Automation - The Car Company Tycoon Game - Killrob
In this patch we have more important fixes to the fixture system and UI for you, along with one of the major last missing bits of the campaign changes for 4.1. The latter is changing the calculations around factory refreshes and factory build / retool times, both becoming shorter.
Please Note: Lighting is broken in the 80s design room, colors are messed up. For now, use a different design room until it is fixed.
Tweaked fixture gizmo functionality and visuals, still WIP
Fixed fixture gizmo sizing issues
Lots of visual adjustments to taillights, still WIP, but much improved
Likely fixed nasty issue where cars in same photoscene swapped fixtures
Fixed same car not being possible to spawn twice in a photoscene (really now)
Fixed not being able to place fixtures after spawning another car in a photo scene
Fixed wings / spoilers placement on the sides of cars
Improved lighting in photoscenes
Full revamp of factory costs, build times, and refresh mechanics
Fixed issue where engine facelifts cause car factory production to half or reduce significantly
Fixed ordering flipping on campaign calendar when in "Show All" Mode
Fixed calendar current time (red vertical line) being covered by other calendar elements
Fixed locking of fixtures not working
Fixed 80s body being at the bottom of body selection
Fixed exporter issue turning transparency = 0 windows white
Fixed the compression slider updating the whole engine, causing jitter
Fixed engines not picking a default valve cover when built
Many more things to tweak and fix in the coming days and weeks. Cheers!
Automation - The Car Company Tycoon Game - Killrob
The second patch to the openbeta provides a lot of fixes and improvements to the new visual design aspect in Automation. The much criticized fixture manipulation UI has been changed, but is a work in progress and the next patch will sort out more of its issues. It now has small confirm (green), mode switch (yellow), and delete (red) buttons next to it. The default mode is the scale mode, which means that both movement and scaling is accessible here. Rotation will be added to that soon as well, which is still quite janky to use as is.
Here is the full list of changes for LCV4.1.2.
Fixtures & Design
WIP rework of the fixture gizmo (UI), combining more functionality
Added confirm, delete, and mode buttons to fixture controls
Added transparent material option selectable for cars or fixtures
Added Pillar Trim & Window Trim as selectable fixture paint slots
Relit Train Station scene for improved performance and smaller install size
Relit Old Streets scene to fix dark shadows and added time/weather presets
Fixtures now retain the original material assigned to their slots even if not in use
Switching between fixtures within the same fixture family now maintains materials
Fixed fixture car paint slots not loading correctly
Fixed fixture undo stack being broken
Fixed old mods with depreciated Convertible body type not showing in car body UI
Fixed glass materials missing from fixture material list
Fixed photoscenes not loading with languages other than English
Fixed the same car not being possible to spawn twice in a photoscene
Fixed cars not having visual materials before a panel material is selected
Fixed issue with chassis stick out bonnets on some mod bodies
Fixed carb intakes that could not be painted
Fixed fixture select - hide - deselecting making fixture visible again
Fixed hitting tab showing old car manipulation arrows in photo scene
Campaign And Sandbox
Fixed bug where signing off a new facelift into engineering would tank sales
Fixed issue where only the latest facelift could change pricing
Fixed cylinder head material all looking the same
Fixed Corrosion Res. Steel panels being in sandbox, replaced with Partial CF
Added description text for Partial Carbon Fiber panels
Fixed Partial CF factory requirements
Fixed body type penalties not displaying / working correctly in sandbox
BeamNG Exporter
Fixed exhaust material not exporting to beam
Fixed cars being exported to BeamNG with the wrong engine
Fixed missing chassis in BeamNG exports (changed to black, WIP)
There are still plenty more things on our list to fix and add, but we appreciate all the bug reports and feedback!
Automation - The Car Company Tycoon Game - Killrob
The first patch is here already and there are a ton of fixes in this one, including several major ones. That includes fixes for stability, performance, and usability issues, as well as plain old bugfixes.
Regarding the major crash bug fix, we believe that if this works, that is the end of the now infamous garbage collection bug which has been haunting us for several big updates now. Fingers crossed! Submit your bugsplats.
LCV4.1.1 Fixes & Improvements
Fixed (potentially) crash bug responsible for ~80% of reported crashes
Repackaged game files for quicker updating process
Fixed wrong sized mid engine chassis, and wrong type rear engine chassis art
Fixed head material not visually changing
Fixed clicking a car in photomode changing its position and rotation
Fixed middle-click camera relocation stopping to work
Fixed some cars flipping underground in photo scene
Fixed fixture slot materials not changing when the material changes
Adapated car paint slots to be selectable with the new fixture painting system
Optimized reflections / texture / shadows performance in new photoscenes
Tweaked demographic coloring in market screen "company bubble" mode
Fixed game score display not updating until you reload the save
Fixed the wagon body desire of Family Utility demographics not displaying correctly
Fixed issue where the wing angle would reset when it should not
Fixed visual issues with Partial Carbon Fiber panel option
Wheel blur now correctly blurs only to one direction radially
Fixed wheel and directional blur costing performance even when their strength is set to 0
Fixed double-clicking models in car manager list view not opening them unless they have trims
Double-clicking paints on fixtures now applies them and returns to viewing the fixture slots.
Added new light materials to the 'panel' list of material options. This is as a temporary (!) workaround for lights not working yet. Use as such and be aware this is temporary.
Fixed an issue where mirroring for fixtures close to the centerline wouldn't work
Fixed snap to center-line not working for 3D fixtures
Fixed an issue where the cutout of a 3D fixture wouldn't mirror
Fixed old car drag gizmo showing up randomly
Added key bindings to tooltip of 3D transform widget (Move/Scale/Rotate)
Made fixture translation and rotation sensitivity adjustable
Made fixture scale no longer affect rotation sensitivity
We still have a ToDo list of epic proportions, but let us know how it goes. Cheers!
Automation - The Car Company Tycoon Game - Killrob
Speedy cover art by titleguy1.
The long-awaited LCV4.1 milestone is now available on the opt-in open beta branch! If you are keen to try it out and don't mind experiencing more bugs than usual, you can opt into the current version via your Steam Library by right-clicking the game, choose Properties, Betas, select the openbeta branch and let the game update. No password required.
While this update should be compatible with your cars, engines, and mods, we recommend you make a backup of your sandbox database with all your cars and engines in case you want to go back to the stable version. You find that here:
This update does pack a punch with lots of big additions and changes to both campaign and the car / engine designers, the latter especially on the visual side. The following is the condensed list of features and changes.
LCV4.1 Campaign Features
All new sales model and market simulation
More in-depth dealership mechanics
Implemented preorder sales of cars before and during production
Improved hub calendar UI [WIP]
Implemented competitor companies with specific company profiles
Revamped credit score calculations and financing
Added a first project engineering time reduction for quicker start
Factories can be added to productions without a facelift
Factory deterioration and car stocks now affect company valuation
Revised all factory plot, build, and add-on costs
Added a labor cost dependency on shift range and shift count
Added manual control of car sales prices (to dealers)
Implemented automatic overdrawn-account loans
Added a car bodies unlock overview on the R&D screen
Added an engineering times multiplier option in the campaign setup
Market volatility scaling options added to campaign setup
Additional market information overview modes
Added a yearly finance report as a news item
Revised falloff of body age penalty, more in early years, less after 2000
Added an HQ country bonus to company prestige and reputation
Added forecaster access during engineering and production
Added marketing options for secondary and special stats
Cars can now run on more premium fuel when built for lower octane ones
Added button to delete all campaign saves
LCV4.1 Sandbox, Art, & Misc Features
Implemented 3D fixtures
Added ability to turn on a car's lights [WIP, coming in next patches!]
Player defined headlights, brakelights, etc. (BeamNG compatible)
Added transparent windows controls (BeamNG compatible)
Suspension and chassis rework [WIP] partially completed
Merged fixture and car paint systems to allow custom fixture paints
Implemented car and engine tagging system in managers
Added new convertible roof type selection and stats
Implemented car stats comparison tool for side stats like for engines
Added a control to reset fixture materials to their defaults
Added highlight to paint sections on car to show what will be painted
No more fixture reloading when going from designer to photo scene
Major improvements to fixture UI material loading performance
Added reset morph button to trim designer
Added a CTRL-drag mode to slow down fixture translation / scale / rotation
Added Shift + C free-roam camera
Hold down arrow keys to continue moving fixtures after a small delay
Added mod banner to rim selection UI
Added option to menu to disable automatic camera rotation
Main menu screens now full height to see more trims/engines in managers
LCV4.1 Other Fixes
Fixed an issue where moving the car in a photo scene halves the fps
Fixed issues with high DPI windows settings
Fixed issue with tire size controls
Fixed test track sectors ordering incorrectly
Fixed prestige and reputation marketing not working without sales
Fixed text boxes reaction to decimal separator in languages where it is not "."
Fixed fixtures causing errors in beam, slowing down loading
Plus tons of little fixes and improvements here and there...
Photo Scenes Note: We have ripped out quite a few of the older (and lower quality) photo scenes and packaged them as a mod called "Legacy Photoscenes". This saves a lot of space for players who don't want or need them, while you can download the pack as an "official" mod from the workshop if you wish to continue using them.
Outlook
In the coming weeks we are going to frequently update the game as we address the various issues and exploits still present and polish up this version before it is merged with the default branch, after adding the last missing bits and pieces supposed to make it into this version. Once done, we're off to working on LCV4.2, which focuses on improving and rebalancing a lot of game mechanics and revamping turbos.
We hope you will enjoy and look forward to seeing all the amazing new things these features will allow you to create. Cheers!
Automation - The Car Company Tycoon Game - Killrob
It has been two months since the release of the LCV4.0 milestone and its emergence from open beta. This means we’ve had plenty of time to dig into that big list of features that is planned for the upcoming LCV4.1 milestone. In case you are wondering about other coming milestones, check out this video.
The Clarion Vianta in old London town with transparent windows.
Here just highlight a few of the upcoming features of that version:
Campaign
Completely new sales model, dealerships, and marketing mechanics
A whole bunch of improvements to the campaign hub and other UI
Ability to add factories to existing productions without facelifting
Quicker campaign start and adjustable engineering times
Sandbox, Art, BeamNG
Visual engine customization
Big rework of chassis and suspensions
3D Fixtures, movable and adjustable without being limited to the car
Adjustable transparency for car windows
Several new awesome photo scenes and photo scene UI
Car and engine tagging and organizing in sandbox
Added depth to choice of convertible types
Custom definitions of what lights on the car do, export to BeamNG
There is a lot more to it than that though, and as always we have been showing off the progress towards the next milestone on our YouTube channel. If you haven’t already, check out these videos to see what awaits you in this next big update and how the implementation of the new features is coming along.
LCV4.1 Planned Features Overview Video (June 18th)
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.