Sep 23, 2022
Automation - The Car Company Tycoon Game - Killrob
We got a quick fix for you before the weekend! Should smooth out some of those rough edges.

LCV4.2.25 Hotfix
  • Fixed graph lines hitting a plateau and flattening out at certain values
  • Tweaked exporter tire friction coefficients to match BeamNG's changes in 0.26
  • Fixed issue where a bad engine could cause NaN Utility
  • Improved engine tuning AI
  • Added estimated peak torque value to cam profile sliders
  • Tweaked fuel system octane values
  • Crash on exporting certain cars, due to weird FMOD sample issues
  • Fixed low RPM engines causing are Lua errors on test track
  • Added backdrop photo scene preset & wrote a guide loading custom photo spheres and backdrops: https://steamcommunity.com/sharedfiles/filedetails/?id=2866397580
  • Regenerated competitor cars database

Enjoy!
Sep 22, 2022
Automation - The Car Company Tycoon Game - Killrob
Overall the big update seems to be pretty solid, as there has not been a big volume of reported problems. Pretty straightforward first patch takes care of some of the most noted ones!

LCV4.2.24 Fixes & Improvements
  • Fixed resetting body morphs
  • Fixed market & economy graph starting at 0
  • Fixed fuel type not loading and saving correctly
  • Fixed car and engine renaming in campaign car designer working incorrectly
  • Fixed mid engine cars having an unclickable drive type list
  • Fixed issue with graph lines going off the graph area
  • Fixed race turbo header flow value being way off
  • Added labels for hover over state in Power/Torque graph when in 4-way split
  • Moved tyre tread controls into tyre material section of advance trim settings

Probably going to come out with another hotfix tomorrow so that you're all set for exploring the new features over the weekend without too much interruption.

Cheers!
Automation - The Car Company Tycoon Game - Killrob
The biggest change to Automation gameplay fundamentals ever! Sorry for the long wait for this patch, its core features have been worked on in parallel for many months. Now is the time to finally let you have a play with the all new engine designer and many many other things that have improved tremendously in the last two months since the last big patch. Hang in there, this will be a big juice change log to read.


What’s under the hood? The Engine Designer Revamp!? The Abanti 850 CT (by java)

Big Engine Designer Revamp
Following the big overhaul of turbo calculations that relied on completely new calculations simulating airflow and temperature throughout the engine, we have now converted the remaining general naturally aspirated calculations over to being all new too. With that, a lot of dependencies have been added, giving the engine designer much more depth and nuance. Previously, we only calculated full-throttle data for each engine, then fudged the throttle effects for the fuel economy calculations and that was it. Now the engine is calculated for every 100 RPM like before, but also in 1% throttle increments; making engines in Automation go from being one-dimensional to being two-dimensional.


Now you can see all the information needed for proper tuning at once with the 4-way split graph.

The result of this rework is a game changer, literally and figuratively. With all that come new complexities, opportunities, nuances, and lots of compromises in how you approach engine design. To aid the process, we have created several new graphs that show all that new data available to you. The gravity of the underlying changes meant that in the past weeks we’ve had to do a fair amount of due diligence for how this all plays out. What followed was a lot of tweaking to how data is presented and interacted with, and here we are at a point where we dare make this big change public.

We hope you are as intrigued and curious to dive into these changes as we are excited to finally deliver them to you!

Note: This update is posted to the opt-in openbeta branch of the game. If you want to try it out, you need to opt-in by right-clicking the game in your library, select Properties, Betas, then select the openbeta branch and letting the game update.

Engine Designer Revamp
  • Improved: A complete foundational overhaul of all naturally aspirated engine calculations. Simulating airflows, pressures, and temperatures throughout the engine.
  • Added: Carb, Intake, and Header Size sliders for optimizing engine component flows.
  • Added: Cam RPM switch-over slider for VVL.
  • Added: A Balancing Mass bottom end weight slider (read “flywheel.. and more, kinda”).
  • Added: Split up Short Cast headers into Cast Low and Cast Mid header options.
  • Added: New simulated spark ignition fuels and blends (ethanol, LPG, LNG, methanol, nitromethane).
  • Improved: Reworked throttle response and its importance (see car designer changes).
  • Improved: Reworked all effects on octane requirements, including the compression slider.
  • Improved: Reworked all valvetrain stats.
  • Improved: Increased engine variant stroke range from 15%, to 30% smaller than family stroke.
  • Improved: Valve float progression and reliability effects.
  • Improved: Manifold and header resonance curves have been revamped and rebalanced.
  • Improved: All fuel systems have been revised for more accuracy and rebalanced.
  • Improved: Header glow now based on calculated exhaust gas temperatures.
  • Improved: Big overhaul of EQ on engine sounds (thanks Zilverblade)
  • Removed: Ignition Timing Slider. Due to how it never was realistic to begin with, now it would just be ridiculous to set a single timing value for the whole engine’s operating range. Instead, ignition timing is now a fully dynamically generated 2D map which your engineers set up for you, and hope you make reasonable design choices... ha ha.. ha.
Engine Designer Graphs & Usability
  • Added: New 2D maps (throttle vs. RPM) for Ignition Timing, Fuel AFR, and BSFC.
  • Added: A 4-graph-split view for the engine designer.
  • Added: Explode icon to power and torque graph with failure reason(s).
  • Added: Updated graph descriptions and added in-depth ones for most of the new maps.
  • Added: AI tuning button to aid in making working engines.
  • Added: Tooltips for engine graphs to show flow ratings in kg/s | lb/min.
  • Added: New warnings for timing/knock.
  • Improved: Different graphs are now directly selectable via buttons.
  • Improved: Flow & Stress bench now auto-switches to show engine failures.
  • Improved: Flow panel now shows flow relative to design flow rating in %.
  • Improved: Renamed Intake to Manifold. Moved manifold flow tile to after fuel system / carb.
  • Moved: RPM Limit slider to Top End section.
Engine Designer Fixes & Miscellaneous
  • Added: Header material slot for engine aesthetics.
  • Fixed: Header to exhaust flange not hiding correctly.
  • Fixed: Fuel availability tooltip always showing 1940 data.
  • Fixed: Hold engine, then clear engine not restoring the text on the button.
  • Fixed: Air filter trim paint slot name formatting.
  • Fixed: Engine headers remaining glowing after stopping engine testing.
While the complete rework of the engine designer was taking place, most of the team did just continue improving the game and adding useful features. This means that beyond the big hitting engine designer changes, there is a LOT more to share with this update.

General Improvements
  • Added: New “auto-hold” functionality that compares the current engine to the one present when you started making changes to the specific design choice or slider you’re on. This is activated for the power / torque graph as well as several car designer graphs. It makes tuning so much better with direct feedback!
  • Added: Hold-to-click logic for buttons, with time controls in the settings menu.
  • Added: New camera controls in car and engine designer which includes profile view buttons.
  • Added: Arrow key controls to slide sliders, with a 1-second hold burst mode.
  • Added: Better wheel offset and rim size maximum logic to car ai.
  • Added: Mouse-scrolling for horizontal selection widgets, like rim size, swaybars etc.
  • Added: Multi-car .car exporting from the car manager. Model or multi-trim with CTRL + Click
  • Added: First-time start-up settings menus.
  • Added: Item lists show unavailable items with tooltips explaining why they are unavailable.
  • Improved: UI Buttons have improved style/tweaks to look more crisp.
  • Fixed: DLSS starts enabled by default and can't be switched off.
  • Fixed: Color pickers not correctly loading colors when switching between RGB and HSV modes.
  • Fixed: Lowering car/engine years not causing UI to move & lock if parts are no longer valid.
  • Fixed: Automation icon in font not being circular or centered.
  • Fixed: Car passenger area is not shown on car stats in list view.

Car Designer
There are tons of little things added here that will make the car designer much more usable and versatile. One big gameplay change I’d like to highlight are the changes to the sportiness stat. Throttle response has been made a new base value for sportiness. This change provides a lot more nuance in how older cars perform, as throttle response is not much of an issue with most carbs, making non-zero sportiness values much more accessible earlier than before. That was a problem before, because if nothing is sporty, then everything is sporty.


The revamp bleeds into the car designer, with a BSFC map allowing informed gearing choices.

Throttle response now also ties into wheelspin. Utility vehicles with low gearing getting big wheelspin penalties was rather ridiculous, and throttle response is the answer here too: low response engines multiply down the penalties from wheelspin, while high response engines multiply them.

Car Designer Improvements
  • Added: The test track and detailed stats to trim graph buttons to view while designing.
  • Added: Tyre shine & tread controls to advanced trim controls.
  • Added: The ability to copy fixtures, paints, advance trim settings or morphs to and from the clipboard and between cars from the Advanced Trim Settings widget. Also added the ability to copy fixtures, paints and advance trim settings from cars even when they are unable to import.
  • Added: Front & Rear Tyre Tread Depth sliders to advance trim UI.
  • Added: Mouse-wheel scrolling on textboxes in 3D transform widget for fixtures and props.
  • Added: A Clone-In-Place, and a Flip & Mirror To Opposite Side buttons to fixture controls.
  • Added: A new cast iron fixture material.
  • Added: Rear Bumper & Pillar trim as selectable material slots in All Fixtures material list.
  • Added: “Hide Turbo" button to advance trim settings.

  • Improved: Rework of many dependencies in the sportiness stat calculations.
  • Improved: Rework of wheelspin, now affected by throttle response stat.
  • Improved: Tweaked car fuel economy calculations for more accurate results.
  • Improved: Different Graph views are selectable from a selection key, rather than left/right arrow.
  • Improved: Reduced lag when making paint adjustments on cars with complex fixtures.
  • Improved: Made the "Snap To Angle" checkbox bigger with an accompanying button.
  • Improved: Reduced rear brake force minimum down to 20% to avoid over-braked light cars.
  • Improved: Reduced the lag when changing the year in the top bar, especially in car body selection.
  • Improved: Mouse-wheel scrolling on seat rows now increases or decreases the number of seats.
  • Improved: Sorted advanced trim settings controls into tabs.

  • Fixed: Not being able to delete missing fixtures.
  • Fixed: Some fixtures highlighting red when undoing changes.
  • Fixed: Tire material cost previews not reflecting speed rating.
  • Fixed: Aerodynamic and interior quality tooltip data being incorrect.
  • Fixed: Placing a fixture then clicking its mirror resulting in the fixture flipping.
  • Fixed: Switching cars in sandbox leaving the previous car’s target demographic selected in side stats.
Bodies & Fixtures
  • Added: New 1985 EU to replace 90sSedan04.
  • Added: New 1944 EU body.
  • Added: New 1980s LMP body to replace the old one.
  • Added: Dashlights (Thanks Endfinity).
  • Improved: Many legacy bodies moved to the Legacy Bodies Mod that is now available on the Steam Workshop. Includes some bodies that were previously completely removed.
  • Fixed: The grouping of some of the cutout fixtures.
  • Fixed: Custom hood camera fixtures ignoring offset from the middle of the car.
  • Fixed: Custom driver camera fixtures always being on the opposite side of the car.
  • Fixed: Wingadinga bodies having the wrong morphs hooked up to moving the roof.
Photo Mode
  • Added: Twin cameras to photo mode for photo camera vs arrangement camera.
  • Added: Spawned Car list to car settings in photoscene.
  • Added: "Reset To Default" button to photo scene preset UI.
  • Added: Buttons copy and paste photo scene presets from the clipboard.
  • Added: A flashlight to the photo scene camera with controls in camera settings.
  • Added: Several new default photo scene presets.
  • Improved: Photoscene now tries to remember the last photo resolution setting.
  • Improved: Sorted photo scene levels by name, so they always load in the same order.
  • Improved: Photo scenes now remember the last scene setup when exiting.
  • Fixed: Stopped mouse scrolling on photo scene slider titles causing sliders to change.
  • Fixed: Photo scene camera filter not loading and saving to presets correctly.
  • Fixed: Photo scene presets loading inconsistently and sometimes requiring multiple clicks.
Campaign
  • Added: Profit / Loss field to factory production pie chart.
  • Added: "Uncheck All Projects" button to mass sign off screen.
  • Fixed: When building a factory from the empty starting plots, add-ons are free.
  • Fixed: Renaming a Factory in a Project causes a forecast refresh.
  • Fixed: Fuel availability being too low for 91 in early 90’s.
  • Fixed: Not all Trims showing in Trim Designer Markets Screen when designing a trim.
Mods & Mod Handling
  • Improved: Mod handling around failures or missing mods.
  • Improved: Missing mods dialogue now has a "Subscribe All" button.
  • Fixed: The mods list UI pagination index display is out by one.
  • Fixed: Subscribing to a missing mod does not update the mods list in the setting menu.
BeamNG Exporter
  • Added: Center lug wheel hubs
  • Added: Wheel hub stiffness modifier
  • Added: Customizable sway bars
  • Added: Customizable coilovers
  • Added: Nitrous injection parts
  • Added: Various global car modifiers.
  • Added: Rim and tire stiffness modifiers
  • Added: Ability to export cars unpacked
  • Added: Standard and locking wheel hub bearing parts
  • Added: Brake line lock
  • Added: Configuration files now generate
  • Added: Variable and non-variable power steering logic
  • Added: Suspension sound will now change depending on suspension type and spring choices
  • Added: Adaptive dampers now export, semi-active dampers export with partial functionality
  • Added: Semi-active and offroad sway bars now export
  • Added: Active sway bars export with partial functionality
  • Added: Support for functional dash lights
  • Added: Off-road drivemode
  • Added: Interior sounds
  • Added: A way to export cars with a CVT
  • Added: steering trim slider
  • Added: steering ratio modifier slider

  • Improved: Adjusted wheel hub stiffness
  • Improved: Car description and various other data is now displayed in the menu
  • Improved: Changed first-person camera type
  • Improved: Reorganized tuning menu groups to be more comfortable to use
  • Improved: File name consistency
  • Improved: Made wheels easier to break off on solid axle suspension
  • Improved: Chassis meshes have been moved into a separate removable part
  • Improved: Drivetrain quality and tech pool now affect shift delays
  • Improved: Engine throttle response now defines engine inertia
  • Improved: Engine smoothness now affects idle RPM roughness
  • Improved: Tweaked brake torque application points
  • Improved: Experimental aerodynamics changes
  • Improved: Moved downforce application points
  • Added: downforce tuning
  • Added: support for constant downforce/lift forces

  • Fixed: Air intakes showing on export even when hidden in advanced trim settings
  • Fixed: V12s being super loud
  • Fixed: Wheel powertrain definition not being set up correctly on FWD and RWD cars
  • Fixed: driver and hood cameras being twitchy
  • Fixed: RPM limit being too high

Outlook
There are many more things on our list for what we’d like to add, but with this update all the really big things are out of the way and we are approaching a merge with the public default branch. That will have to wait a few more patches though. First we’ll address anything that needs urgent attention with this update, then we implement things that got left behind but should be in 4.2. One thing is certain, we need to get the public default branch updated sooner rather than later… think of all the players missing out on what has come out just in this patch, then think of all the other big updates since a year ago.

We hope you’re finding your way into this update and climb the learning curve quickly to discover all the beautiful newfound nuance the game has to offer.

Cheers!
Jul 27, 2022
Automation - The Car Company Tycoon Game - Killrob
A good bunch of additions and fixes in today's patch as we're wrapping up the series of campaign focused updates.

LCV4.2.22 Hotfix
  • Implemented DLSS
  • Re-enabled Add Variant button in engine manager in sandbox
  • Improved factory addon costs & construction time logic on new configurations
  • Added .car backup to avoid overwriting on multiple exports. Old cars increment and are moved to /CarSaveExport/ExportedBackup
  • Added a Floating Car Stats Widget to props selection
  • Fixed morph UI getting into state where not showing all morph sliders
  • Fixed issue where demographics never calculate if factory got removed
  • Fixed issues with R&D unlocks not being available when they should
  • Fixed various engine cloning issues caused by variants not loading their family UIDs
  • Fixed (potentially) trim body selection UI overlapping trims or failing to allow selection occasionally
  • Fixed 95_jp_hatchback_3door_* being 5 door
  • Fixed semi slick cross ply tyre tread pattern

Next up is us finalizing the complete revamp of the engine calculations, which are almost ready and working in the game. As that constitutes a larger change, we likely need a week or two to get it all set up and tested though.

We'll keep you posted!
Cheers
Jul 21, 2022
Automation - The Car Company Tycoon Game - Killrob
A quick update for some campaign oddities surrounding mostly the start of new campaigns.

LCV4.2.21 Hotfix
  • Fixed trim / variant list in factories not correctly emptying when going to a projectless new config
  • Fixed factories charging full build costs / times when their last config didn't have a project assigned
  • Fixed new factory add-ons charging for old add-ons again
  • Fixed starting factories to now only cost retooling if not otherwise modified
  • Fixed engineering sliders for the first project not seeming to affect time at all
  • Fixed sway bar tooltip showing engineering time instead of prestige

Short and sweet, more to come!
Cheers
Jul 20, 2022
Automation - The Car Company Tycoon Game - Killrob
A few new issues snuck into the patch last night! Here are the most important ones fixed already.

LCV4.2.20 Hotfix Changes
  • Fixed lua error in campaign that blocked play in GetCompanyCreditScore
  • Fixed the yearly profit reports triggering a Lua error
  • Fixed issues with UI resizing for when scroll sliders are present
  • Fixed some designer slider steps not resulting in calculations and improved slider performance
  • Fixed contract factories not automatically having full staff and building/tooling degradation
  • Fixed testing tab defaulting to markets section not highlighting correct button
  • Fixed cancelling an AI generated car mid-calculation causing various lua errors
  • Fixed that for your first project you could add funding to make it free
  • Fixed crash to desktop while loading Old London Streets photoscene

Let us know what else you're running into and we shall address those things asap.
Cheers!
Automation - The Car Company Tycoon Game - Killrob
This update is what happens when in the polishing and fixing phase of a big milestone always something new pops up keeping you from releasing all the current fixes... a MASSIVE amount of changelog entries marking loads of improvements and fixes.


The Maures ZRD by Riley | Z |.

Apart from this being a big step forward in terms of milestone polish, stability, and usability, there is not much to say. The changelog speaks for itself. Have a look below!

https://youtu.be/D_bnlNNzVMs
A recent Little Dev Update video mentions what is going on in development at the moment and announced a community event, with one day remaining for submissions (ending July 20th late US time). It is a community challenge event with big prizes. If you haven't already, you can try to speedrun that build to be part of it too! Here you find more information about the event.

LCV4.2.19 General Fixes & Improvements
  • Implemented more robust handling of mods, missing mods, and subscriptions
  • Made any missing fixtures print the fixture family names on import
  • Improved lua error posting
  • Tweaked a bunch of rear-engine bodies' seat count maximum
  • Game now creates Tracks folder in User Data when it is missing
  • Added way to determine if ray-tracing is supported before crashing cards that don't
  • Fixed game not considering owned plots of land in company valuation
  • Fixed lua errors caused by aborting AI generation of car
  • Fixed situation bypassing deletion logic when deleting multiple engines, breaking databases
  • Fixed engine generator AI always using 95 RON
  • Fixed AI car/engine generation not having any input regions, and defaulting to Gasmea
  • Fixed turbine geometry type selection being sticky in calculations
  • Fixed a crash going to the forecaster after deleting a trim
  • Fixed occasional game crash on fetching region data
  • Fixed VVL getting stuck as enabled when removed
  • Fixed the retry last directories button not working when trying to load mods when Steam breaks
  • Fixed engine manager not correctly openíng basic design room if selected as default level
LCV4.2.19 Art Fixes
  • Fixed shadows not being cast right on all settings
  • Fixed chassis issue with 40sRoasterLargeSoft_Top
  • Fixed 1946 Sedan being off in its own body family
  • Fixed turbo piping not getting cleaned up removing a turbo from an engine in a car
  • Fixed mid transverse intercoolers for inline engines
  • Fixed engine placement not updating correctly due to 'DoesEngineFit' check
  • Fixed exhausts not being connected when first opened
  • Fixed carbon chassis tunnel morphs only changing height not width
  • Fixed V6 engine throwing polygons
  • Fixed rear MacPherson struts materials and morphs
  • Fixed rear-engine turbos being flipped on one bank of V engines
  • Fixed turbo downpipes being the wrong size compared to the exhaust
  • Fixed rear firewalls of all Swinger_56 bodies on trims not explicitly mentioned as MR
  • Fixed reflection issues for third-from-last tailfin
  • Fixed another way factory terrain can still be visible after exiting the factory
  • Fixed the selected factory add-ons do not showing up in factory viewport
  • Fixed / added missing compact and low manifolds for MPFI and DI
LCV4.2.19 Campaign Fixes
  • It is now possible to select facelift / change prices for previous facelifts that still have stock
  • Added variant thumbnails as tooltip to hub calendar variant item's year field
  • Added indication in the factory building tab for how many cars you're likely going to be sell
  • Added total historic trim sales to trim's sales tooltip on hub
  • Improved factory tooling cost calculations
  • Improved factory tooling time and cost calculations
  • Stopped the camera from rotating while in the campaign hub
  • Paused factory staff are now separated from factory production in finances graphs
  • Fixed issues with forecaster profit forecast stability when changing shift counts or margin
  • Fixed factory loans not showing on the finances tabs when they don't have projects
  • Fixed Dalluha refusing to purchase a car with an engine using 91 RON
  • Fixed normalized desireability being all over the place on older cars
  • Fixed engine facelifts causing family tech pool to update to current values, causing unlock issues
  • Fixed pausing individual trims in campaign potentially causing errors on month tick
  • Fixed lack of familiarity gain from projects with total engineering time of 0
  • Fixed turning off retooling in a factory update giving you new add-ons for free
  • Fixed fuel selection on competitor generation to be based on fuel availability in their country
  • Fixed competitors being available to all markets at all times
  • Fixed huge desirability ratios in early campaign
  • Fixed car factories not properly charging for paused staff if all trims are paused
  • Fixed issues with car orders and stock manager when production is zero
  • Fixed engine architecture techpool not unlocking new engine configs earlier
  • Fixed sign-off screen showing production cost of trims instead of sales price or profit
  • Fixed project map not dropping off player on same subtab as currently on going between trims
  • Fixed forecaster desirability shown as very low when it should be very high
  • Fixed pausing preorders causing factories to reduce shifts
  • Fixed profit / production units not considering margin mode on forecaster trim items
LCV4.2.19 UI Changes
  • Added factory shift management button to factory name section in hub
  • Added prompt when manually overwriting save games in campaign
  • Added a button to reset the photo scene camera settings to defaults
  • Added optional reset button to each morph slider
  • Added engine fitment & variant slot or facelift state to list/grid/tag engine selection modes
  • Added clone/delete buttons and editable name fields to project map
  • Added the campaign difficulty multiplier to a tooltip on game score on campaign top bar
  • Added engine fitment display to engine selection in car designer
  • Added separate button for loading camera settings vs camera transform from photoscene presets
  • Enabled morph UI on any tab morphs are editable & added button to hide it
  • The markets panel is now the default tab on the car testing panel
  • Removed familiarity button on body selection panel, making reset morphs button visible
  • Created key binding for toggling gizmo visibility in photoscene
  • Updated animatic keybinds to dynamic keybinds
  • Fixed engine family not updating cost bar graphs correctly
  • Fixed engine paints getting stuck
  • Fixed body tags not initializing on new facelifts
  • Fixed body thumbnail camera offset not working
  • Fixed wheel paint appearing to reset when exiting wheel paint selection tab
  • Fixed body selection search showing duplicate names
  • Fixed a turbo tooltip not closing or loading correctly, getting in the way
  • Fixed engine fitment widget not updating on engine changes
  • Fixed engine designer project map button not functioning even when in a car project
  • Fixed engines and cars not showing thumbnails / data when selected in list mode in campaign
  • Fixed engine graphs not respecting visibility toggle when entering/exiting pause menu
  • Fixed car and engine managers not updating their name fields correctly when reopened
  • Fixed sandbox engine generation never closing dialog
  • Fixed engine capacity not sorting properly in list view
  • Fixed family block type not showing in list view
  • Fixed morphing being possible before a trim body is selected
  • Fixed editing an in-production car not calculating stats or demographics until a design change
  • Fixed stock manager in specific cases having UI offset issues
  • Fixed familiarity being shown incorrectly for valve count depending on head type
  • Fixed turbocharger warnings all saying the compressor surges
  • Fixed creating new engine facelift leaving engine selections empty
  • Fixed market difficulty and affordability data showing incorrectly
  • Fixed car thumbnail tooltip not working correctly in campaign hub
  • Fixed maximum width of the fixture gizmo
  • Fixed difficulty multiplier displaying as 0 on campaign finished screen
  • Fixed issues with photomode resolution controls
  • Fixed closing the advanced trim options not working by pressing ESC
  • Fixed placed fixture list and advanced gizmo controls overlapping each other in the designer
  • Fixed that you can't revert paint selection on gearboxes
LCV4.2.19 BeamNG Exporter Changes
  • Added brake offset sliders
  • Added customizable race differentials
  • Added customizable rev limiters
  • Added engine and exhaust offset sliders
  • Added gearbox whine to manual transmissions
  • Added gearbox whine volume modifier slider
  • Added heavy duty, performance and race engine block swaps
  • Added speed limiter delete
  • Engine stress limits now export
  • Fixed rear race final drive affecting front final drive instead
  • Implemented basic stall angle simulation for the experimental aero model
  • Implemented new carbon-ceramic brakes
  • Improved experimental aero model stability
  • Improved steering reliability on all suspension types
  • Race gearboxes no longer inherit gear ratios from standard ones
  • Reduced brightness of lights
  • Speed limiters now export

Good news on the side of the new engine calculations: they are almost fully implemented in our developer builds of the game. They will likely come with the next bigger patch!

Until then, we hope you're enjoying this more polished 4.2 build and try out campaign if you haven't already.

Cheers!
Jun 18, 2022
Automation - The Car Company Tycoon Game - Killrob
The third patch for the week has few more important fixes addressing mostly campaign. It will clear up a lot of campaign forecaster confusion too, it now actually seems to be pretty accurate!

General Fixes & Improvements
  • Added total historic trim sales to trim's sales tooltip on hub
  • Fixed techpool having the wrong effect on engineering times
  • Fixed several forecaster issues that would make for inaccurate predictions
  • Fixed non-signed-off car projects detracting from sales of existing cars
  • Fixed car sales numbers on the campaign end screen being shown wrong
  • Fixed old engines in the campaign hub not disappearing in a reasonable way
  • Fixed overly large front engine bay on 10sSuper_Cor

More fixes and polish coming next week.
Cheers!
Jun 15, 2022
Automation - The Car Company Tycoon Game - Killrob
Another round of quick fixes for the latest version, addressing both campaign and general issues.

General Fixes & Improvements
  • Added factory production unit output & operating cost / total PU to factory building panel
  • Photoscene ray-tracing settings now synced with game graphics settings by default
  • Fixed pre-production calendar years displaying wrong passed 1946
  • Fixed transmission tunnel being huge (max size) before you choose an engine
  • Fixed doubled sales / production after forecaster crash caused by price adjustment
  • Fixed car factories breaking when opening multiple factories associated with the same trim slots
  • Fixed auto-manuals not being selectable as a transmission part in BeamNG
  • Fixed trim prices for cars unexpectedly showing as hundreds of millions of dollars
  • Fixed the ordering of engine variants in campaign being random
  • Fixed some tyre textures are exporting extremely low resolution to BeamNG
  • Fixed issues with the Manta-esque car body
  • Fixed issue with 00sGPV_HoodLatch_BP material assignments
  • Fixed issues with Winga Dinga fixtures

There will most likely be another patch before the weekend.
Thank you for all the reports and comments, much appreciated!

Cheers!
Jun 13, 2022
Automation - The Car Company Tycoon Game - Killrob
Already a quick hotfix to address some of the biggest issues encountered during the first day of the new campaign update. Also, we noticed that a bunch of BeamNG exporter fixes were not merged across in 4.2.15... so here you get them now instead! Also updating the previous post with them so more see that it happened.

General Fixes & Additions
  • Fixed car comparison button never activating
  • Fixed cloning an engine not updating the UI correctly after selection
  • Fixed engine selection UI not working if no engine was in the current car
  • Fixed clone prompt reopening when clicking existing engine in campaign
  • Fixed crash when changing trim price during production
  • Fixed car manager list mode incorrectly selecting trims, which stopped .car exporting
  • Fixed all turbo warnings being the same regardless of issue
  • Fixed the game on a first run with no save not properly setting the locale
  • Fixed default soft-top material being plasticky
  • Fixed engine header plates glowing orange without the engine running
  • Fixed pre-production overview & staff dates in factories not taking into account existing staff
  • Added previous value displays to worker wages and quality sliders in campaign
  • AI generate button in campaign now uses the dice icon instead of the tick
  • Fixed familiarity button showing in sandbox car body panel
  • Re-enabled engine comparison from engine side stats bar
  • Fixed main menu tooltips being mixed up

BeamNG Exporter Improvements
  • Added a new experimental aero model
  • Revamped the powertrain structure, the powertrain is now split into logical parts
  • Added 6-speed race sequential transmission to all exported cars
  • Added welded differential swaps
  • Added new auto manual transmission (the old sequential version is still available in the parts menu)
  • Added AWD power distribution slider
  • Added customizable final drive ratios
  • Engines and differentials now export with generated names
  • Added after-fire and starter sounds to various engine configurations
  • Collision detection system and adaptive brake lights now only appear on cars starting 2010
  • Fixed camber affecting toe on double wishbone, multilink and pushrod rear suspension
  • Fixed a bug causing the suspension width to affect the standard aero model

We're continuing to work on many more fixes this week, expect either one or two more patches until Friday evening.

Cheers!
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