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!

Cheers
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:

\\Documents\\My Games\\Automation\\Sandbox_openbeta.db


A beefy truck by Yangx2 (using mods).

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)
  • New engine block [done] and engine head art [WIP]
  • Implemented basic engine visual customization [WIP]
  • 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!
Aug 12, 2020
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)
https://youtu.be/gs2PX7ea2N0
Progress Update 1 (July 9th)
https://youtu.be/wb76mrDAuFU
Progress Update 2 (August 12th)
https://youtu.be/fvoTBD4WvY4
We are aiming for a first open beta of the LCV4.1 around mid to late September at this point.
Cheers!
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
  • Tons of little fixes and polish

Cheers!
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

Lite Campaign V5
LC V5.0 Superchargers & Engineers
LC V5.1 Improved Competitors
LC V5.2 Prototyping & Limited Production

Grand Campaign V1
GC V1.0 Multiplayer & Big Map

Our FAQ covers most of the common questions regarding what will be in those updates and in Automation 1.0 in general, have a look!

B200117 Changelog
  • Added factory screen dedicated to selection of what to produce in it
  • Added factory side and addon requirements to engine bottom end item tooltips
  • Improved factory size and addon requirement tooltips for item lists
  • Made sales decrease linearly with lower than 100 competitiveness instead of quadratically
  • Improved synergies / familiarity between safety packages (requires new save)
  • Improved synergies / familiarity between engine configs (requires new save)
  • Body mophing fixtures are now mirrored by default
  • Four new car bodies have been added
  • Game launcher now detects if required Media Feature Pack is installed
  • Fixed demographics scores being weird when switching cars in sandbox
  • Fixed Inline 5, Boxer 4 & 6 engines giving magic octane requirement reductions
  • Fixed engine bay issues with generated cars
  • Fixed blank vehicle name text box in the BeamNG exporter screen
  • Fixed 5V valvetrain being selectable or listed before it should be available
  • Fixed tooltip for comparison to top competitors being worded wrong
  • Fixed tooltip for rear suspension type having compactness go the wrong way
  • Fixed 71 melting body to not do that anymore
  • Fixed issue where changing engine year would unexpectedly jump to 2012
  • Fixed changing year in sandbox not always being saved properly

Exciting times lie ahead for Automation players! Thank you for your continued support.
Cheers!
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?

Please post your feedback and any bug reports in this thread:
https://steamcommunity.com/app/293760/discussions/2/1660068911654529460/


B191120 Changelog Summary
Optimizations
  • 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
  • Fixed minor issues with units on graphs

Hotfix 7 BeamNG Exporter Changes
  • Changed automatic gearbox aggressiveness parameters
  • Increase durability of pistons, cylinder walls, etc. to withstand higher boost
  • Added backfiring to cammy cars that run rick AFRs
  • New torsion type beam to make swaybars translate better to BeamNG
  • Reduced friction on metal to the same coefficient used by normal BeamNG metal
  • Various material tweaks for BeamNG's latest changes
  • Ability to tweak toe angles in tuning menu
Thanks to RapidKebab for identifying and helping with some of these issues.

B191209 Hotfix 6
  • Fixed family selection mode of car bodies being one line, instead of a full screen of bodies
  • Fixed the position of the car editing camera in the 2010s scene
  • Fixed the failing of closing a database causing issues with opening a new database
  • Fixed engine projects getting locked out when they're set to be ready to be signed off
  • Fixed main menu being broken after a series of specific actions
  • Fixed variants not automatically being added to factories when cloned from the car designer
  • Fixed 10sFull_Cor_cabrio being the wrong model year, was 2005, now 2007

B191207 Hotfix 5
  • Added prompt for deleting a trim slot before destroying the trim
  • Added prompt for unticking a trim, telling you it is going to wipe it
  • Added ability to open any trim in designer from car projects manager
  • Created WIP company museum for opening old trims (just for that functionality)
  • Ticking on an engine appends "Replacement" instead of clone
  • All trims now auto-tick when making a facelift
  • Variant and Family names now autofill in sandbox new engine prompt in car designer
  • Decreased loading time when selecting a model body (loading the bodies still takes ages)
  • Cleaned out 2GB of unused assets from the current install
  • Fixed campaign breaking bug when loading another campaign in same play session
  • Fixed major bug where paint UI would stop working when entering photo mode
  • Fixed sandbox top-bar engine prompts not opening over manager UI
  • Fixed selecting a model body would cause a recalculation never completed
  • Fixed issue with .car export with special characters like \
  • Fixed target demographic selection UI not showing the current date
  • Fixed custom refresh rates always resetting back to 120hz
  • Fixed the country unlock years in the new campaign advanced mode screen not updating
  • Fixed alignment & added Tick button to close R&D screen
  • Fixed scrollbar not working for trims overview in project

B191204 Hotfix 4
  • Improved lighting in 2010s design room
  • Fixed major issues with 0000's design room
  • Fixed bug where exhaust end nodes would export near/under ground level to BeamNG
  • Fixed ordering of campaign car / engine projects and factories, newest first where possible
  • Fixed sandbox car and engine managers now defaulting to ordered by newest first
  • Fixed engines-in-project list to not blink / show wrong tooltip when all is fine
  • Fixed hub calendar to not lose trim production info when minimizing models
  • Fixed not being able to delete the most recent save from campaign that was just quit
  • Fixed undo changes button in advanced paint UI not working
  • Fixed fuel types on engine project screen being backwards (leaded vs. unleaded)
  • Fixed issue with engine engineering not updating after changing the engine in a car

B191129 Hotfix 3

  • Rebalanced tire width and engine bay width for most bodies
  • Added new "0000s" design room, for best performance on low end PCs
  • Added new 4th engine selection control to replace instead of just cloning a variant slot
  • Added hotkeys for camera control in designer, WASD
  • Added prompt to tell you that you have unapplied graphics settings when closing options UI
  • Added default autofill for engine selection UI with existing engine names or automatic name
  • Added more spacing to text in textboxes to make them more readable. (i.e top bar)
  • Added list mode to sandbox engine selection UI
  • Improved paint pallette and slider fidelity
  • Increased contrast of datafield slider gray in item comparison tooltips
  • Fixed engine family stroke changing values despite being locked in
  • Fixed issue with sales calculations giving access to much larger than possible markets
  • Fixed company prestige and reputation skyrocketing to extreme numbers
  • Fixed issue where just-unlocked demographics supposedly had massive potential revenues
  • Fixed issue with adding too many trims / variants to a factory, giving zero efficiency
  • Fixed current factory shifts being in the wrong column for factories
  • Fixed campaign starting cash vs. difficulty score multiplier inconsistency for 50 million
  • Fixed new campaign easy setup mode not scaling with screen size
  • Fixed old variants / trims not being cleared out of factories properly, causing issues
  • Fixed graphics menu not resetting when closed
  • Fixed engine sorting in sandbox not working
  • Fixed blur not going away when closing settings menu opened through photo scene UI
  • Fixed turbo glow being a bit borked
  • Fixed issue with demographic tooltip for a demographic that just unlocked
  • Fixed issue with campaign setup UI in advanced mode for engine tech being too tall
  • Fixed some turbo placement issues on boxer engines
  • Fixed right-click not working on body filter settings anymore to deselect all the others
  • Fixed accessibility controls UI panel for camera controls
  • Fixed slider centers from turning red/blue sometimes

B191122 Hotfix 2
  • Improved handling of loading old cars that have updated bodies
  • Improved stability of loading mod bodies
  • Fixed engines not updating stats in sandbox and behaving strangely
  • Fixed facelifts not working properly in campaign, made system more solid
  • Fixed engines not showing up when selecting existing engines from engine manager
  • Fixed engines not showing when 'creating new variant in existing family'
  • Fixed issue with rim size changes not updating car calculations
  • Fixed factories not being possible to rename, changing back to their default name
  • Fixed turbo engines without an intercooler not providing any boost
  • Fixed turbos spawning in weird places the first time you build a turbo boxer
  • (Potentially) Fixed exhausts scraping the ground in BeamNG or being ripped off instantly
  • Relit all the 'Mirror' photo scenes to fix some issues. They are super pretty now!
  • Top bar now flashes pause/play button when paused in campaign
  • Campaign top bar now hides time controls when not relevant
  • Tweaked margin increase per month to be more aggressive at sales start
  • Removed the blue ball from the Isle of Skye... no sheep were harmed

B191121 Hotfix 1
  • Fixed car mods not working anymore
  • Fixes various issues with engines in sandbox not working correctly
  • Fixed framerate issues in photo scenes and design rooms
  • Fixed the larger of the two new not-Falcon body morphs
  • Planar reflections now adjust with quality settings, full quality when taking photos
  • Added day-night cycle to Isle of Skye photo scene


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.

Cheers!


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