dev Update video we are showing off some of the new UI features coming to the LCV3.
We expect the open beta for Patch 7 to start in the next few weeks. Most new features for Patch 7 are implemented and now we're polishing things up.
Automation - The Car Company Tycoon Game - Killrob
Hotfix P2 B190807
Updated trim & engine side-stats aesthetics and logic to better fit new UI style
Trim side-stats now can compare to average of the top 3 competitors
Added post processes to animatics
Added tooltip to animatics button to show a car must be selected
Added unit & unit conversion to wheelbase on car body tooltip
Added pause/stop keyboard shortcuts to animatics. (ESC and SPACE)
Fixed being able to select & move cars while an animatic is running
Fixed being able to move photo scene camera while an animatic is playing
Fixed Animatics not rendering for certain screen resolutions
Hotfix P1 B190806
Fixed 2010s design room not being able to make a new campaign
Fixed issue with mp4 animatic saving
https://www.youtube.com/watch?v=DczrJODQEzA The next big patch for the Lite Campaign V3 version of the game is now available on the public default branch. Note that you can opt in or out of the openbeta branch by right-clicking the game in your Steam Library, Properties, Betas, select the openbeta branch and let the game update.
What game is this, looks awesome?! Presented by nacho.
In this big patch we have many important fixes and quite a few cool new features too! It certainly does feel quite a bit different with the updated UI look. If you were part of the openbeta, you find the latest changes below listed under Hotfix 5.
MGR_99's version of the Merano Titus in full motion in the updated photo scenes.
For those of you who have not been part of the openbeta, here is a quick summary with the biggest changes:
B190805 Big Changes & Fixes
New simplified and performance optimized UI look (still WIP)
New car and engine design rooms selectable from the car manager
Added ability to place several cars in a photoscene
Fixed various memory eating crashes in Engine Designer
Option for intake models on engine to show in the car, export to BeamNG
Added photoscene animatics, can be rendered out as .mp4
Plenty of campaign UI improvements
Lots of general optimization and bugfixes
New car bodies, fixtures, and plenty of fixes
From here we're going to continue to improve the campaign to make it more playable for people who don't know it inside out already. This current patch goes some way towards that already by making it more solid - so you don't have the feeling you need to walk on egg shells. Although there sure is a lot more work to do on that.
Automation - The Car Company Tycoon Game - Killrob
Sorry for the long wait for an update! The team is now all back from holidays, but half of it is caught out and knocked out by a flu wave going though.
A fancy design by nacho, vastly preferable to the flu.
In the meantime we have been working on polishing up the new UI look quite a lot, as well as added quite a few good feature, gotten rid of nasty crashes, and in general added quality of life stuff like tooltips and so on. We just posted a new Little Dev Update video showing what we're working on and talking about where development is headed. The most recent one is from today, showing much of what the new UI looks like:
https://youtu.be/75clZqftsDE In case you missed it, we also posted one about a month ago, talking about all kinds of new features that also will be coming with the next patch:
https://youtu.be/0mPCa5IbAY4 A few fixes to the campaign are needed before we can get the patch to you, but it looks like next week is a reasonable target.
Automation - The Car Company Tycoon Game - Killrob
After many weeks of fixing, optimizing, fixing, adding content, and… fixing stuff that broke again, we do have all the changes rolled into the public branch of the game to serve as a new foundation for the next leap forward in features. Below you find a summary changelog of LCV3 Patch 4 and 5. If you want to see all the changes made, just have a look at the two previous news posts!
The 1990 Vic Reffafi by Flash in the new 10s Design Room photoscene
This is a good point to opt out of the openbeta branch for those of you who chose it only because of some specific fixes and crashes. From here we’ll do some more ToDo list clean-up and add more depth to the factory management in the campaign. As always, these changes will come to the openbeta branch first, but may have their (un-)fair share of bugs.
It sure feels good to finally be able to get this massive list of important fixes over to the public branch, especially all the game stability related things, which should be a big improvement for many who had been struggling with seemingly random crashes of the game.
Here is the summary list of the most notable fixes and improvements since the previous public build from March 20th.
New Content & Tweaks (Patch 4+5 Summary)
New improved paint system, with simple and advanced mode
Implemented familiarity mode. Visible on item tooltips. Toggle with Alt-key
Added many new car bodies, body variants (including Lord Gaben requests)
Added many new fixtures
Added new themed number plates
Added GPU driver detection to launcher, warning about outdated drivers
Added 10s Design Room photoscene
Added a darker 90's-ish variant on the modern studio photoscene
Added paint sorting by Name or Hue
Softtops & Trays can now be painted
Implemented the effects of production flags (limited / no mass production)
Implemented interest rate dependencies on loan conditions and financial situation
Updated factory information for tooltips and comparison tooltips
Updated general look of sliders
Added button in photoscene to directly open screenshot folder
Reimplemented and improved sandbox car cost estimation
Tweaked gearbox weight scaling (don’t get heavy as fast with more torque)
Rebalanced the cost of R&D, making the lower levels more attainable
Added Debug Menu, open with F9
Much improved photoscene car movement controls
General Fixes (Patch 4+5 Summary)
Fixed issue throughout the game that could cause random crashes
Added code signing for better compatibility with anti-virus software
Fixed a whole load of campaign related bugs (yes, bad ones)
Fixes for many many car bodies and fixtures
Fixed and tweaked many familiarity synergies
Suspension choice no longer allows choosing incompatible designs front vs. rear
Fixed suspension ride height weirdness in campaign cars, causing stat fluctuations
Fixed issue where the car would "forget" its power distribution and become RWD
Fixed various items not having the correct production limiting flags
Fixed grid mode car manager not working for sandbox
Tweaked interior weight scaling with quality
Fixed display issue that could show negative months signing off projects
Fixed Engine Factories not correctly finding their production flags
Fixed demographics not growing depending on their demographic type
Game Optimizations (Patch 4+5 Summary)
Disabled framerate smoothing with VSync, as that was causing low FPS
Fixed various small and medium sized memory leaks
Optimized calculation performance for campaign play
Optimized updating of UI with ongoing calculations, more responsive
Optimized loading of fixture thumbnails
For anyone who has had stability issues with the public build, this one should alleviate most of your issues. Give it a go and let us know if things are working as intended. :)
Automation - The Car Company Tycoon Game - Killrob
Note for RC3: A quick Saturday patch to get rid of the weird issue the RC2 build had with headlight fixtures and the remaining tooltip inconsistencies. This hopefully is our final release candidate for this update. Give it a go and see if there are any bigger issues that need addressing asap. :) Cheers!
In today's patch we have a lot of under the hood fixes and optimizations for you, along with a new improved car paint system. Also we have optimized campaign calculations and database handling. It should play a lot smoother and make the game more stable as a whole.
MGR99's design for the Merano Dalius
The plan for this update is to have it in openbeta for a few days and then put it onto the public branch. There are so many fixes and improvements since the last public build, we want to get it out to you as soon as possible. Have a look at the changelog below and give this version, available on the openbeta branch, a go!
Automation - The Car Company Tycoon Game - Killrob
In the fourth big patch for the LCV3 update we have all sorts of changes for you. The big ones for campaign play are the familiarity view mode which colors selections according to how familiar your company is at producing them. That will show how different parts are interconnected, giving you some expertise even at engineering components you never engineered before.
For the car builders / designers among you, this update features a new paint / materials system that now allows you to have pained special materials like chrome (yes, you can make golden chrome cars now, until you get punched by someone), and colored carbon fiber. Also the update brings some awesome new car bodies (including special request by Lord Gaben), and more fixtures to go along with them.
Please note that as was stated in the most recent Little Dev Update, your campaign game saves will no longer be compatible with this new version. We release it to the openbeta branch first, so that you can switch over to the default branch and finish off your campaign in the coming days before this update is merged with the default version.
The 'Di Inferi Prototipo Dieci', by Miurena.
B190425 Hotfix 3
Reimplemented and improved sandbox car cost estimation
Tweaked gearbox weight scaling (lighter at higher engine torque)
Fixed issue with body quality slider causing freeze crashes
Fixed photo mode only showing car first time you load it up
Fixed turbo journal bearings not being selectable
Fixed crash happening when closing Automation
B190424 Hotfix 2
Added Debug Menu, open with F9
Added option to debug menu to show/hide fixture names on tooltip.
Fixed semi-spaceframe factory addon requirements
Fixed / re-added missing photomode button to car designer
Fixed tooltip for fuel availability, now 75% or below shows in red
Fixed head quality not affecting octane requirements
Tweaked block and head material familiarity synergy groups
Fixed Boxer 6 broken familiarity synergy groups
Fixed issues with some familiarity tooltips
Fixed familiarity colouring for 30+% familiarity
Compounded tire type and tire compound for familiarity
B190412 Hotfix 1
Added 90sLuxurySedans
Added missing Kammback version of 70sUSCoupe
Added fixture button for tow hitch, re-added missing tow hitch
Fixed missing RWD gearbox textures
Fixed issue with UI timeline acting weirdly and blocking some UI selections
Fixed some issues with familiarity not accumulating for the correct items
Fixed / improved familiarity synergies
Fixed color swatch ordering to be sorted by name
Tweaked interior weight scaling with quality
Fixed plastic material being white in BeamNG exports
Removed broken, accidentially released 70sSupercar until its done
Changed 00sVan to unlock in 85
Fixed Van tag on 70sPanelVan
Improved Fixture Stamping UVs on 80s Vans and 2010s Coupe
Improved morphing behavior of wheelarches
Photoscene car movement controls now suck less
Fixed teleport to car functionality in photoscene
Improved lighting on car thumbnails
B190411 New Features
Added code signing for better compatibility with anti-virus software
Implemented familiarity mode. Visible on item tooltips & toggle by pressing Alt-key. The colors still don't quite work in the listboxes, will be fixed tomorrow!
Implemented the effects of production flags (limited / no mass production)
Implemented interest rate dependencies on loan conditions and financial situation
Reworked the paint system
Softtops & Trays can now be painted
Added fixture non & transparent window material as an option
Added a darker 90's-ish variant on the modern studio photoscene
Added a 00s Small Hatch body
Added a range of 00s/10s sport coupes (special request by Gabe Newell)
Added wings/lights/vents/grilles to suit the sport coupes
Replaced some of the gearboxes with better looking ones (transverse front)
B190411 Art Fixes
Reworked all morph positions on 10sSedan02Large family to fix melting issues.
Reduced 70sUSCoupe_Small rear chassis length by 20cm to avoid clipping
Reduced 70sUSCoupe rear chassis length by 10cm to avoid clipping
Reduced 70sLuxury_Cor family's rear chassis by 15cm to avoid clipping
Removed side trim from 00sPonySmall
Increased 90sSUV maximum wheel diameter
Fixed weird paint lighting issues on the sides of cars
Fixed 2.7m wheelbase McLaren-esque body weight issues
Fixed 10sSedan02Med4dr having no passenger box
Fixed missing second seat row in 60sSUV
Fixed 1995 Coupe body has an issue with its coupe variant, front bumper
Fixed 60sSedan05 family front bumper being split down the middle
Fixed 60sVan from melting when selecting a different variant
Fixed wonky morph on rear right wheel arch for 70sCoupe02
Fixed rear morphs on 80sLMP
Fixed missing bits of body at the front bumper of 00SedanCompact-Coupe
Fixed pinched morph on 60sSedan02, fixed whole family bumper painting
Fixed 60sSUV from exploding when you try and morph it, added second seat row
Fixed 10scoupelarge from chassis clipping in the rear
Fixed 90smidcoupe off-centred wheel and added nose morph
Fixed 10Roadster_Large-FB fixture tearing on front of bonnet / windshield
Fixed 1945 people mover body being "melty"
Fixed 70sCoupeLarge02_Sedan_ being a coupe, instead of a... Sedan
B190411 General Polish
Added nicer country selection to markets tab of trim & hub
Added keyboard controls: Space or P to pause, x or + for faster, z or - for slower
Added tooltip to time controls to tell you about these keys
Suspension choice no longer allows choosing incompatible designs front vs. rear
Improved appearance of trim stats on details & test-track sub panels
Redid how the paint thumbnails are generated, for better readability
Improved fixture thumbnails through better lighting
Sharpened up horizontal & vertical sliders for better contrast
Added Max and Min awareness to dealership screen, disabled unfinished items
Added better tooltips to engineering pages of car and engine projects
Added tooltips to engine / car project items on 3rd tab
When selecting existing engine, changed the button text to "Select Variant"
Fixed wrong icon for number of engines produced by factory
Improved the engine designer's default camera position
B190411 General Fixes
Fixed the economy randomizing itself every time you load your save
Fixed car import errors for some database versions, implemented better handling of that
Fixed issue where specific materials couldn't be used on a body more than once
Fixed suspension ride height weidness in campaign cars, causing stat fluctuations
Fixed bonnets turning grey when hidden instead of disappearing
Fixed rare loading issue with some mods that stopped other tasks from completing
Fixed issue with the test tracking braking test and tires bursting due to downforce
Fixed modifying a new engine family through a trim slot not updating its family
Fixed sequencing issue in project managers
Fixed some chassis part options still referring to "Tameness" as a stat
Removed broken title tooltips from car/engine project tabs
Fixed future factory size name not showing correctly in factory overview
B190411 Balance Tweaks
Fixed and tweaked many familiarity synergies
Rebalanced the cost of R&D, making the lower levels more attainable
Rebalanced how the brake fade calculations factor in 'disc size', now not linear
B190411 BeamNG Exporter Fixes
Fixed issue with bonnets disappearing for exported cars in BeamNG
Fixed carbon fibre being weirdly bright and shiny in BeamNG
Fixed issue with specific cars hovering above the ground in BeamNG
Next up are the addition of the factory and tooling hitpoint systems that make your factories wear down over time. That will factor into not only retooling time and cost, but also your cars' production quality and with that your company prestige, reputation, and in future production batch recall rates. Alongside a lot of fixes and further polish, obviously.