Automation - The Car Company Tycoon Game - Killrob
Two days into the release of the alpha, and we have our second big batch of fixes ready for you! Again, a lot of important ones in here, please check them out.
LCV4.2.2 General Fixes & Changes
The game should now automatically fall back to DX11 when DX12 isn't supported
Tweaked idle speeds for all engines
Implemented turbo header selection scaling wastegate flow before boost creep
Fixed issue where the family quality slider would not save/load correctly
Fixed sandbox car & engine managers top bars being unusable
Fixed not being able to place fixtures on soft-tops
Fixed keybinds not being adjustable properly
Fixed V8 flatplane forged and billet cranks having almost no strength
Fixed editing fixture text resetting when clicking to add more text
Fixed weird "anti-spool" behaviour with some VGT setups
Fixed way too small, failing turbos causing massive torque curve jaggedness
Fixed set intercooler power throughput not correctly applying to turbo sim
Fixed turbo graphs not clearing when making an engine naturally aspirated
Fixed the basic chassis mode not updating the chassis
Fixed speed limiter being in km/h even though mph were selected as a unit
Fixed dual exhaust being selectable when using a single turbo setup
Fixed issue with boost graph going negative sometimes while being at 0
Fixed mousing over pies in the market screen changing their size
Fixed twin turbo crossover pipes coming out out the engine bay in export scene
Fixed twin turbo piping issues when switching block type
Fixed opposite side thread on tires
Fixed the light and glass material thumbnails being completely white
Fixed roughness slider on leather material having weird effects
Fixed unusual shading on steel wheels and other metal materials
Fixed the basic car design room having a corrupted light map
Fixed 10s design room lighting which was over-saturated
Fixed missing intakes for single barrel eco carbs
Fixed missing texture on 60 degree V MPFI systems with twin throttle, mid intake
Fixed old intake meshes spawning for inline DI throttle per cylinder
Fixed 90 degree V SPFI compact intake missing
Fixed accidental use of underbody material on variant of 60s_Muntu body
Fixed engine manager list scroll bar having the wrong color
Fixed Car_Roof material missing from modding SDK
With the Christmas and New Year break coming up, we're probably going to limit changes in tomorrow's patch to mostly minor tweaks and cosmetic fixes to not break what's working.
Please let us know about any issues you find and report them in this thread. Cheers!
Automation - The Car Company Tycoon Game - Killrob
Finally, it is here! The long-awaited LCV4.2 has overcome numerous hurdles, including delays and a dev-team restructuring, to deliver an almost fully revamped Automation experience. Well, in the form of an opt-in alpha version first in which you can try out most of the new features. Why an alpha and not a beta? Simply because there still are a few missing features that will make their way into the game starting early next year.
Due to the delays in parts of the development, we now have a new release on our hands which is massive in terms of content. Almost no gameplay stone was left unturned, and those that were, will be addressed on our way to the beta.
Massive amounts of new visual customization options have made it into the game… which conveniently also export to BeamNG!
Important to note is that this is an opt-in release. In order to play this latest version you will have to right-click the game in your Steam Library, click Properties, select Betas to the left and then choose the “openbeta - LCV4.2 Opt-In Alpha". Once you’ve done that, let the game update, no password or key required.
Due to basically everything changing, including the underlying game engine’s version, saves will not be compatible between 4.1 and 4.2. That likely will happen for the last time during Automation’s development. The good news is that you can freely switch between the 4.1 and 4.2 version as the save locations have been changed as well, which means there are no file conflicts apart from some config files. A “Clear Cache” in the launcher would take care of that. In other good news, when you import your 4.1 .car files into 4.2, their visual design will carry over - if the car body and the fixtures exist. So the most time intensive part of your prior awesome creations will not be null and void.
Note: Mods are not compatible between 4.1 and 4.2 due to the underlying game engine change!
A beefcake of a V16 quad turbo that looks dangerously ready to deliver way too much power.
Speaking about modding, the new updated SDK is being released along with this first alpha version and we hope the many improvements to it, as well as the updated documentation on our new modding wiki will make it easy enough for creators to bring back old mods and create new ones.
LCV4.2 Changelog (Opt-In Alpha)
Looking at this changelog, we could probably sell this as Automation 3.0 or something… but of course won’t! So many great changes in there, and so much more to do as well.
Car Designer
91 new car models with a total of 756 new body variants
Replaced predefined body boxes with dynamically calculated ones for volume calculations. Body weight and drag now dynamically calculate instead of relying on unreliable manual inputs. Note: This means mods can be used without breaking game balance (as badly).
Separated convertible car body types from the fundamental car body types (e.g. coupe, wagon...)
Car bodies now have fractional seat row numbers, e.g. "maximum 2/+2" is now possible
Revamped body type penalties so that body type choice can be more nuanced
Added various convertible roof types from manual softtop to full auto hardtop
Added weight distribution and weight optimization sliders. Ties into sound insulation as well.
Revamped way of calculating fuel economy, eliminating various exploits and flaws
Reworked brake setup to include front and rear brake force settings
Implemented support for different wheel and rim diameters front / rear
Revamped tire compounds, added all-terrain tire and split hard long life into hard and utility
Revamp tire rolling resistance to make it dynamic with speed and more realistic overall
Revamped undertray options and added new ones. Revamped drag / lift system tie-in.
Reworked safety and entertainment pack selection system UI to allow selection of older systems
Split up brake fade into front and rear to make for easier tuning
Added car body filter options for wheelbase and seat rows number
Revamped the effect of the aerodynamics quality slider on body Cd value depending on era
Improved and fixed the seat selection UI
Engine Designer
[WIP] Full revamp of turbo calculations, simulation of compressor maps and thermodynamics. Note: available turbos in alpha: single-stage single, twin, and quad turbos, standard and VGT.
[WIP] Added and fully revamped intake options with resonances and different flow characteristics
Added family quality slider affecting reliability, weight, BE strength, head flow, costs, and cooling
Added balance shafts and harmonic dampers
Crankshaft harmonics tie in to balance shafts / harmonic dampers, affecting long crankshafts
Tweaked cam profile progression to fit with new springs and lifters mechanic, larger range
Reworked valve float calculations, including new springs & lifters slider
Revised engine and future-proofed idle calculations
Full revamp of mechanical engine friction, split into: piston, valvetrain, crank, and accessories
VVL was moved from the engine family selections into the engine variant choices
New fuel choice controls: leaded / unleaded, octane advertised, and tuned octane
Implemented new fuel availability tooltip table for a quicker overview of what's available where
Fixed engine torque twist not working on engine dyno
Tweaked all fuel system reliability stats
Revised piston and conrod weights
General Sandbox
Major redesign to shift player focus to car stats, getting rid of one-dimensional competitiveness
Implemented direct way to compare your car to competitors in different demographics
Revamped quality (and techpool) progressions, negative quality now is more viable
[WIP] UI now shows running totals of cost, production units, and engineering time
[WIP] Revamped markets tab for both sandbox and campaign
Improved car and engine tagging system functionality
Visual Design
Added "Advanced Trim Aesthetics" settings menu to fixture UI, adding loads of customization
Added sliders to change engine muffling per trim in Advanced Trim Settings, works with BeamNG
Added several paint slots to cars: chassis, running gear, tyres, plastics, windows etc. Note: Allows exporting completely transparent cars when also using the Advanced Trim Aesthetics
Added windows as a default material, meaning anything can be set to windows or transparent
Windows can now be painted with non-window materials
Added UI that lists currently spawned fixtures and makes them easily selectable
Added option to force-load a minimalist chassis model to use with, e.g. open wheeler mods
Added various car interiors thanks to the support of community modders
All fixture materials are now accessible regardless of fixture material slot type
To aid fixture placement, left-click-rotate has been disabled on the free-roam camera
Added field-of-view controls to car, engine and freeroam cameras
Dragging fixtures from the UI now spawns new ones, includes dragging fixture family
Fixed chassis, suspension and drivetrain components flashing at certain angles
Added button to delete all unused car paints from "On Car" paint list
Improved the fixture highlight outline with additional customizable settings for radius and color
Fixed and improved the car part visibility UI and its effects
The color picker UI now has RGB, HSV, and sRGB hex codes with copy-paste functionality
Engine sumps, various intakes and airfilters are now paintable
Photoscenes
A lot of photoscenes have been moved out of the base game, saving ~14GB of harddrive space. Note: those are now official mods on the steam workshop by "Camshaft Software Uploader Bot".
New photoscenes have been added: Rural Australia, Wetlands, Suburban Highway, Neon Brut, Misty Mountains, Icy Road, Downtown Alley, Brooklyn Alley, Sky Mirror. Many older photoscenes have been improved and fixed.
Photoscene props have been implemented and are open to modding
Implemented individualized settings per photoscene that can be changed, stored within presets
Implemented a photoscene thumbnail UI for choosing photoscenes with much improved overview
Added teleport car to camera and teleport car to camera target to avoid having to drag cars
Revamped photoscene UI, drop-down menus and tabs for easier navigation
Camera settings vastly expanded, including colour grading, bloom, more LUTs, effects, RTX etc.
Modding
An improved and updated modding SDK is available for this new game version
Implemented support for modded photoscenes with custom photoscene UI
Photoscene modding capabilities have been vastly expanded
Custom paints now have modding support, with full UI editing and export functionality
This update makes DX12 the default DirectX version, with automatic fallback to DX11
Ray-tracing has been added to the graphics settings, as well as the photoscene settings Note: vendor agnostic, both AMD and NVidia GPUs support ray-tracing in Automation
Chunk files have been rearranged, giving improved load times switching between levels
Completely reworked and improved engine blocks and heads
Car tires have been revamped with depth, separate tread, and sidewall textures
Added custom car paints that now have expanded settings and better looks
More adjustable paint types have been added for cars and fixtures
Fixture light materials have been optimized pass, and should perform between 2-10x better
Tons of art fixes and tweaks!
With this being an alpha of course we expect there to be bugs. Even though hundreds of them were squashed the past week or two, you will run into issues. When that happens, we’d love to know where and how! Please post your findings and feedback in this thread.
For those of you who are looking for a little bit of guidance in terms of the very in-depth new turbo tuning and troubleshooting, we have prepared a little video for you:
Looking ahead, we still have a big list of things too numerous to mention on our 4.2 todo list. Those will be worked through and added to the game as we go towards the open beta phase. From there, it is all about bugfixing until the full merge with the default branch of the game and us moving forwards to LCV4.3 which will have superchargers and multiplayer!
One thing we are especially looking forward to seeing are what crazy builds you will come up with in this update!
Just your average vanilla-built Hot Rod, by Mikonp7.
The Automation team wishes you a Merry Christmas, happy car building, and a Happy New Year! Cheers
Automation - The Car Company Tycoon Game - Killrob
We are getting a lot closer to wrapping up LCV4.2 and are now in the final testing phase before the release of a first opt-in alpha version of this new milestone update. Wait, what... an alpha? Yes, alpha means it is buggy and not feature complete, whereas a beta would “just” be buggy. Seeing that we wouldn’t be able to deliver all the features that are planned for 4.2 before Christmas, we turned our focus to the engine and car designer in these last few weeks to get as much of that finished as possible. The aim of this is to give you a first look at most of the new designer features over Christmas and New Year, even if the experience isn’t quite complete yet.
The GameMaker Studio 2 based prototype of the turbo calculations that are now being implemented into Automation.
What will be in this alpha? I think that is best answered by our just-released Little Dev Update video which walks you through a lot of it:
In case you missed our previous updates talking about various new 4.2 features, here you are!
Once the alpha is ready in the coming days, we’ll update you with another news post that goes more into detail of the practicalities of it! So hang in there while we’re fixing up any game-stopping issues in our currently ongoing testing before the alpha.
Automation - The Car Company Tycoon Game - Killrob
Long time no update post, and not because nothing was going on. As many of you following our YouTube channel AutomationGame will have seen already, a few development hurdles had to be tackled in recent weeks and months. This has led to delays in our gameplay implementation pipeline and caused an overall delay to releasing LCV4.2. On the other hand this means LCV4.2 will be released with added content that was developed in the meantime.
So what happened? Our lead programmer, who is - among many other things - responsible for the implementation of new game mechanics, has suffered from deteriorating health for a while and in July could no longer work on the game. Since then, recovery has been pretty good and the role’s work has partially resumed. Kicked in the butt by this situation, we decided to restructure and bolster our team moving forward to become more resilient and productive in the long run.
This Little Dev Update video goes into much more depth on this issue. You should check it out, it does have a summary (in timestamps) for those who prefer that, too.
Important to note is that this has changed our development outlook and there will be a bit of a feature reshuffle beyond LCV4.2. There will be an LCV4.3 which pulls forward the superchargers from 5.0, while 5.0 will be made more campaign heavy in terms of features. This is shown in detail in the above-linked video.
That was about a month ago and since then not only have we made the first big steps towards the team upgrades and restructure, but development has picked up again too. So in this recent LDU we have some things to show you:
Massive amounts of additional sandbox visual customization of cars which exports to Beam.
The new markets tab which will be available in campaign as well as in sandbox
A first look at the WIP turbo calculations with procedural compressor and turbine maps.
Warning, the latter is for proper nerds only. ;)
Our new target for a release of LCV4.2 with heaps of new content now sits at December 2021, with an open beta likely to hit before then.
We’re sorry for the delays this has caused and hope the awesome content coming with LCV4.2 will be well worth the wait. Cheers!
Automation - The Car Company Tycoon Game - Killrob
Sorry for the long silence! Here is the much needed video update about what is happening in development and what awesome stuff we're working is coming to the next big update, LCV4.2.
A nicely detailed project by ATOM500, the Otnas Kucing W4.
Also, we've just released a little patch to the current version of the game, fixing up some issues with decals in the BeamNG exporter. Should be quite a bit better now, but certainly isn't perfect and other issues remain. Unfortunately, these remaining issues can first be addressed in LCV4.2.
https://youtu.be/dID7DsePyPY The latest Little Dev Update video finally takes a first look at the turbos and the UI to select them, going though the options which for the most part would lead to the insane engines many of you have been waiting for.
The recent discussion on the removal of the competitiveness stat is now put into practice with the UI changes shown in the video and it is very effective at getting the player to focus on the stats themselves instead of a magic number. Furthermore, big changes to the market screen are coming that will drastically improve your ability to create potent line-ups, both in campaign and in sandbox.
While we have come well over half-way with this massive update's development, there is still a lot more to do and we're not quite sure when this will be done, certainly not for the end of the month! What is certain though is that in about 4 weeks time we will have a much better idea of how much longer you need to endure our teasers and we will tell you then :) so, stay tuned and enjoy the outlook video!
Automation - The Car Company Tycoon Game - Killrob
This is an update for the current LCV4.1 version which makes your Automation cars compatible to the latest changes that came with BeamNG.drive v0.23.
The paint now properly pops, like shown by Kueso's Automation car here in Beam v0.23.
The exporter now uses the new BeamNG.drive Physically Based Rendering (PBR) material system, so you should see your Automation cars tap into that new potential. On the other hand, we do expect there might be some problems, as it is a big change to how things work. For LCV4.2 a lot more adaptations are planned.
Please note: You will need to re-export your cars in order for the changes to take effect!
There will be some wonkiness especially with pearl paints. Please let us know about any issues you discover!
Automation - The Car Company Tycoon Game - Killrob
Steadily marching towards the next big milestone update LVC4.2 it is becoming more and more clear how much of a game-changer that update will be for Automation as a whole. It sure is taking a while and we appreciate your patience in this!
To keep you informed about the upcoming changes, what we're working on at the moment, as well as to give you some insight into the why and how discussion, we have just released another Little Dev Update video. Once again, it probably rather should have been called "medium-to-large-sized dev update". In case you missed it, I've added the previous dev update video as well!
https://youtu.be/oy3jcCDqEuE https://youtu.be/u41l9pQWBeY We're stoked about these new features and gameplay changes and looking forward to the time you'll finally be able to try them out for yourself once the openbeta hits! Of course we will keep you updated along the way. :)