Automation - The Car Company Tycoon Game - Killrob
We've continued to hunt down various bigger issues that were plaguing the opt-in alpha and have been able to fix over 30% of remaining crashes with this patch. Due to larger rewrites that were necessary, 4.2.9 has seen a little bit of a delay, but that comes with other content being added in too!
Tuners now will have to do without magic twin-scroll powers... by Mikonp7 & Smons
General Fixes & Improvements
Implemented a completely new undo / redo stack system which has much better performance
Implemented an Active Mods overview in the main menu of the game
Added front and rear wheelbase offsets to move axles via advanced trim settings
Improved performance of fixture saving to lua, especially on high-fixture cars
Improved loading logic for bodies / fixtures to not get stuck when Steam doesn't report back
Changed AWD power split default settings to be more usable out of the box
Rebalanced engine family head vs. top end tab option costs ET, PU, M$
Fixed top end tab quality being for free when VVT None was selected
Fixed seat body filters allowing over-scroll with mouse wheel
Fixed an occasional crash coming from turbos producing NaN data
Fixed a hard crash related to market calcs when dragging family capacity sliders for a bit
Fixed reverting a held car after changing the body resulting in a scrunched car body
Fixed mirrored text fixtures not exporting to BeamNG
Turbo Fixes
Fixed turbo failure states not working correctly
Fixed twin-scroll turbo performance typo giving it magic powers
Fixed issue in calculations handling massively mismatched flow vs. turbo flow
Fixed smart boost functionality producing weird, non-optimal results in early spool
Added fuel system (pressure) and headers (temperature and pressure) curves to graphs
Minor adjustments to turbo tooltip texts
Content & Art
New 1993 unlock car bodies
New 1988 unlock car bodies
Many, many new rims, former JohnDoe1974 mod
Touch-up/remake of the Mako car bodies
Deleted name labels from most recent headlight and indicator additions
Added intercooler and intercooler pipe connector fixtures
Fixed issues with Boxer configuration intakes
Fixed non muffled V and Boxer engines not connect their exhaust pipes in single exhaust config
Fixed some adapters not getting painted if they are not part of engine head
Fixed fixture stamping issues on 65_XMB_Hatch
Modding
Fixed generating car thumbnails generates red rims
Fixed not being able to create rim preview files
Another big changelog for this update, and yet so much more to work on. We're continuing to to fix things up and add the remaining features until the 4.2 version arrives at a beta stage. Campaign is back up and running in our internal builds, so quite a bit of progress is being made behind the scenes too!
Please keep posting your helpful reports of various issues you encounter. :) Cheers!
Automation - The Car Company Tycoon Game - Killrob
We think we got to the bottom of the big remaining issue of fixture merging and fixture nuking! In this patch that should be sorted, along with a few other nice additions and fixes.
Improvements & Additions
Cleaned up, remade, improved, or otherwise fixed, all custom paints
Implemented header and fuel system flow dependencies into the turbo calculations
Implemented separated turbo and header temperature resistances
Added header melting failure state
Added calculation (turbos) for how fuel evaporation cools of the intake charge
Tweaked VGT turbo range to be shifted a bit towards higher flows
Fixed fuel selections not updating engine results when changed
Fixed AKI fuel view showing tuned fuel octane to be -5 by default
Fixed catalytic converters being able to run with leaded fuel
Fixed held engine not showing previous engine config in power & torque graphs
Fixed fender morphs on all 08_us_ body style variants
Fixed 70sCoupe02Convertible being hidden inside it's model and multiple issues with it
We've started working on bringing back the campaign for the advent of the open beta version, but there still are many other little and big things to get done as well.
We'll continue a steady flow of patches until that no longer is the case. :) Cheers!
Automation - The Car Company Tycoon Game - Killrob
A small patch with fixes, including the materials issue, and some goodies, including the race tubular header art for turbos.
LCV4.2.7 General Fixes & Improvements
Added art for turbo race tubular manifolds [WIP]
Added options to custom paints for relative and global texture scaling
Remade the V60 MPFI / DI manifolds
DRLs now have a toggle button and brightness slider in light controls UI
Fixed issues with material / paint selection menus
Fixed highlights on top of shiny objects in photoscenes with the overcast time of day
Fixed photo scene having excessive bloom by default
Fixed balance shaft setting being sticky on changing of engine configurations
Fixed the model year not updating the stored engine year which resulted in weird engine years
Fixed scaling fixtures along the car axis resulting in a snap to center
Fixed car light sliders defaulting to 0, they initialize with a value of 50
We are still hunting for the car fixture merging bug, that is currently highest on our list of priorities. We're aiming for another patch towards the end of the week!
Automation - The Car Company Tycoon Game - Killrob
Lots of important fixes, tweaks, and some new features are coming at you in this latest update to the opt-in alpha of the game.
If you want to check it out and have not opted in yet, you can do so by right-clicking the game in your Steam Library, choosing Properties, Betas, and select the openbeta - 4.2 alpha testing branch.
Making the underlying NA torque curve visible is surprisingly useful. Also... twin-scroll!
General Fixes
Game engine got updated to its second patch version, UE4.27.2
Decreased game launcher height so it fits on smaller resolution screens
Fixed possible way to fixture nuke two cars simultaneously with undo and cause "jello cars"
Turned off the export cars button from the pause menu as it is a suspected source of car nukings
Fixed fixture state that can result in destroying fixture positions on body morphs
Fixed fixture conforming to the car while it is being dragged around costing lots of performance
Fixed fixture text not respecting the 3D mode non-conforming
Fixtures no longer cut out seams that they are placed over
Fixed cases of extreme bloom when using minimal bloom settings
Fixed not being able to turn off motion blur in settings
Fixed engine family quality slider not updating engine stats if the engine is in a car
Fixed every engine supposedly needing Magnesium Works
Optimized competitor lookup performance
Added some logging to help debug a start up crash
Big performance increase for high-fixture-count cars
Gameplay
Fully fleshed out stats for the various intake options
Tweaked intake flow limits and made compact intake more viable
Tweaked cam progression tfor more usable range, cam 0 is now = 15, 100 still is = 120
Reduced quality effects on baseline NA torque to make more realistic Nm/L figures
Fixed entertainment weights being way too high
Tweaked all fuel system prices
Added a dashed "base NA equivalent" line to the power torque graph for turbocharged engines
Tweaked flow reductions of all muffler types and catalytic converters
Fixed loudness inconsistency in intake options
Turbos
Added twin-scroll turbos
Added race tubular turbo headers option (graphics not in yet, but next patch!)
Added much more cam dependence into turbo spool point
Revised intake & header resonance effects to be more realistic
Revised spool behavior based on turbo size
Tweaked compressor map progression to not require as much quality for modern turbos
Tweaked turbo AR ratio progression with Tune slider
Design, Art, Content
Added a ruler fixture for all your measuring needs
Fixed engine bay sizes on 11_Eu_Super families which were too small
Fixed body material issues with 10scoupe02large and 10scoup02_large_convH
Fixed 10sCoupe02 Series and 00s_Van_Lowroof that got corrupted for 4.2.4
Fixed custom paints having incorrect sizes when applied to scaled fixtures
Fixed very poor performance of Desert Gas Station photoscene
Fixed extreme light strength in reflections in Modern Studio by default
Fixed a bunch of weird / inconsistent seat row limitations for various car bodies
Fixed cloth paint material scaling incorrectly with different objects
Modding
Updated SteamWrosk SDK to 1.52 and addressed a startup crash
Fixed numberplate material missing from SDK tools
Added Steam workshop / exporter categories for rocker covers, props, and custom paints
Loads of issues and features to work on still before a beta, but things are coming together nicely and the alpha is becoming more playable... and hopefully enjoyable... with every patch.
Thank you to everyone helping out by reporting issues! Cheers
Automation - The Car Company Tycoon Game - Killrob
The first few days back in the office after the break have been productive and we got a pretty chunky update ready for you to try out. Most of the crashes should be sorted out and a lot of improvements have been made to the turbo calculations and mechanics.
With how things are going at the moment it looks like we're going to be able to shift focus towards implementing the remaining LCV4.2 features starting next week, as this version becomes more and more playable.
Damage to the turbo is now granular and not just on/off.
Turbo Fixes & Improvements
Revised turbo spooling characteristics, giving more realistic spool curves
Implemented granular surge and mechanical stress models to turbos instead of being on/off
Added cumulative surge and mechanical stress info into compressor map
Turbo headers now affect temperature resistance and wastegate flow before boost creep
Turbo quality now affects temperature resistance of turbos
Fixed numeric stability issues in the turbo calculations
Fixed a calculation issue with having an intercooler that is too small for the required flow
Fixed calculation bug with having no intercooler
General Fixes
Fixed the biggest sources of reported crashes with several fixes
Fixed crash caused by texture fixtures
Fixed game crashing when changing trims too quickly
Potentially fixed instance of "fixture nuking" in connection with changing photoscenes
Fixed cloning a trim not making a trim slot in some instances, causing cars to be broken
Fixed inconsistency with landing position in model selection when reentering the page
Fixed instance of infinite loading icon in the car designer
Fixed changes to settings not applying and resetting to default values
Fixed graphs flickering their data while scrubbing with the mouse
Huge performance improvements to car & engine managers & car body selection UI
Added missing material cost dependency for all quality sliders
Fixed issues with family quality not affecting ET, PU, and M$
Fixed car parts that need a factory addon pointing to engine factory magnesium works
Fixed mid transverse unlocking in 1920 instead of 1962
Fixed ignition timing not updating calculations
Fixed issue with VVL unlocking based on family year instead of variant year
Fixed tire profile calculation inconsistencies
Fixed engine fill factor not showing
Art & Design Changes
Added brake caliper rotation to advanced trim aesthetics
Added wheel size matching buttons to wheel sections of advanced trim aesthetics
Added option for 1- or 2-wide spawned-fixture list, with optional fixture indexing
Added lock fixture hotkey
Fixed poor performance of 10s design room
Fixed DCOE race heads inconsistently spawning with airbox pieces
Fixed v60 MPFI/DI race throttle per cylinder missing trumpets
Fixed some incorrect airboxes loading when changing from turbo back to non turbo configs
Fixed paintable engine meshes to correctly support anisotropic materials
Fixed fixture glass materials appearing faceted when put on rounded surfaces
Fixed fixture glass materials not working nicely with ray-tracing
Fixed z-fighting and overlapping geometry on Rim 100U
Fixed dirt/wear values for car materials defaulting too high
Fixed exhaust lod material issues that caused header plates to flash between colors
Fixed double intakes spawning on 60 degree blocks with turbos and TpC
Fixed roof not being paintable on Stylish_SUV_09_ELWB_V5 body
Fixed fixture thumbnails sometimes having other fixtures in reflections
Modding Fixes
Fixed rim mods not appearing in game
Fixed SDK fixture thumbnail generator throwing warnings while simulating
Moved mod tools files that shouldn't be directly editable into a sub-folder
Added fixture preview file naming convention settings to the SDK thumbnail generator
Added an option to skip duplicate GUID checking in the modding SDK
Thank you all for reporting the issues you're finding! In case you wonder how to do that, either use our Steam Forum thread here, or our discord server.
Automation - The Car Company Tycoon Game - Killrob
Things seem to be reasonably stable for now and mostly working. That is not to say there aren't heaps of little and large issues! Those will have to be addressed in January when development and patching will continue at a rapid pace.
We have compiled a smaller final patch to send you off into the holidays with a new LCV4.2 version.
LCV4.2.3 General Fixes
Fixed default tire sizes not being correctly applied when selecting a trim body
Fixed some missing turbo audio and rebalanced volumes
Fixed engine sound not changing when the engine switches to its VVL cam
Fixed boost / vacuum gauge not behaving as expected on dyno tests
Regenerated body tables for the AI (for when it tries to generate cars)
Fixed wheels not defaulting to linked / matched sizes
Fixed issue with layering when using a car paint on a fixture
Fixed changing between psi and Bar not changing boost values on graphs
Fixed logic in how safety packages fall back when changing years
Fixed twin turbo crossover pipes coming out of the engine bay
Fixed default rim size selection not working correctly
Fixed global paints not saving
Several fixes to the modding SDK
And now, unless everything explodes, we're signing off for the year... it sure was an exciting one in good and bad!
We wish you all the best for the next one, Cheers!
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