Automation - The Car Company Tycoon Game - [CAMSO] Caswal
This little update just changes one little thing: it makes our exporter aware of the new BeamNG folder structure that got changed in their recent update. That's all!
Automation - The Car Company Tycoon Game - Killrob
The first three weeks working on the LCV4.2 update have gone well. One of the big things that has happened is that we've successfully made a final switch of the game engine version to UE4.26, which will remain the game engine version of choice for Automation for the rest of its development.
Important To Note: Due to the massive amount of changes coming with the LCV4.2 update, neither cars nor engines will be compatible, but from here on out will always be compatible with future versions of the game. Due to the engine version switch, also mods will become incompatible again, so they will have to be updated / re-exported using the UE4.26 tools we'll supply with that.
A "decent wagon with decent power" by Hinode Motors
This new version is still months away from release, so it is not something that needs to concern you much now. Also, we're going to use new database files for the new version so that your old LCV4.1 cars and engines are not overwritten and discarded. You will be able to switch back to LCV4.1 manually once LCV4.2 is released to the public default branch.
https://youtu.be/xDH0Nap9iYc In this first Little Dev Update (those are updated on what is going on, not updates of the game available to you) of LCV4.2 developments, we're taking a look at some of the engine designer changes. Check out the video to see what's coming!
Also, if you have missed it, what is planned to be implemented with LCV4.2 was discussed in our previous overview video here. We'll keep you posted with more such videos as more LCV4.2 features are implemented. https://youtu.be/orTXb-QM2Ko
We also just released a small patch for the current version of the game. This is to address some issues with the exporter and some badges crashing the exporting process.
LCV4.1.19 Fixes
Fixed crash in exporter due to using specific badges on the car
Added logging info to the game log to help track down database related issues
This patch is available both on the default branch and the openbeta branch at the same time. Cheers!
Automation - The Car Company Tycoon Game - Killrob
We just ran into a problem that Automation cannot export cars with engine sounds to BeamNG. This is not due to any patch (neither on the Automation, nor on the BeamNG side) that broke it or black magic (ok, well a little of that), but rather a certificate that has expired.
Last week we tried to get it renewed but something went wrong in the process and it took a little longer. Today we got it sorted and this build is fresh out of the oven with the new certificate built in.
Sorry for the messy situation! Here are the changes for this quick Sunday fix:
LCV4.1.18 Fixes
Fixed BeamNG Exporter not being able to export sounds due to expired certificate
Fixed bug where having loaded the same car twice in photoscene, then back out to edit the car, then back to photoscene, the car would still be the unedited old one.
Automation - The Car Company Tycoon Game - Killrob
Since the initial release of the big LCV4.1 update into openbeta in November '20, we have been steadily polishing and fixing this milestone with a total of 17 patches. As such, we have just merged the last few patches with the default branch of the game. This means everyone is on the same version of the game again and if you wish, you can opt-out of the openbeta branch at no additional download.
Lots of effort and skill giving fantastic looking interiors, here shown by Billy Joe Red.
At this point we're ready to move on to the next big update that has been looming on the horizon for long: the much anticipated Turbo Revamp.
This update not only will include a much needed redesign and expansion of the turbo systems and their calculations, but also very deep going game-mechanics improvements in the engine and car designers, with their effects running deep and affecting campaign play, too.
In this video we're taking a look at what the next big milestone update of Automation will contain. There is a bit for everyone in this one guaranteed, have a look for yourself.
https://youtu.be/orTXb-QM2Ko Delving into the development of LCV4.2 means we're once again embarking on a longer dev cycle during which there will be no patches to the game unless absolutely necessary. The development of each such new milestone is a big task, as you could see from the long wishlist of features for this version shown in the video. We're aiming to have the first openbeta version be available in around 4 months time.
However, that doesn't mean we'll be silent until then. Little Dev Updates will keep you up to speed with where we're at and how the new features and changes are being implemented.
If you are wondering what the general development timeline is, here is our development timeline overview video:
Automation - The Car Company Tycoon Game - Killrob
Another little roundup patch to address some of the remaining and new issues that players had with the latest update. This is a release candidate build for LCV4.1.
LCV4.1.17 Additions & Fixes
Added a lot more 3D interior fixtures, both general and specific > General: many parts that can be used in many different situations in any car > Specific: new experimental (modder "template") interior fitting 80xAmerican_boxy_coupe
Updated spaceframe chassis model
Fixed new 1956 "Swinger" body
Fixed double wishbone suspension sticking out way too much
Fixed BeamNG Exports all sounding like rich-running tuner engines even when super eco
"Fixed" issue with the BeamNG Exporter setting too low speed limiters, by switching it off
Let us know if you find anything that really needs fixing before fully moving on to developing the massive LCV4.2 update! :)
Automation - The Car Company Tycoon Game - Killrob
With this patch we attempt to wrap up the big LCV4.1 milestone release. With these fixes we think we're in a pretty good state to move on to the longer dev cycle of LCV4.2.
Note: This patch is first released to the openbeta branch, then in the coming days merged with the public default branch if no bigger issues emerge.
LCV4.1.16 Fixes & Improvements
Rebuilt all fixture, body, and rim thumbnails for more consistent look
Added improved fixture glass materials, smooth red and amber transparent glass
Added new ambient colour setting to studio photoscenes (experimental, don't save to presets yet)
Streamlined debug log outputs in thumbnail generation for fixtures and bodies (help modders)
Tweaked age fall-off curve for AI body selection when generating cars
Fixed cars not being sold fully, having 1 or a few cars remaining in stock
Fixed (potentially) some fixtures looking brighter than others, despite being the same color
Fixed crash where the UI had cached a destroyed demographics object
Fixed chassis glitches for light-truck and semi-spaceframe chassis (using placeholders)
Fixed a missing material on one of the background buildings in the overpass photoscene
Fixed some mirrored fixtures' issues with transparent materials or post-processing effects
Fixed photoscene effects breaking fixture highlighting coming back into the editor
Fixed photoscene hoist stopping trim editing when coming back into the car editor
Fixed a bunch of issues around engine placement caused by new chassis
LCV4.1.16 BeamNG Exporter Fixes
Fixed exports having unexpected holes
Fixed black paint with full shine looking like chrome
Fixed being able to export unfinished cars, crashing BeamNG when loading them
Fixed not picking up custom user paths set by the BeamNG Launcher
Please let us know if there are any big issues still present that we may have missed (apart from there not being any deisels [sic]). Any launch issues you might have are not fixable from our end, but in 99.9% of cases easily solved as something fundamental is missing or wrong for the game to run. Please make a thread in the technical support section of the forums if the Troubleshooting FAQ doesn't give you the solution.
In the coming week we'll update you on what is coming next with LCV4.2, which will be a massive update to the game mechanics in the car and engine designers and of course turbos.
Automation - The Car Company Tycoon Game - Killrob
Getting close to wrapping it all up for LCV4.1, here is another patch with various fixes and significant improvements to stability, the exporter, and usability.
Note: This update is posted to the openbeta branch first and merged with default once it is confirmed not causing any new bigger issues.
LCV4.1.15 Improvements & Fixes
Major overhaul of BeamNG tires (thanks to Corey from BeamNG)! Cars now more stable, better steering feedback, easier to drive at limit of grip, and more accurate to what you built in Automation.
Added a new photoscene, Sky Mirror
Implemented FFB steering weight of BeamNG cars adjusts with power steering choices.
Improved competitor car AI to be more varied, adding reasonable randomization
Added 3 buttons to allow separate loading of camera, car, and world settings in photoscenes
Slightly changed chunks/pak files in attempt to fix a skeletal mesh startup crash
Fixed a common crash reported on BugSplat, potentially connected to Alt-Tabbing
Fixed AI generated cars to exclude convertibles for non-convertible demographics
Fixed lights resetting their status to be lit in the car designer when reloading the car
Fixed competitor price information in market screen's competitiveness mode tooltips
Fixed "Engine Factory Designer" tooltip showing up everywhere in the engine factory setup
Fixed fixture snapping angle being stuck at 15 degrees
Fixed a crash in demographics calculations
Fixed a memory leak that eventually could lead to a crash
Automation - The Car Company Tycoon Game - Killrob
With the last patch showing that our stability fixes seem to have worked, we wanted to get a few more little things cleared up.
LCV4.1.14 Improvements & Fixes
Fixture gizmo advanced settings allow for the gizmo to be offset to the side
Rebalanced the brightness of the fixture light reflectors
Fixed BeamNG Exporter cars pulling to one side at speed, made further toe tweaks
Fixed issue with changing car price, causing a mismatch in preorder numbers and sales oscillations
Fixed automatic sandbox database backups not working
Fixed Japanese not working in game when selected as UI language
Fixed (removed) logic from lights that gave them functionality based on where on the car they are
Fixed various small tooltip issues
Fixed trim deposit fraction textbox not functioning in campaign
Fixed fluorescent green factory utilization bar on models where shift count < target shifts
Just a few more items on the list for LCV4.1. It looks like at the end of the week we'll be able to post a final patch before moving into the longer LCV4.2 dev cycle, the Turbo Revamp!
Automation - The Car Company Tycoon Game - Killrob
Big juicy patch coming at you before the weekend with lots of performance optimizations, tweaks, fixes, and BeamNG Exporter löve!
Note: This update has been posted to the openbeta branch and will be merged with the public default branch as soon as it has shown not to have any major new flaws.
LCV4.1.13b Improvements & Fixes
Fixed (potentially) game freezing issue while handling fixtures
Fixed incorrectly sized mid/rear chassis pieces and wrongly placed firewalls
LCV4.1.13 Improvements & Fixes
Added transparent as an option to all fixture materials
Added earned interest to the yearly financial summary and to the finances page
Added display for market average car prestige and reliability in the markets panel
Added a few new spawn points to the desert photoscene: Middle of Nowhere, and Out Back
Changed market mode Affordability to show simple absolute affordability as its value
Tweaked tutorial scenario B1 and B4 starting engines
Tweaked several engine designer tutorial scenarios' balance
Tweaked chassis front morphs to reduce the chance of wheel arches clipping
Fixed excessive Lua garbage collector, improving general framerates
Fixed 3D transform widget being opened over everything for some people
Fixed 3D transform widget not updating icon state on 2D/3D switch
Fixed transform mode of fixture UI not being forced back into local selecting 2D on a 3D fixture
Fixed campaign market screen competitiveness mode to use correct selected regions
Fixed ESC menu and its button in the top right not working in sandbox
Fixed campaigns score multiplier having a doubled up effect from the cash slider
Fixed new campaigns breaking when set to $0 company value
Fixed V16 block description not showing up
Fixed various issues with BeamNG lights and materials
Fixed wrinkle paint not exporting colour
Fixed campaign car designer UI allowing a player to export an unfinished car
Fixed the carpark markings in the 10's design room photoscene
Fixed plastic so it can be made black
Fixed drivability brake fade and sportiness brake fade being the same
Fixed bankruptcy loans not displaying correctly in finances UI
Fixed hub R&D panel tooltips to be more convenient, showing category and part name
LCV4.1.13 BeamNG Exporter Improvements
Implemented dynamic toe values in exporter, adjustable in BeamNG
Tweaks to suspension geometry in exported cars
Fixed inconsistent toe and toe-in bumpsteer under compression, improves stability of cars
Improved handling with rear torsion beam
Adjusted automatic transmission shift logic, downshift timing vs load vs engine characteristics
Limited maximum tire stiffness to prevent tires exploding on some cars
Lowered default tyre pressures a little
Made steel wheel materials shinier
We're getting close to the finish with LCV4.1, still a few issues on our ToDo list we want to check off before moving on though. Let us know of any issues you're still having with this version of the game!