Automation - The Car Company Tycoon Game - Killrob
We've been busy completing and polishing up the Ellisbury Update for its merger with the public branch. With this massive patch (102 changelog entries!) we have revised and fixed many of the important new systems.
A very wedgey supercar from days gone by, courtesy of Juice
Here are some of the patch highlights:
Much improved AI competitors
Added sandbox-only racing tire choices
Reworked traction / diff tests
Improved gearbox torque limits, its messaging, and gearing setup
Lots of tweaks to emissions and added exhaust reactor converter
Rebalanced many stat dependencies with better progressions
Full rework of tires for BeamNG exports
And for those of you curious what else there is, here you go!
Ellisbury Update Open Beta Patch 5 Changelog
Car Generation AI
Car AI competitors now use as much quality as they have tech pool
Implemented a lot of changes to car AI lookup table
Implemented car generation AI for the new gearing setup
Improved AI to now deal with reliability penalties of gearing setups
Art & Bodies
Fixed 08_jpn_mpv and coupe exporting their lowering bounds boxes to beam
Fixed UV tearing which was related to bounds box issues
Fixed Sunflower bodies (11_jp_ute_3door_M_cpp) all being 3 row, 3/3/3
Fixed opaque grills exporting as transparent
Fixed all families of jpn_fatale bodies missing cameras for Beam export
Possibly fixed 10s_CoupeSmall exporting bounds boxes to Beam
Created LODs for 2-, 4-barrel carb, and alternator models to improve performance in Beam
Fixed 4 barrel carb intakes sitting too low
A funky, modern crossover in a series of wild colours, courtesy of Westono.
Various Bugfixes
Fixed CVTs calculations asking for way too much power in test cycles
Fixed drive type weights always thinking it was AWD
Fixed RWD grip calcs not working correctly
Fixed that gearboxes were not accounting for their power transmission loss
Fixed advance gearing allowing ratios set to zero which broke car calculation
Fixed Lua error changing gearboxes back and forth
Fixed rear brake pads costing 1/100th of what they should
Fixed issue where cars don't respect RPM limit on test track
Fixed launch procedure for cars on test track
Fixed issue where a car doesn't want to upshift even though there should be sufficient power
Fixed turbine sizes not being clamped on load, making some cars/engines to not calculate
Fixed an instance where engine testing would crash from an infinite loop
Fixed issue with factory refresh costs being weird (negative or nonsensical)
Added emission dependencies for compression and engine load
Added emission dependency for engine block / head design year and quality
Fixed a bug where dynamic logos on engine parts would disappear if the camera collided with them
A total revamp of how gearboxes and their torque limits affect reliability, and thus the desirability of your cars. This gearbox works well!
This gearbox, however, does not...
UI Fixed & Improvements
Added engineering time & material cost breakdowns to detailed stats panel
Increased allowed setting range of first gear speeds to higher speeds
Fixed item list tooltips using model year instead of relevant year to part
Rename "Light Truck Monocoque" to "Partial Monocoque"
Fixed an issue with engine size widget behavior
Fixed fixture button issue with flip-to-opposite-side being inconsistent
Fixed sandbox company manager being available in campaign UI
Fixed sandbox car / engine manger not remembering the selected company
Fixed side panel display of material costs being broken for $100k+ costs
Fixed inconsistency in detailed stats emissions panel display of WES standard introduction
Fixed inconsistent coloring in emissions UI
Fixed errors in the display of tire grip in the tire tooltip
Fixed End key taking players to start menu when used in a text box
Fixed fuel efficiency not being unit converted on car summary screen
Fixed double clicking "All Fixture" or "Fixture" materials not backing out to fixture display
Fixed unit conversion issue in gearing setup with inputs not being interpreted correctly
Added gearbox torque limit info in power torque graph and in gearing graph
Improved y-scale for power vs. traction graph for high grip cars
Fixed cornering graph cutting off data as the car rolls over without warning
Added display of 0-100 time in power vs traction graph
Fixed power density limitation icon moving off the top of the power torque graph
Created red warning for if the car rolls over during tests, cutting the cornering graph short
Improved layout of graphs and their selection buttons
Fixed issue with emissions graphs not getting data
Added weight distribution over time to the power vs. traction graph
Fixed engine project sign-off screen not correctly updating after adjusting engineering sliders
Fixed retooling a car factory's minor tooling not saving defaults correctly when facelifting a car
With the tire rework and over a decade of being asked for them, we've finally added slick tires to Automation!
BeamNG Exporter
Massive rework of tires, wheels, and hubs for exported cars for greatly improved driving feel
Fixed using both fixture cameras resulting in 1 not working
Implemented On-Demand AWD sensitivity progression by year and quality
Added lockup in off-road drive mode for modern On-Demand AWD
Fixed bounding box issues with tiny meshes
Fixed issues with invisible car bodies
Added scaling to experimental props
Fixed torque curve extrapolation runaway when engine doesn't hit peak torque before limiter
Moved advanced car tuning sliders to separate parts
Fixed a crash caused by the engine sound thread when the export fails
Tweaked lowShiftDownRPM
Made the wheel hub stiffness slider affect beamDamp
Tweaked FFB strengths for different steering and tyre setups
Added a max FFB weight for power steering
Added dependencies to tyre grip and front wheel load to FFB
Fixed multiple bugs causing inconsistent weight and stiffness of wheels, tyres and suspension
Adjusted default tyre pressures (mostly higher, lower for off road, higher still for utility)
Lots of performance improvements from level of detail adjustments
Note: Drag tires are still WIP and currently replaced with race soft on export!
In the coming days we will address any issues that pop up with quick patches, gearing up for the main release of this big update so that we can move on to the next big update cycle before the end of the year.
Automation - The Car Company Tycoon Game - Killrob
A small patch with quick fixes for some brokenness in the previous version! We have plenty more on our ToDo list, but think it is best to get this out before the weekend.
Patch 4 Changelog
Fixed country tech pool jumping between levels instead of interpolating
Fixed advanced gearing UI only using km/h as input
Fixed campaign not opening player-selected design rooms
Fixed advance gearing final drive not causing gear speeds to update
Fixed wrong country tech progressions, mixed up countries
Fixed turbo pressure graph being empty in turbo grid
Fixed engine reducing stroke making engine shift position instead of getting smaller
Fixed effective tech year not initializing correctly
Fixed twin exhausts spawning one of the mufflers the wrong way
Fixed issue with a material that shouldn't exist but is exporting
Added gearbox ratio range reliability penalty to warnings
That is all for now, patch 5 won't be long! Cheers!
Automation - The Car Company Tycoon Game - Killrob
Patch 3 took a whole lot longer than anticipated, mostly due to larger underlying structural problems found and resolved in the process of fixing seemingly minor problems.
For example, competitor car generation having some issues with data handling, which led to large sections of the car designer game code being translated from Lua to C++. That is something we wanted to do anyway, but certainly not right now!
As you can see in the big patch changelog below, in the last month we were able to get a lot done though, despite a lot of work being hidden under the hood.
A brilliant modern supercar, by iIvanSmith.
Open Beta Patch 3: Full Changelog
General
Converted a big chunk of car designer calculations from Lua to C++
Fixed various issues with competitor car generation
Fixed lua error when swapping fuel to nitromethane
Fixed lua error when importing pre-4.2 cars and improved prompt to show body name & UID
Fixed hard lock while using 4 grid mode and rapidly changing turbo settings
Fixed Lua error with convertible options in campaign
Fixed a performance issue with global colors
Fixed AI using emissions tuning when it doesn't use a cat
Fixed timing belts stop spinning when changing block material
Fixed semi-slick tire textures being backwards
Added lower-res map layers to the test tracks to use when fully zoomed out
Gameplay
Implemented gearing range reliability penalty and opened up allowed gearing range
Improved torque converter, CVT, and general shifting logic and test cycle behavior
Fixed inconsistencies in acceleration calculations and clutch logic
Applied all changes to shift logic and acceleration test improvements to test track calculations
Added in engine family stroke length effect on engine fitting
Added efficiency vs. cruise speed graph
Added traction tests sheet as a selectable graph
Fixed issues with downforce and lift calculations
Hooked up toe effect to tire wear / tire service costs
Implemented CVT hard torque limit (size-independent) and fixed limits not scaling correctly
Fixed reliability of CVTs being unexpectedly high
Fixed 4x4 / manual locker not having expected effects
Fixed issue in calculation of interior space vs seat rows used for coupes
Updated gearbox "grades" for drivability, sportiness, comfort, reliability, and engineering
The new power-traction graphs, which breaks down your car's performance on different surfaces, and with different traction levels at each wheel.
Campaign
Changed behavior of country tech pool to be a true offset you don't pay for
Fixed yearly autosaves in campaign zeroing various market data, including preorders
Fixed leaded fuel cars selling to other countries despite their leaded fuel ban
Fixed taking a loan for standalone factories starting payback immediately
Fixed market tab not updating when open and time is ticking in campaign
UI Changes
Fixed removing cat not resetting emissions optimization back to zero before locking it
Added piston / block icon at power density line depending on which item limits it
Added all-fixture scale controls to advance trim settings to resize of fully 3D fixture cars
Fixed some fixture slots not accepting light type changes
Fixed missing units in power / torque graph
Finished implementation of new detailed stats UI for Test Cycles & Emissions
Fixed previous decade safety button not working until a safety package is selected
Fixed inconsistencies in the display of fuel availability
Fixed mod wheels with incorrectly set up wheel families not displaying in wheel selection
Added car trim engine sound controls to engine testing UI
Added "open custom images folder" button to HDRI level widget
Added tooltip for steering and traction aids PU values
Fixed issues with drag graph formatting and labeling
Fixed gear selector for emissions UI not updating on gear change
Fixed gearbox warnings appearing before a gearbox is selected
Added various missing icons
The new detailed stats page, for emissions and test cycles.
Balance
Significantly increased importance of reliability stat, proportional to demographic desires
Tweaked R&D branch cost multipliers
Tweaked costs of undertrays
Tweaked costs and PU of interiors and entertainment
Tweaked costs of steering options
Tweaked costs of traction aids
Tweaked costs and PU of springs
Car Body Fixes
78_TaS_Comp_SWB changed to Truck
78Comp/78Plus - Wagon changed to 5 door, Con and Coupe changed to coupe, cargo and ZMPV_Cargo changed to van
80s_OR_LWB Wagon changed to SUV
Kei_Truck/LWB_Truck/MWB_Truck: removed convertible tag
JD1974_E3 vans adjusted to 3 doors
BodyEditor_70sFamilyvan and BodyEditor_70sPanelvan changed to 5 door
CS_Moore: All vans bulk edited to ensure 3 doors
65_XMB_Wagon_2Dr_Alt adjusted to 3 doors
BodyEditor_60sCoupe Targas given hardtop flag
All eras of GPV 2 doors are now flagged as 3 door, and 4 doors are flagged as 5 doors
BodyEditor_60sSedan02 wagon variant adjusted to 5 doors
JD1974_60s_112A van and MPV adjusted to 3 doors
60s_Mid_LM longer wheelbase van adjusted to 3 doors
Exporter Fixes & Improvements
Fixed exported cars sometimes having huge bounding boxes with certain fixtures
Implemented new sectional body JBeam generation among other minor body generation changes
Tweaked gearbox shifting logic
Added "Expand Body Bounds" parameter, controlling if unbreakable fixtures resize bounding box
Increased tire sliding friction
Lowered taillight flare intensity
Added an upper limit to engine braking torque of 60 Nm
Added a lower limit for speed limiters of 10 km/h
Fixed CVTs displaying a gear count in the name
Updated light triggers
Adjusted force feedback effects of various power steering choices
Reworked the Zip-Pack mode to modify the archive instead of entirely overwriting it
Added experimental prop support
Various optimizations
Retro-futurism at its finest, by Skyline.
Automation Track Art Survey
We are currently working on a series of new test tracks for Automation, and we want your feedback on the art style! Simply go to the Google Form by clicking on this link, and vote for the three finalists in the survey; it will only take a minute!
With all that out of the way, we've come a lot closer to a public, main-branch release of the Ellisbury Update. Of course there are more issues to address and likely even a few new ones introduced. We will continue to improve the update within the open beta until we believe it to be ready for general adoption.
Automation - The Car Company Tycoon Game - Killrob
Just one more fix... this took a lot longer than we wanted as more and more things were deemed important to be included in this second patch. But here it is, and rather chunky once again!
Here is the full changelog for Patch 2!
General Fixes
Fixed engine graphs missing before car is finished
Fixed lua errors changing to boxer configurations
Fixed crash to desktop reverting a held engine in engine dyno
Fixed power density thresholds being half of what they should be
Fixed (potentially) car export of legacy car fails with lua error
Fixed competitor companies failing to use their latest line-up facelifts
Fixed Fuel Economy calculation seems to give wrong value
Fixed manual locker diffs being OP for drivability grip tests
Fixed a crash related to fuel economy calculations
Fixed dyno testing tab not updating the power torque graph scale
Fixed engine start/stop controls color for colorblind mode
Fixed 2-way cat efficiency always being zero in the dyno UI
Fixed issue with wheel size and MacPherson availability on 76_eu body variants
Fixed leaf spring suspension models not displaying in car designer
Fixed thumbnails of doorcars showing backface
Other Improvements
Implemented [WIP] new emissions UI for detailed stats page
Implemented [WIP] gearing range limits for gearboxes (affected by quality)
Implement throttle response, TC, and ESC dependencies in drivability grip tests
Added tech pool cost estimation to sandbox and company manager tech pool UI
Tweaked factory addon times for earlier part unlocks
Update grip test choices for Drivability, Sportiness, and Offroad diff tests
Optimized cornering sim for car calcs and track calcs
BeamNG Exporter Fixes
Mirrors, license plates, antennas, lights, interior pieces, and tow bars now don't contribute car body bounding box expansion anymore
Fixed default transmission missing in configuration files
Fixed CVTs having too small of adjustment ranges, causing wrong ratios being used
Disabled AWD and Differential DSE controllers
Lowered wheel stiffness
Lowered body stiffness
Fixed broken AMT and DCT transmission modes
Nerfed on-demand AWD
Implemented new Advanced AWD
Changed names of differentials to match Automation ones
Optimized mesh cleanup
Interior sound muffling now depends on interior choice, quality and weight optimization
Added internal recalculation of mesh bounding boxes
We're working on the next patch already and there is plenty more fixes and improvements to come. Cheers!
Automation - The Car Company Tycoon Game - Killrob
With two and a half days of bugfixing since the big milestone update going into open beta, it is time for the first beefy patch in which we are addressing most crashes and some of the biggest other issues.
No time to waste, here is the full changelog for Patch 1!
General Fixes
Fixed memory leak in dyno testing
Fixed several sandbox company techpool and UI issues
Fixed CVTs causing a lua error on the test track
Fixed shift times increasing with added quality instead of decreasing
Fixed the "speed mode" of individual gear ratio not converting to mph
Fixed fuel economy display value being wrong in car stats
Fixed inconsistency in power density reliability penalty calculation
Fixed bottom end parts not having correct addon requirements
Fixed issue with fixture mirroring in exports
Fixed missing keybindings categories in the settings menu
Fixed lua error switching to CVT while in detailed gearing mode
Fixed engine dyno power / torque graph scaling issue using hp
Fixed engine manager search bar issue
Fixed tread contrast slider functionality having unexpected behavior
Fixed issues differential art models
Fixed front diff not disappearing for RWD
Fixed RPM gauge saying x1000 RPM but then also showing up to 12000 RPM
Fixed intake & fuel systems not appearing correctly for various configurations
Fixed bore and stroke manual input throwing error with bad inputs
Fixed cross ply chunky offroad tires having varying tread colour
Fixed two strings gone missing in poster creations
Other Changes
Implemented power distribution options for more center diff types
Deactivated emissions adaptation when no catalytic converter is selected
Updated drivetype AWD Clutch to be baseline 2WD
Added speed limiter setting to the advanced gearbox mode
Added back in 8-gear DCTs
Tweaked shift times for manuals and advanced automatics
Tweaked emissions compliance costs in campaign
Car Body Fixes
Fixed unrestrained fender morphs on 50er and JD1974_50s car bodies
Adjusted available seat configurations on 94_jpn_alt bodies
Fixed 65_XMB_Hatch to be 3 door instead of 5
Adjusted 76_eu_hatch_s to fit 2 full rows of seats
Fixed 10sVillain Wagons in 2.8, 2.9 and 3.3m wheelbases to show as 5 door instead of 2
BeamNG Exporter Fixes
Fixed broken light parameters
Fixed missing AMT powertrain
Fixed an error caused by using electric center differentials without TC or better
Fixed balancing mass parts being unavailable
Improved accuracy of exported total weight
Cleaned up mesh files by removing duplicate and unused vertices
Tweaked light parameters
Renamed "Force Unbreakable Fixtures" export parameter to "Merge All Fixtures"
Renamed "Fixed Fixtures" export parameter to "Weld Breakable Fixtures"
As we are releasing this one, we're working on the next patch already with plenty more fixes and improvements to come.
Automation - The Car Company Tycoon Game - [CAMSO] MrChips
After a short delay to squash a bunch of bugs found in closed testing, we are finally ready to share the first look at the hotly-anticipated Ellisbury Update with everyone!
A delightful vintage racer, by Lorraine
As the Ellisbury Update is entering into the open beta phase, this will be an opt-in event. You can opt in to the Ellisbury Update open beta with the following steps:
Right-click on Automation in your Steam library, and go to Properties.
Go to the Betas tab.
From the Beta Participation dropdown, choose openbeta - Ellisbury Update Open Beta
Allow Automation to update, then launch the game!
Compatibility Note: All Sandbox Mode cars made in LCV4.2 will be compatible with the Ellisbury Update, but some minor adjustments to engines and transmissions specifically will be needed for them to perform at their full potential with the new update. All Steam Workshop mod content from LCV4.2 is fully compatible with the Ellisbury Update.
The stylish lightbar of BarthoNavarro's futuristic compact wagon looks on.
Ellisbury Update Opt-In Beta Changelog
Car Designer
Added companies to Sandbox mode, and implemented techpool for Sandbox mode
New body variants: 469 new or updated and improved car bodies in 8 families
Complete overhaul of transmissions, including (optional) full player control over gear ratios
Complete overhaul of differential behaviour
New, more flexible all-wheel drive system choices and re-worked behaviour
Added CVTs and sequential gearboxes
Complete overhaul of fuel economy calculations for real-world-like fuel consumption testing
Added toe adjustment for suspension tuning
All-new test track screen, with the ability to follow your car around the track
Added the Ellisbury track, with Tri-Oval, Grand Prix, GT and Junior track layouts
The new Ellisbury track.
Engine Designer
Complete revamp of engine block and bottom end, including up-boring and new interactions
Engine power density mechanic added
Engine emissions calculations completely overhauled, reflecting real-world test cycles
Added several graph options to help players visualise engine emissions and efficiency performance
Improved accuracy of catalytic converter behaviour, added pre-cats options
Complete overhaul of engine dyno, new gauges, more info and full control of load and RPM
Lots of new and improved engine artwork
The new engine dyno at work, showing all of the new information and emissions stats.
Poster Mode
With fully user-configurable and moddable layouts to create your own car posters
Campaign Mode
Added Sankey charts to allow players to see competitors and visualise sales and market flows
More dynamic AI companies now use techpool and production quality properly
Countries now have techpool offsets to better reflect local conditions
Reliability is now an important factor in desirability calculations
This rally-inspired hot hatchback by Azka looks ready for anything!
BeamNG Exporter
Added new camera display widget to control custom camera locations for exported cars
Fixed decal discolouration and LOD issues in exported cars
Many fixes and updates to materials in exported cars - carbon fibre is now fixed too
Improved exporter’s ability to handle anything edited with the Advanced Trim Tool
Implemented electric centre differentials
Rebalanced tire parameters
Added "Fixed Fixtures" export parameter. Breakable fixtures immune to breaking but can collide
Implemented drivetrain friction
Active dampers and sway bars now export
Body weight will now be adjusted for added light and fixture weight (to a point)
LS Swapped Rx-7 brings us this ten-star car build!
What's Next?
The immediate task at hand for us is to take the vast amount of questions, comments and inevitable bug reports generated in the open beta phase. We'll provide regular patches working towards the full public release. After an inevitably busy first one or two weeks, our team will start to partially shift some focus toward the second milestone of the Supercharger Update, the Al-Rilma Update. More news on that in the not-too-distant future!
Cheers!
Catch us again later, much like Oreology's custom street racer!
Automation - The Car Company Tycoon Game - [CAMSO] MrChips
It's been a while coming, but the beta test for the upcoming Ellisbury Update is just around the corner.
We've been hard at work developing new emissions testing and fuel economy drive cycles, based on real-world tests, a complete revamp of our drivetrain systems, and much more... all of which we touch on in our latest Dev Update video, which weighs in at a pretty hefty 53 minutes long!
Emissions and Fuel Economy Drive Cycles
Real-world fuel economy drive cycles are complicated; this is the US EPA's city drive cycle.
We keep the complexity of the real-world test, but make it easy to understand.
With the full fuel map we added back in LCV4.2, this has given us the ability to use more realistic fuel economy calculations for your Automation cars. More importantly, we can now actually calculate your car's true emissions values too, just like a real car's values would be measured, instead of the (almost completely) meaningless value we had been using for tailpipe emissions until now.
A lot of research and work have gone into the emissions calculations, and it will have some pretty profound implications on gameplay, especially in Campaign Mode. Getting something like a really highly-tuned supercar engine to pass emissions, for example - especially taking into account the prodigious emissions those engines produce when they are cold - is going to be quite an achievement!
Engine Dyno Revamp
Our engine dyno now more closely matches a real one, in appearance and behaviour!
With the Ellisbury Update, we are also completely re-doing the engine dyno tab. With the new fuel economy and emissions calculations, we can now give real feedback on engine performance at any RPM and throttle setting, which will be of immense value for tuning your engine. You will get instant feedback on your engine's performance, airflow and fuel flow values, emissions concentrations, and more, all with more control from the player.
Campaign Mode Sankey Charts
The sales model has been opened up for all to see.
Campaign Mode players will be getting a powerful new visualisation tool, to view exactly what is going on within a particular sales demographic; the Sankey chart. With this chart, you will be able to see exactly how many cars your competitors are selling in whatever combination of markets you wish to inspect, and what's more, you will be able to see how strongly your competitor's entries in that demographic are, even going as far as to see what their car's stats are. After all, real-world car companies don't operate in an information vacuum, why should you?
Poster Mode
A whole new way to share your creations.
We have often asked ourselves, "how can we help our players showcase their creations better and more effectively?" That has resulted in many new tools over the years, and the new Poster Tool is the latest. Nearly totally user-customizable and moddable on top, with the ability to design and upload many of your own custom elements, the Poster Tool allows you to create a tidy, informative and attractive posters to showcase your cars, complete with statistics.
Test Track changes, and a preview of the upcoming Track Editor
In the Ellisbury Update, we are revamping our Test Track tool, to allow for a much more interactive and immersive experience as your cars go around the track. Gone is the old red sprite, in with a new sprite, based on a top-down shot of your car as it is. Additionally, the new test track screen is a lot tidier and easier to read, and helps bring you in closer to the action, as your car makes its way around the track.
Though it won't be in the Ellisbury Update, we are comfortable showing you all the new Track Editor tool we are making! With this new tool, creating a new test track for Automation will take only a matter of minutes to create the spline, as opposed to the old method of painstakingly coding in LUA, or with a fussy and frustrating visual tool. Simply draw the optimal line spline around the track, then add the track mask, and you've got yourself a new track! You'll also note from the screenshot here, that there's a full weather simulation built into the track editor, so each track will have even more character and personality than before.
And finally...
Do you want to work for Camshaft Software?
If you want to make some money making 2D track art for us, let us know!
With all of these new tools to make new tracks, we are putting out a call to anyone with appropriate skills and who is interested in making a lasting mark on Automation, to participate in our Art Test!
The ideal candidate should be creative and will take great care with the finer details of their work, is able to plan and manage their time effectively and is a strong communicator, fluent in English. Experience with Adobe Photoshop is a must, and experience with Illustrator will be beneficial. If this sounds like you, you can download the Art Test package here:
The beginning of the openbeta test of the Ellisbury Update is in 2-3 weeks. We are tentatively looking at 4-6 weeks duration for that, and we will be making an announcement when the open beta phase starts, so stay tuned!
Automation - The Car Company Tycoon Game - [CAMSO] MrChips
Greetings, motorists!
We are very happy to announce that we are partnering up with our friends at BeamNG.drive to run a BeamNG modding contest, in celebration of the amazing partnership they have just announced with Gambler 500!
Through this partnership, we aim to blur the boundaries between virtual and real-life creativity, and we’re inviting you all along for the ride. The BeamNG.drive team, together with the Modding for Dummies community and ourselves, are bringing you the Gambler 500 Modding Contest, so everyone can show us what they’ve got!
We challenge you to unleash your imagination and bring the spirit of Gambler 500 to BeamNG! Make a map, vehicles, props, Automation vehicles or even missions in the theme of the Gamber 500 - now is the time to strut your stuff.
Contest Details
Submissions are open from now until 30 June 2023. The following categories are accepted:
Vehicles / props, vehicle / prop modifications with accompanying configs
Automation creations
Maps
Gameplay (missions, scenarios)
Submission criteria
Entries must be submitted through the BeamNG mod repository
Each entry must be original and represent the theme of the contest
The quality of the mod and the repo page should be as good as possible
The published mod should be shared in the dedicated forum thread
You cannot continue an older project for this challenge
Prizes & Bonus Category
The winners will be determined by a jury comprising the BeamNG dev team, the Automation team, and the MFD team. We will announce the winners on 17. July 2023, and they will receive the following rewards:
1st place - $300, an exclusive BeamNG x Gambler 500 poster, 3x game keys package 2nd place - $200, an exclusive BeamNG x Gambler 500 poster, 2x game keys package 3rd place - $100, an exclusive BeamNG x Gambler 500 poster, 1x game keys package
Each game keys package consists of one key for BeamNG, one for Automation, plus one for the Automation DLCs. We will also be running a dedicated category for Automation exports, where the best entry in the Automation category will receive:
Best From Automation: $100, an exclusive BeamNG x Gambler 500 poster, 3x game keys package
Automation - The Car Company Tycoon Game - [CAMSO] MrChips
With the last, massive milestone update having been out for a good while now, today we want to share with you the roadmap for the ongoing Supercharger Update development cycle. With the series of updates contained therein, we are bringing the core of the game to feature completion - including lots of things the community has been asking for since the early days of Automation!
The Supercharger Update - What is it?
As you all witnessed during the way-too-long LCV4.2 development cycle, it would seem appropriate to break up a milestone like this into three smaller, more manageable updates. That is exactly what we're doing for the Supercharger Update, which would be enormous all put together. That way, we will deliver new content and features more frequently, without the long wait until the end of what will likely be a year-long (likely more) development cycle.
We've also given each of the three updates within this cycle a special name; these are the names of some of the cities in the Automation Light Campaign world, and each has some significance to the content of each of the updates.
Keep in mind that anything we talk about and show here very much is WORK IN PROGRESS and may or may not be fully indicative of the final content as it will appear in Automation!
Let's get into it!
Update 1 - The Ellisbury Update
A summary of all the main points included in this first update of the larger cycle.
In the Ellisbury Update, much of the content we're adding is the logical extension of everything we've added in the LCV4.2 update. It is taking full advantage of all the new systems we created to make engine design a more interesting and nuanced proposition. One aspect of that are the new engine block construction methods and re-thinking how all of the moving parts within the engine - crankshaft, conrods and pistons - interact with one another in terms of reliability and performance.
Up-boring and all kinds of new bottom end options.
Also, we are completely reworking the drivetrain options, with the addition of CVTs, proper racing sequential gearboxes, and the ability to manually set gear ratios if you prefer to do so. Drivetrain types and differentials will be getting a rework too, with a complete rethink of how Automation handles all-wheel drive to better reflect the wide variety of different systems in use in the real world!
The new gearing setup and gearbox options. Still missing here: several new AWD systems.
And finally, the test track system is going to be completely redesigned, from the ground up, with the track becoming a zoomable entity no longer relying on a 1280x720 image as its background, but a massive 8192x8192 texture with tons of detail. That means you will be able to closely follow your car around the track.
Additionally, we will be adding another official track to the game; the very versatile Ellisbury Tri-Oval! With a tri-oval itself and three very different road courses available, this track will test your creations to their limits, and beyond.
A first look at the new and yet unfinsihed Ellisbury Tri-Oval.
Update 2 - The Al Rilma Update
This is the big one that everyone has been waiting for. In the Al Rilma update, we will be bringing in not just superchargers of several different kinds, but also sequential turbochargers and likely twincharging too. As many of you might remember, sequential turbos got postponed in the LCV4.2 update, since that update took so long to deploy, and also because deploying them with superchargers and twincharging makes a lot more sense from a development perspective. But, as promised in all the way back in 2011, here they come!
As if that's not enough for one update, we are bringing back a popular feature from the pre-Unreal Engine days; the scenario-based multiplayer challenges! How does that work, you wonder? Everyone in a multiplayer game will be given the same randomized scenario to design an engine or car for, that must meet certain criteria. Players will have a limited amount of time to complete their entries, which are scored based on how well they perform compared to the requirements. These player scores are always visible in a leaderboard for you to climb in these fast-paced and very competitive challenges!
If you love cringe and want to see how far the game has come, we have some proper ancient video for you from 2013 where this kind of multiplayer existed in the early Kee Engine version of the game. Enjoy... or not. xD
Update 3 - The Terso Update
The third and final major update of the Supercharger Update will bring much more multiplayer functionality; more on that to come in the following months, but we can say that we have some incredibly exciting plans for this. Additionally, full scenario gameplay will return, as will a comprehensive suite of tutorials for Automation - something that new players always ask for!
Finally, this third update will also see us fully integrate Steam Community Items, including Steam Trading Cards and Achievements into Automation! We have some fun ideas for this, which we will share with you all when the time is right :)
That is a brief overview of what the Supercharger Update is going to look like; what do you think? Let us know in the comments! We encourage you to watch the Little Dev Update at the top, and to follow us on Twitter, Instagram and TikTok for the very latest information. We love to hear from you!