Automation - The Car Company Tycoon Game - Killrob
This is the last big polishing patch before the big merge of 4.2 with the public default branch! We're aiming to get it all wrapped up this week. Pour yourself a drink, get some snacks, and have a read of one of the longer changelogs in recent times:
General Fixes
Fixed failed car generation not deleting the engine it made for itself
Fixed trimslots that were not in the latest facelift not being able to be unpaused
Fixed factory shifts going higher than supported by engine production
Fixed factories that took 1 month to retool not get their hitpoints back
Fixed forecaster oddites with required vs estimated shifts
Fixed issue where you would not gain 36 months engineering bonus in first project
Fixed cars with missing mod rims not complaining when imported
Fixed a hardcrash from attempting to export a car with a name that is too long
Fixed there being an explosion icon on healthy engines
Fixed factory staff sometimes getting stuck and not increasing
Fixed forecaster to be able to cope with non default margin modes
Fixed specific lua error that could occur on month tick
Fixed issues with steering options with imported cars from pre 4.2
Fixed stopping trim preorders barring deliveries with existing stock
Fixed hardcrash when exporting animatics at any super resolution
Fixed procedural meshes receiving decals
Fixed issue with transverse FWD unlocking
Gameplay Changes & Fixes
Full revamp and fix-up of country-themed competitor companies and their lineups
Implemented country-based company starting familiarity ratings
Implemented engine bay filling calculations for turbos
Implemented tech cost multipliers for R&D and in difficulty score calculation
Implemented weight optimization slider into AI car generation
Implemented costs, manhours, and engineering times for turbo setups
Implemented MCost / PU / ET for springs & lifters slider
Car generator AI now uses springs & lifters correctly
Increased turbo oil costs in servicing by 2.5x
Tweaked country tax rates, worker skill, and wage levels
Tweaked how campaign setup works for awareness and dealership levels
Tweaked familiarity gain speed and fixed various familiarity issues
Tweaked pressure slider's effect on familiarity gain in engineering projects
Tweaked prestige bonus for having the latest entertainment packages
Tweaked difficulty starting defaults for campaign
Tweaked how worker hiring speeds & XP gain depend on wages and worker quality
Rebalanced brake cooling costs (ET / PU)
Rebalanced market volatility
Fixed Footprint+ / Footprint- marketing not being hooked up
Fixed creating a facelift removing some company value
Fixed production units not being added to car total from brake cooling slider
Fixed steering quality not affecting comfort correctly
Fixed turbos not experiencing mechanical stress correctly
UI Fixes & Improvements
Added description for Factory Shifts graph in car project
Added tooltip display of each marketing category's costs
Added missing PU/ET numbers to quality sliders
Added various new icons replacing placeholders
Added a calculate button to the forecaster screen
Added 2 buttons in photo manager to reset camera settings to default or last loaded setting
Added list of dis-/advantages to springs & lifters slider plus its description
Added display of price perception desirability penalty for target demographic in hub
Added sales chart to trim sales tooltip
Added a copy-to-all countries button for marketing choices on marketing screen
Updated campaign welcome texts
Updated various descriptions / tooltips and eliminated missing ones
Polished up start menu news and socials links, fixing some UI scaling issues
Smaller gearbox gear counts are now unlocked until the list would overflow
Fixed and tweaked map zoom and detail levels
Fixed negative stock levels showing as zero and sales graphs disappearing in hub
Fixed factory production tooltips not updating correctly in hub calendar
Fixed campaign setup top bar not updating correctly
Fixed oddities in factory warnings and sales for paused factories in hub
Fixed car and engine side stats formatting for non-English languages
Fixed full lineup mode button getting stuck
Fixed tooltip description of blue sales bars on markets screen of car designer
Fixed factory list in hub not being sorted in meaningful way
Fixed forecaster screen items not updating when entering forecaster first time
Fixed hub calendar not showing model car profit correctly
Fixed quality tooltip jumping up and down as you drag slider
Fixed marketing tab not working with high minimum awareness settings
Fixed setting up a factory throwing you back to the engineering tab
Fixed drivability stat not shown correctly in car manager after generating a car
Fixed issue with sorting of trims in the main campaign hub
Fixed financial report not coloring income green
Fixed issue where you'd only be able to increase deposit %
Fixed issue display of competing trims in side stats demographics
Fixed inconsistency with factory refresh underfunded alert pop up
Fixed side stats demographics sorting being weird when mixing pin and target
Fixed reset all camera settings not resetting all settings
Fixed the desirability tooltip on hub calendar being incorrect
Fixed UI interaction issues with hub stock manager
Fixed the engine ET shown in car engineering not being the current value
Fixed no engine production warning getting confused with multiple facelifts
Fixed factory production / shifts not correctly being limited by staff availability
Fixed top bar not updating engine model name after switching engine
Fixed pausing production not switch icon to confirm it has done that
Fixed downforce aero graph having switched colors for front / rear
BeamNG Exporter Changes
Implemented progressive springs
Added ability to export several trims as configurations of one car (configurations must be exported unpacked with the same mod and car name)
Added electric powertrain swaps
Added ability to export cars preconfigured as EVs (add !ev! to the car's description)
Added manual gearbox whine now depending on trim year, quality and tech pool
Added new main jbeam part
Added more data to configuration files
Added off-road mode to active sway bars
Added that parts of cars now can ignite from collisions
Added fire simulation adjustment sliders
Added BeamNG physics aerodynamics and buoyancy modifier slider
Reworked engine friction
Split fuel tanks and transmissions into separate jbeams
Twin-tube dampers now lose effectiveness under fast movements due to aeration
Active springs now export with adaptive sway bars
Increased damper stiffness
Tweaked steering wheel lock
Increased race final drive tuning range
Fixed leaking parameters in suspension jbeams
Fixed cars getting more flammable with higher safety
Fixed leaking parameters in body and fixture jbeams
Fixed leaking parameters in coilovers
If no big issues pop up, this might very well be the release candidate build that becomes the new normal for everyone. :) Let us know how it plays and if you run into any game-breaking issues.
Automation - The Car Company Tycoon Game - Killrob
We're continuing to polish up this version, getting it ready for the big merge with stable, and have lots of good tweaks and fixes for you today. Plenty of campaign testing was done too, fixing all kinds of issues and adding QoL little bits and pieces.
LCV4.2.34 Improvements & Fixes
Implemented turbo surge stress and mechanical stress effects on reliability
Improved display of expenses / revenue in main campaign hub
Improved layering of autohold lines
Improved competitors and competitor companies with more competing cars
Changed advanced trim settings engine sound sliders to go from -1 to 1 instead of 0 to 1
Changed markets tab monthly sales matrix to use orders instead of deliveries
Added links to our socials in the main menu
Tweaked primary & secondary stat progression in regards to car desirability scoring
Tweaked undertray costs to not make None have free engineering
Tweaked drivability to not have a gear number penalty in base stat for manual gearboxes
Tweaked gearbox stats and progressions
Fixed issues with AI car generation
Fixed issues with display of stock months
Fixed props not spawning on the first attempt of loading a photo mode preset
Fixed Lua error sliding quality slider in drivetrain tab while using techpool
Fixed 10th gear line not showing on the gearing graph
Fixed massive reliability hit for using 10 gears
Fixed abrupt image changes on loading screen when loading default images
Fixed lua error when sliding engine capacity after forgetting to select a block material
Fixed project map navigation not remembering which tab they were on
Fixed autohold not being active for power / torque graph in 4-way split view
Fixed setting up factories increasing company valuation
Fixed using engine "AI Tune" in campaign creating a full new car and engine
Fixed errors when making new factories
Fixed clicking a level preset in the photo manager taking you to the level tab
Fixed issues with the pricing pie in factory setup when you pick specific trims
As always, there are more issues unaddressed still in our bug tracker and we'll continue to work on those next week. We're looking to wrap this all up as soon as possible for a nice proper 4.2 release. On the other hand, we've said that for the past few weeks already, so let's just state the obvious for now: it's done when it's done. ;)
Automation - The Car Company Tycoon Game - Killrob
With this update we've focused on fixing up issues in the campaign and general gameplay, as well as the AI competition present in both campaign and sandbox. This has significantly improved the engine and car generation algos too, making it a more useful tool especially for beginners.
The 1955 Zephorus Espion (II) by Riley
In general, we're in the middle of fixing and polishing up the game for the big merger of the openbeta with the stable branch, even though it is pretty safe to say that it already is way better and more stable than 4.1 ever was. Have a look below to see what's been changed and addressed - plenty of big ticket items in there!
LCV4.2.33 Improvements & Fixes
Implemented better progression for big negative % multipliers, harder to hit zero in main stats
Implemented balance options in engine building AI
Implemented fuel map and octane margin settings into AI generation
Implemented that competitors now correctly select fuel for their company home region
Re-implemented renaming factories in factory manager UI
Added warning for pre-powersteering cars, suggesting Recirculating Ball if car is too heavy
Tweaked stats balance of gearbox choices
Tweaked many car and engine AI lookups and overall significantly improved AI competitors
Tweaked power steering warning levels
Changed car and engine production cost fields to show labor cost + material cost in factory UI
Fixed crash when clicking Affordability tab when on "select target demographic for car" screen
Fixed FWD unlock behaviors with techpool
Fixed bug in brand bubbles strength calculation
Fixed issue with campaign hub calendar trims tooltip sales numbers
Fixed bug in the calculation of body and trim age penalties
Fixed sorting order of trims in post-signoff forecaster
Fixed issue with missing out on 36 month engineering bonus after deleting first car / engine project
Fixed score multiplier not updating correctly in advanced campaign setup
Fixed car project UI incorrectly showing engine engineering time reduction
Fixed hub calendar mouse click offset in early years
Fixed a specific crash in campaign happening on month tick
Fixed & improved AI tuning of steering behavior in car generation
Fixed AI using legacy car bodies for car generation
Fixed specific memory leak issue in car project calculations
Fixed issue making the sandbox market screen show zero sales while they clearly were not zero
Fixed body tooltips showing a calculated CD for 2016 not the current body techpool year
Fixed lua error when adjusting engine project
Fixed animatics not rendering out properly
Fixed flow bench getting stuck when mouse leaves graph
Fixed single row bodies selecting 2 seat rows by default
Fixed tooltip for out of production stock showing wrong title
Fixed mod / vanilla car body filters
Fixed photoscene DoF not working on tyres
Fixed missing-mods prompt being layered wrong
Fixed no-loan standalone factory builds being almost free
Part of the team has started work on 4.3 features in the meantime, while we're continuing to tie up loose ends here, especially in the campaign.
Automation - The Car Company Tycoon Game - Killrob
With this patch we're addressing a whole bunch of stability issues that seem to have cropped up with 4.2.31, and also just in general add lots of extra polish and tweaks.
We're approaching the public, main branch release of LCV4.2, and this patch should clear out a fair few hurdles to get there.
LCV4.2.32 Fixes & Improvements
Improved the campaign hub engine production warnings to be variant specific
Added rear chassis morph slider in advance trim settings
Added mod name to mod body tooltip
Added field to show percentage of preorders lost from adjusting the price in hub forecaster
Added mod animatics
Added Advanced Trim Widgets to allow custom widgets for manipulating fixtures & other data
Tweaked compression progression vs octane requirements for high compression ratios
Tweaked effects of AFR related exhaust gas temperature cooling
Tweaked behavior of morph slider UI
Fixed "Clone models and corresponding trims" button causing issues when deleting cloned cars
Fixed inconsistent desirability based on save reload
Fixed Lua error after deleting a trim in campaign and opening another trim
Fixed Lua errors when changing model body on car with multiple trims
Fixed forecaster button not being disabled for incomplete trims
Fixed model body selection breaking calculations until another setting was changed
Fixed closing the Create a New Car Project popup taking you to a blank screen
Fixed issue with recall tooltip reference being mixed up
Fixed filters for Markets being possible to set to no country
Fixed engine testing not updating the flow bench
Fixed FR cars sometimes showing red engine arrows when selecting an engine
Fixed decimal places being shown for sales numbers
Fixed UI not correctly displaying valve float error in some situations
Fixed potential car sales not being summed but averaged for multiple selected regions
Fixed situation with production forecaster breaking and giving NaNs
Fixed MP_CustomPaint_MaterialExample not having material export settings
We'll continue work on this version with release candidates as we go forward. Your feedback and reports are much appreciated.
Automation - The Car Company Tycoon Game - Killrob
A small patch that is focused on the saving, exporting, and importing of cars. Now it is also possible to directly export your cars from your campaign playthrough to the sandbox, making your in-context lore creations easier to preserve.
LCV4.2.31 Fixes & Improvements
Added export to sandbox button in campaign museum section
Fixed in-production forecaster breaking and giving NaNs
Fixed engines not showing the first time a trim was loaded
Fixed new sandbox variants always defaulting to 2012
Fixed a few lua errors resulting from deleting or opening imported .cars before a game restart
Fixed UI closing when importing .cars and clicking to subscribe to a single car's mods
Fixed photoscene resolution not loading correctly
Fixed animatics not exporting & renamed output mp4 files to include car name
Fixed tire speed letter using gearing top speed instead of calculated top speed in tooltip
Fixed cooling flaps not actually calling their calculations
More fixes and general polish is on its way before we wrap up LCV4.2. Cheers!
Automation - The Car Company Tycoon Game - Killrob
We're continuing to polish up this big update getting closer to release. Here we've added one of the last missing dependencies to the new engine designer calculations which now takes into account the effects of fuel cooling various surfaces inside the combustion chamber and with that a lower chance to pre-ignite the air-fuel mixture. From our ongoing testing of reference engines (comparing IRL engines to them recreated in the game) it does look like we're now really close!
LCV4.2.30 Changes & Improvements
Implemented AFR dependent combustion chamber cooling effects on octane use / knock
Tweaked carb flows and manifold / header resonance curves
Fixed bug in engine friction calculations
Fixed several issues with cloning a trim or variant in sandbox causing the techpool to reset or break
Fixed hard-crash when clicking delete key before a fixture is placed
Fixed lua error when exporting cars from campaign
Fixed some duplicate piping on MFI Inline Throttle Per Cylinder
Fixed scaled-up text fixtures from appearing low-resolution at times
Improved native resolution animatic export times by an order of magnitude
Added random name generation for engine families
Removed some clattering sounds from V6 exhaust sound
Fixed duplicate nuts on air filters
From here we plan to continue our bug fixing and general polishing until it is ready to put this out on the default branch. It has been a loooong time coming.
Automation - The Car Company Tycoon Game - Killrob
The first hotfix for the week, taking care of a lot of little and large issues (missing exporter sounds!) and comes with a lot of updates to the exporter too.
Now possible: copy all fixtures from one car to the other, then scale and move them as a whole.
Version 4.2.28 Hotfix
Added advance trim settings to allow moving all fixtures or scaling all fixture relative positions to fit different bodies. Allows to copy fixtures between different cars and make them fit.
Added tutorial screen to pause menu & added more video links
Adjusted credit score calculation for loan repayment costs instead of total value
Fixed drive type list allowing selection of drive types that the engine is too large for
Improved AI engine tuning
Fixed colour picker hex text box not culling trailing and leading white spaces
Fixed suspension textboxes acting incorrectly with imperial measurements
Fixed swaybar stiffness text box
Version 4.2.28 Exporter Fixes
Fixed BeamNG exporter not exporting with sounds after the first export in a session
Implemented clutch LSDs
Implemented reciprocating ball steering
Fixed typo in the front solid axle suspension brake power slider title
Automation - The Car Company Tycoon Game - Killrob
A patch for the weekend with two revised systems to explore! The new much more fleshed out steering options will have you make tough compromises, while the early clutched diff will give you that much needed early expensive limited slip diff.
LCV4.2.27 Improvements & Fixes
Revamped steering with more fleshed out and impactful options
Added clutched type differential and tweaked stats of all diffs
Fixed FMOD crash if exporting a car multiple times in a session
Fixed exporter "Failed to delete or write to zip." error for cars with a lot of fixtures
Fixed engine AI tune in campaign being broken
Resorted paint material list & added a button to expand and collapse the list into a longer mode
Fixed sandbox techpool controls not clearing values for disabled items
Removed reliability penalty for engines combining carbs and turbos
A lot more coming next week! So long, enjoy. Cheers!
Automation - The Car Company Tycoon Game - Killrob
In this patch we have a few big changes for you that will allow you to more accurately replicate IRL engines in the new engine designer. First and foremost there is the new sandbox techpool feature that lets you edit how much R&D your "sandbox company" has been doing. Certainly allows you to see more reasonable engineering time numbers when using expected quality levels of around +2 to +5.
Click the little techpool button in the lower right, then adjust your car's tech pool.
We've also added the octane requirement stat to the timing map tooltip. That shows what octane requirement you have at that spot in engine operation before your engineers pulled out timing for you (or not). That will probably help some players understand what's going on with octane.
Also we would like to highlight two recent videos, tutorials that will help you navigate the new engine designer, with some example engine builds.
Lots of little tweaks and fixes too, check it out!
General Improvements & Fixes
Added "Copy Fixture Transform" and "Paste Fixture Transform" buttons to fixture UI
Added octane info (octane before timing adjustment) to timing map tooltip
Added text fields to suspension tuning UI to allow typing values
Fixed changing trim bodies not correctly changing seat rows
Fixed photo scenes not loading and saving multi-car presets properly
Fixed wrong unit in measurement selection for mass flow
Fixed game freeze when exporting cars after doing an AI tune or AI turbo tune
Fixed Flip To Opposite Side fixture button not correctly mirroring 3D rotation in Z axis
Fixed the balancing mass slider sometimes not updating its tooltip
Gameplay Changes
Added a way to change techpool in sandbox
Implemented new exhaust flow backpressure effects with mufflers and cats
Added 10th gear option to Adv. Automatic and more gears to Dual Clutch transmissions
Extended spring and damper stiffness ranges from 10 max to 20 max
Changed boost limit go in 0.05 steps & reduced minimum boost to 0.05 Bar
Increased overall torque made by engines by 3% (backpressure gonna steal a little of that)
Tweaked exhaust flow rate vs. size progression, giving 50% more flow per area now
Revised manifold / header resonance curves, decreased gap between Std. Mid and Perf. Mid
Buffed Std. Low and Std. Mid manifold flows
Buffed several carb flow ratings
Nerfed direct injection slightly
BeamNG Fixes
Fixed race sway bars being adaptive instead of the stock ones on front MacPherson suspension
Weight in front of the car and presence of power steering now affect steering ratio
Readjusted engine inertia values
CVTs are now available on all cars
Sequential transmissions are now available on all cars
Added a way to export cars pre-configured for racing (sequential transmission, assists off). Add "!race!" anywhere in the car's description to enable
Readjusted wheel and wheel hub stiffness to fix instability issues
Most car parts now have unique internal names
Replaced steering ratio multiplier slider with steering wheel lock angle slider
Fixed camera positions always being set in front of the windshield
Fixed turbo pressure not being set
Fixed sequential transmissions not having whine multipliers
Engine calculations are getting really close to accurate already, but there are a few more things to do. Especially with some AFR dependencies and knock. Then there's also the need for a proper emissions system... still lots to do and lots to come.