Automation - The Car Company Tycoon Game - Killrob
It took a while to get this out of the oven, but here it is, the brand new and much improved Light Campaign has been added to the ongoing open alpha with the 4.2.15 patch. So what do we see as the main changes since LCV4.1?

Note: To opt into the open alpha, right-click the game in your Steam Library, select Properties, Betas, select the openbeta branch and let the game update.

Light Campaign V4.2
The largest improvement we see in the much improved feedback on your car designs in terms of potential sales. Being able to not predict in any way what volume of cars you would be able to get to the market was like flying blind. This has been addressed by the markets tab in the car designer, which now allows you to set a price and see potential sales numbers for your car before any production setup has happened. This adds lots of predictability and gives that essential clue as to how to size your factories before setting them up! Of course it still requires the skill of knowing how to design a car to make it producible at a reasonable cost... so that you have that much needed margin to get out of the debt hole you likely dug for yourself.


Being able to see sales potential right when you design your car model and its trims.

In the same vein, the forecaster has been improved and fixed. It can now give pretty decent predictions of what will happen in the context of your future line-up, instead of providing often poor guesses.


More relevant information illustrated right in the factory setup where it is needed.

In the factories themselves, a lot of UI improvements have been made to give you more relevant information right there. A new staffing mechanic allows players to balance worker quality and wages, versus the available pool of potential workers. While you'll be able to fill a 1990s Gasmean medium factory with good staff within a handful of months, in 1940s Archana you would be waiting years to do the same.


Much better direct feedback on what is going on with your marketing efforts.

The very first iteration of the new, detailed world map makes an appearance too! Still a work in progress, the new map is the foundation upon which a detailed lore will be built.


A tiny render of a big world!

Hundreds of smaller changes and fixes have made their way into campaign as well over the past three months of focused development, too numerous to list here, but they certainly will be felt.

Here is a brief getting started video for the new campaign!
https://youtu.be/VubXCn3mzqQ


What else has been going on?
In the background we've continued work on the massive engine designer revamp which from scratch revises and replaces the engine designer calculations with those you've seen as part of the turbo revamp of this 4.2 milestone. The plan is to switch out the remaining naturally aspirated base calculations with fully updated ones as well, turning this part of the game more into an actual simulator while keeping its usability.


The prototype of the new engine calculations now considers all throttle settings and maps them.

The latest two Little Dev Update videos go deep into these changes and you should definitely check them out to see what is coming!

https://youtu.be/x4gWjOfUf-0
https://youtu.be/GBzEAiLPsu4
We're continuing to work out these fundamentals and implement them into Automation at the moment in a separate development branch until they are ready to be switched out. Once the naturally aspirated engine calculations have been fully revamped, we'll focus back on getting the 4.2 milestone goal of sequential turbos ready as well.


Patch 4.2.15 Changelog
Since most of the recent work has focused on both the engine calculations and campaign, the changelog is mostly about "all the other things" instead. Here is what's new in LCV4.2.15 beyond the addition of the campaign!

Gameplay Fixes & Improvements
  • Added Steam Rich Presence hooks to Automation!
  • Fixed rim weight calculation using tire diameter instead of rim diameter
  • Fixed harmonic dampers being far too expensive in material costs
  • Tweaked seating row availability for various bodies
  • Changed warning thresholds for brake fade
Art Fixes
  • Reworked exhaust glow progression and coloring
  • Made it possible to apply glass to rims by default
  • RTX settings are now stored in photoscene presets
  • Fixed ray-traced shadowing settings not working at all
  • Fixed performance problems in Modern Studio and 90s Studio photoscenes
  • Fixed poor photoscene performance when car loaded, mostly blur related
  • Fixed boxer engine short cast turbo manifold having an enlarged texture
  • Fixed headlight "bases" having no texture defined
  • Fixed visual issues with chunky offroad tire tread
  • Fixed fixtures being lit drastically different to bodies when using the same material
  • Fixed rendering artifacts in desert gas station when ray tracing was enabled
  • Fixed editable text fixtures not hiding when hiding fixtures in the photoscene
  • Fixed Fixture3d_SpareHousWheel_02_FPD and another being in the wrong fixture family
UI Fixes & Improvements
  • Import function for .car files will now move them to /Imported folder instead of deleting them
  • Added prompt to fixture UI to allow unlocking to delete missing fixtures
  • Added a back button in car paint slot paint selection panel to return to slot selection panel
  • Added tag/list views to engine selection buttons in car designer
  • Added notification to tell users when the text they input into an editable text fixture is too long
  • Fixed car pricing UI not allowing manual pricing input
  • Fixed drag of rotation or translation axis on props not calling place-on-ground on completed drag
  • Fixed issue where fixtures selection sometimes created a new fixture instead
  • Fixed placing engines in cars resulting in engine year being changed
  • Fixed colour picker mode switching
  • Fixed colour picker slider colour bars not fading out correctly in the photoscene
  • Fixed photoscene colour grading gain slider functionality
  • Fixed animatics not stopping when escape is pressed
  • Fixed car selection button on side stats bar getting too large with large car names
  • Fixed held engines not retaining turbo count
  • Fixed engine engine not recalculating when changing from turbo to naturally aspirated
  • Fixed placement of photoscene transform widget
  • Fixed categorization of some interior fixtures
  • Fixed fixture gizmo UI not fully entering the screen sometimes
  • Fixed engine bay clearance warnings being out of sync with engine bay widget
  • Fixed body preview tooltips not updating after keybind change
  • Fixed adding another car in photoscene having UI problems when using grid mode
  • Fixed "ignored suggestions" UI not updating correctly
  • Fixed car and engine manager showing stats when no item is selected
  • Fixed blown-up turbo motors that keep revving on the engine testing UI
  • Added "copy error to clipboard" button to lua error popup
BeamNG Exporter
  • Fixed interior fixtures to all be marked unbreakable with cardinal lock on
  • Fixed cloth paints and fabric paints tend to export glossy to BeamNG

We definitely expect there to be a significant section of campaign bugfixes in the following patches, but we do hope you'll be able to dip your toes in even in this early version.

Let us know what you find and share your feedback in the appropriate threads.
Thank you again for your patience and enjoy!
Cheers!
Apr 27, 2022
Automation - The Car Company Tycoon Game - Killrob
Just a quick fix to some of the most reported issues, plus a few little polish things.
Most importantly, we're found and fixed a major performance issue that was introduced in LCV4.2.13.

LCV4.2.14 General Fixes
  • Improved game launcher to be better at detecting GPU crashes in the game log
  • Fixed big performance issue
  • Fixed the renaming of Sequential gearbox to Auto Manual breaking exports
  • Fixed crash due to exhaust count
  • Fixed Lua error when loading car with mod body that is not installed
  • Fixed crash with broken sandbox car trying to calculate sales into markets
  • Fixed car manager allowing .car export button to be enabled when a trim isn't exportable
  • Fixed all graphics menu buttons displaying "Disabled" tooltip
  • Fixed fixtures not cutting correctly in BeamNG exports
  • Fixed changing text fixture text not working in 3D mode
  • Fixed clone single trim model button not refreshing the car manager
  • Added car body door filter to body selection and improved initial load performance
  • Added rebindable keys for Move Up & Move Down on free camera
  • Renamed the glass semi transparent slot to windows
That is all for now, more to come.
Cheers!
Apr 20, 2022
Automation - The Car Company Tycoon Game - Killrob
It has been rather quiet for a month, high time not only for a patch but also for an update on what is currently being worked on. The big changelog you see below is only a part of what we've done as a lot of our focus has been on the campaign, which has been fixed and polished up and quite likely is in a better state than the current 4.1 campaign, but not quite ready to go yet as we're doing some more deeper testing attempting to run into those likely still present nasty bugs ourselves first.


Great custom build by Audi ( ... the discord user on our server, not the brand) :P

In addition to that, some of the core engine designer calculations are getting a revamp / rewrite which will take them to a whole new level. Some of you might have seen or heard that the turbo engines are going through their own separate calculations that track all kinds of temperatures and pressures. The same will apply to all forced induction and naturally aspirated engines with a much more in-depth simulation that gives more realistic results with more nuanced dependencies and interesting compromise. This has been brewing for the last two months and is still a work-in-progress, but close to being possible to show off in a Little Dev Update video soon. I'm really stoked about showing that off and discuss it in detail!

With so much happening in the background, the changes visible to you with this update are the various bug fixes, performance improvements, UI updates, as well as art fixes and other additions. Here is the changelog for LCV4.2.13! Note that you can opt into the alpha testing branch via your Steam Library, right-clicking the game, properties, betas, select the alpha testing branch and let the game update.

General Fixes & Additions
  • Fixed RTX not working correctly
  • Fixed framerate in car designer dropping permanently, after raising or lowering the hoist
  • Fixed 3D fixtures not nudging their mirrored versions when arrow keys are clicked
  • Fixed AI car generation not setting top speed
  • Fixed .car importing when their body meshes exist but are not release ready
  • Fixed VVL profile swap before RPM limit seemingly randomly breaking engine sound and test
  • Fixed issue where cars without fixtures would rotate in photo scenes if they had rear steering angle
  • Fixed photoscene tab changing when RTX settings are turned on while a car is selected
  • Undo stack now only resets on restart, switching cars keeps car's stack in tact
  • New physically-based glow model for engine headers/turbos
  • Spread out car body unlock years so they are less clumped up
  • Imported cars from 4.1 and earlier now correctly import wheel size limits
  • Now materials can be assigned to intercooler pipe fixtures
  • Limited photoscene resolution slider to something more workable
UI Fixes
  • Improved demographic comparison tooltip
  • Limited the markets selection in Markets Mode to the available regions that can be sold to
  • Added undo buttons to photoscene camera settings
  • Non-standard car material slots now show materials when they're overridden
  • Removed free-roam camera key bindings that conflicted with fixture/prop editing
  • Fixed UI issue with locking/unlocking a car with multiple trims
  • Fixed Avg. FPS Counter in graphics settings not working
  • Fixed tag view not correctly saving tag modifications for cars and engines
  • Fixed side stats panel demographics not showing blue "problem" indicator strips
  • Fixed issue with reverting graphics setting change in the settings menu
  • Fixed car paints without valid materials being considered as "chrome" in the car paint UI
  • Fixed not being able to cancel comparing stats to another car
  • Fixed changing stat comparison mode losing comparison data
  • Fixed cabin/cargo volumes on the model/trims page showing an M instead of a numerical value
  • Fixed all side stats panel demographics all having red warning strip
  • Fixed flash rate of fixtures changing in low framerate animatic renders
  • Fixed "currently installed engine" not being blank when no engine is selected
  • Fixed pinning of demographics to top of side stats not working on market screen
  • Fixed wheelbase sliders on car body selection UI to having incorrect number of steps
  • Fixed tag sorting UI not doing anything when in tag view
  • Fixed car pricing UI not allowing manual pricing input
  • Fixed fixtures not unlocking when becoming invalid
  • Fixed resetting photo scene camera settings also reset level settings
  • Fixed selecting a second car added to a photoscene causing the props tab to be selected
  • Fixed some morphs/bones not showing up as UI sliders
  • Fixed camera settings not loading when loading a photo scene preset
Art Fixes
  • Fixed issue with flickering headlights
  • Fixed 2010s engine design room using car designer reflection
  • Fixed V16 turbo mechanical single intake missing the actual intake
  • Fixed new car bodies (RB_60s_sports) not being able to fit rear engines properly
  • Fixed issues with 82_gen_trim
  • Fixed Rouen 46 bodies having bad wheel diameters
  • Fixed issues with possible fixture ray-cast misfires that affected Edgy00s car bodies and others
  • Fixed issues with 70sUSCoupe_Kamback
  • Fixed issues with fixture stamping on 08_KeiOR_etc
  • Fixed unbounded bone on 10sHatch01-2drSedan
  • Fixed bad material slot in 08_jpn_coupe_longnose_xl_cpp
  • Fixed issue with broken normals on 40sGVP_Bumper fixture family
  • Fixed 10s_us_SUV (and others) having tearing issues when placing fixtures close to the wheel wells
BeamNG Exporter Changes
  • Fixed interior fixtures not being unbreakable in exports by default
  • Fixed carbon fiber issues in exporter

We're keeping you updated as we go along, the new campaign is getting very close, so it is good to have this polishing-patch out of the way first. :)

Cheers!
Mar 17, 2022
Automation - The Car Company Tycoon Game - Killrob
Progress has continued to be good since the last patch, with a significant part of our efforts going towards straightening out the campaign, which is being tested and fixed up internally at the moment.
For now we have a decently sized patch for you with all sorts of fixes and improvements.


A beautifully detailed WIP project by Sean Black.

Pieces of the various campaign fixes and additions are making it into the sandbox too, with the new market screen taking shape and now having correct calculations for car sales (yes, in sandbox).
We expect the campaign to be part of one of the next larger patches!


The WIP version of the new turbo tuning graph overview, making switching graphs unnecessary.

But now to the important things... here is the changelog!

LCV4.2.12 General Fixes & Additions
  • Added a turbo graph mode to engine aspiration panel showing all turbo graphs at once
  • Tweaks and fixes to turbo presets, now taking into account twin-scroll / VGT selection
  • Added individual wheel height offset controls to photo scene
  • Fixed sandbox market screen not showing the cars' performance in different demographics
  • Fixed not being able to change car pricing in sandbox market screen
  • Fixed UI issue with photoscene level widget making photoscenes hard to select
  • Fixed rear steering not being saved in photoscene presets
  • Fixed engine manager's "Remove All Unused" function leaving ghost engines in list mode
  • Fixed a crash happening when loading Desert Gas Station photoscene
  • Fixed turbo presets not applying turbo quality settings
  • Fixed cloning text fixtures not copying text
  • Fixed 'fixture highlighting' toggle in fixture menu not persisting when selecting fixtures on a car
LCV4.2.12 Art Fixes
  • Recombined patch-fixtures by setting them to the same family again
  • Fixed various interior fixtures having missing materials, particularly dashboards
  • Fixed materials rendering incorrectly on low shader detail
  • Fixed number plates not displaying properly in fixture list
  • Fixed BodyEditor_10sSedanSmall_Wagon cutting both sides of the body with unmirrored fixtures
  • Fixed 10sSupercar02 having very low tire width limits
  • Fixed broken thumbnail on one wheel arch fixture
LCV4.2.12 BeamNG Exporter Changes
  • Fixed engine sound missing from BeamNG exports (previously fixed)
  • Fixed most cases of vehicle instability caused by the new aero model
  • Added wheel hub swaps for vanilla BeamNG wheels
  • Added individual gear tuning to the BeamNG tuning menu
  • Moved "calculateOptimalLoadShiftPoints" from the engine to the transmission
  • Added wheel offset slider to the BeamNG tuning menu

We'll keeping you updated with where we are with the various features in the pipeline.
Cheers!
Automation - The Car Company Tycoon Game - Killrob
Things continue to progress nicely, as this big patch is showing. Also we've made big steps towards bringing back campaign mode, which should be in one of the next updates.. still plenty of fixes required before then.

In this update we have a big mixed bag of everything for you, gameplay additions, loads of fixes, and many improvements to the BeamNG Exporter.


The Athena R by slashdotretro3.

Here is the chunky LCV4.2.11 changelog!

Gameplay Changes
  • Added turbo presets (needs a finished engine before they can be applied)
  • Taught the AI (in car generation) how to build turbo engines
  • Added valve float dependence on boost for FI engines
  • Tweaked cam & springs sliders' effects on valvetrain friction
  • Extended effective range for springs slider, allowing for lower and higher values
  • Implemented springs and cam profile sliders effect on loudness
  • Implemented springs and cam profile slider effect on reliability
  • Implemented springs effect on operational smoothness
  • Limited availability of twin-scroll turbos to certain configurations
  • Fixed sportiness calcs using old body drag values instead of the new dynamic ones
Art Fixes
  • Fixed MFI on V engines is missing meshes
  • Fixed rod sticking out of turbo internals, and wobbly compressor wheel
  • Fixed rear wheel solid disks missing rotors
  • Fixed timing belts and chains
  • Fixed default steel wheels looking wack in 80's photo scene
  • Fixed some grill materials that warped badly
  • Fixed RTX Ambient Occlusion not handling indented fixtures correctly with some settings
  • Fixed twinscrolls not glowing as bright as the rest of the exhaust assembly
  • Removed 60sSedan03 because it sucked and there are plenty of other period options
  • Fixed turbo race headers missing on Inline 5 engines
UI & Tech
  • Fixed fixture favourites not rendering correctly in fixture UI
  • Improved fixture paint UI performance
  • Added fixture material name system. More fixtures will be named later.
  • Fixed 3D transform widget showing only 0 for rotation / position in photo scene on props or cars
  • Fixed fixture material previews being borked
  • Photo manager now changes tabs when switching between cars / props with tab or mouse
  • Fixed updating of engine thumbnail images
  • Fixed 'fixture highlighting' toggle in fixture menu not persisting selecting fixtures on a car
  • Fixed fixtures not selecting if they only contain a skeletal mesh
  • Fixed mirrored fixtures not hiding when chosen to be hidden in photoscenes and the designers
  • Engine manager now remembers sorting to fix ordering
  • Fixed memory issues with Active Mod viewer causing crashes
  • Fixed drag is not being shown correctly / calculated for car body stats
  • Fixed fixtures always ticking, even if you're in the main menu
  • Fixed turbo graphs not being removed from graph switcher when an NA engine is selected
  • Fixed fixture paints becoming disconnected to the slot they're tied to
BeamNG Exporter Improvements
  • Introduced new fully-revamped aerodynamics model [WIP]
  • Added various new tuning menu sliders:
    - Front and rear brake power multipliers
    - Ride height offset
    - Camber (double wishbone, multilink, pushrod suspension only)
    - Afterfire modifier
    - Particulates modifier
    - Front and rear suspension offsets
    - Front and rear wing angle
    - Max steering angle multiplier
  • Cars with Launch Control now export with a Two-Step controller
  • Added basic suspension spring compression sound
  • Engine sound now comes from the exhaust
  • Transmissions now get generated names
  • Fixed wheel hubs breaking too easily
  • Renamed wheel hub nodes to match the BeamNG convention
  • Fixed chrome and potentially other materials exporting with max dirtiness/scratching
Modding
  • Added the ability to add custom paint materials to fixture material lists
  • Added duplicate-UID check to rim preview generation

No change of plans, development is going in the right way to a more fleshed-out and playable 4.2 version that soon will see the campaign mode be re-added. Plenty more things to do... let us know of any issues you encounter.

Cheers!
Feb 17, 2022
Automation - The Car Company Tycoon Game - Killrob
A quick hotfix for some issues that popped up in 4.2.9, as well as a bigger update to the BeamNG Exporter.

General Fixes
  • Fixed various issues with undo / redo system
  • Fixed fixture UI not clearing when displaying rim category
  • Fixed issues with switching between fixtures with < and >
  • Fixed a few fixture materials being identical
  • Fixed fixture reflectors being turned on by default
  • Fixed invisible headers on V6 transverse engines
  • Fixed taillight fixtures having names
  • Optimized car saving times
BeamNG Exporter Changes
  • Added ability to export all fixtures as unbreakable (will break wings until the new model is added)
  • Added "Additional Modification" slot for better mod support
  • Changed wheel / suspension hierarchy
  • Changed fuel tanks to spawn full
  • Fixed ESC options not exporting
  • Fixed 4x4 toggle not working
  • Fixed some metal materials missing their export parameters

Let us know of any issues you encounter.
Cheers!
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 fixture UI speed & switching fixture speed on high-fixture count cars
  • 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!
Feb 4, 2022
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
  • Improved graph data loading performance
General Fixes
  • Fixed cross-car fixture merging
  • Fixed rapidly saving .car files causing fixture nuking
  • 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!
Feb 1, 2022
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!

Cheers
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
...