Automation - The Car Company Tycoon Game - Killrob
With this second patch for the Ellisbury Update we are addressing technical problems as well as a wide range of issues affecting gameplay. This should sort out the most noticed issues players have been running into!
Winter weather is no match for this custom SUV by OT motive.
General Fixes
Fixed large memory leaks from opening and calculating cars, improving performance
Made rear engine layouts available on ladder frame chassis
Tweaked reliability score dependency for demographics, making it weaker
Tweaked progression of balancing mass slider, making slider 100 less viable
Fixed loading screens continuing to load images in the background photo scene
Removed grouping commas from numbers in photoscene slider textboxes
Fixed AI being able to use more than 15 quality with +15 tech pool
Fixed lua error changing bottom end parts, family deselected
Fixed lua error on changing tire diameter
Fixed rear engine AWD not scaling gearboxes, leading to small rear engines not fitting
Fixed issue with excessively narrow tires causing all calculations to break down
Fixed Lua error switching engine orientation
Fixed mod warning popup is complaining about car mods selecting an engine for a new car
Improved image caching so it doesn't spawn a new texture for duplicate materials
Campaign Fixes
Added 2020 sandbox company techpool and made techpool lerp between the set years
Fixed campaign finish screen having incorrect company score
Changed step size of cash slider in campaign setup to allow for smaller values
Added company valuation breakdown to campaign top bar
Fixed not-yet-bought plots adding to company valuation
Fixed car and engine factory shift sliders not updating engine/car costs
Fixed a lua error setting up new engine factory
Fixed sandbox-only race tires showing up in campaign tech tree as unlocks
Tweaked difficulty multipliers of HQ countries in campaign setup
Added WES button to campaign top bar to show emissions standards
Fixed empty no-tooling factory tooling settings showing when tooling it afterwards
Fixed factory setup stats not correctly populating on summary / signoff screen
UI Fixes
Fixed Car Manager list items to now show WES standard for emissions
Improved quality slider UI clarity for part unlocks happening
Removed header paint slot due to incompatibility with newer, nicer materials and heat system
Fixed being unable to transfer cars between sandbox companies
Removed pin from top-bar, drop-down markets UI
Fixed sandbox tech pool UI locking the car section without a car
Fixed engine selection panel not enabling buttons in sandbox if company has no engines
Replaced trim graph emissions mode UI with detailed stats fuel economy UI
Fixed multi-select trim delete not working in list mode
Added disclaimer for interior design feature, or the lack thereof
Exporter Fixes
Fixed issue with sound configuration in BeamNG exports
Fixed setup strings file for exporter
Fixed BeamNG glass not exporting transparent anymore
Fixed taillights and brake lights not exporting independent of each other
Fixed remaining issues with carbon fiber exporting with unwanted tints
Improved various tire and suspension related things for exported cars
We'll closely observe if anything else broke, as some pretty heavy underlying changes needed to be made to fix the technical issues. There are a few more items on our list to get done and fixed before moving on to the next big update dev cycle - we'll keep you posted.
Automation - The Car Company Tycoon Game - Killrob
In this first little hotfix between the years, we have rooted out some annoyances for you!
Hotfix 1 Changelog
Fixed error starting a campaign on Mac test build
Fixed tyre sidewall advanced trim colour adjustment not applying to the sidewall
Stopped corrupt .PNGs crashing the image importer, and added prompt about image corruption
Fixed detailed stats reliability/costs/ET being converted by the weight conversion
Hotfix 1 Exporter Changes
Fixed issues related to hidden car bodies and wheels
Fixed advanced suspension and engine placement parameter parts having flipped slot names
Changed wheel hub parts to be unique for each trim due to offset issues
(Potentially) Fixed exporter issue with grille meshes issue crashing the export
Made advanced tuning parameters disabled by default, must be enabled by selecting advanced tuning parts under the car body and the engine
Of course, we're not quite as responsive as usual now over the holidays, but will be back early January for some proper fixing up of what needs polish and fixing.
Automation - The Car Company Tycoon Game - [CAMSO] MrChips
A fun little hot hatchback with excellent fuel economy and emissions, by Swift.
It's been a winding and occasionally difficult journey, but we are excited to share the latest update to Automation with you - the Ellisbury Update!
What's new in the Ellisbury Update? Far too many to list here in great detail, but we will show you the highlights of what's new!
Car Designer
Vehicle Emissions and Fuel Economy Calculations
For about as long as Automation has been publicly available, the emissions calculations have been incredibly basic - one could even say "not representing reality"- that changes with the Ellisbury Update. For the first time, Automation now simulates vehicle emissions in a way that closely resembles the real world, with carbon monoxide, unburned hydrocarbons and nitrogen oxides - the chief pollutants from automobile exhaust - being calculated in a realistic fashion, and tested using real-world test cycles.
An engine in need of quite a bit of emissions optimisation, with the graphs showing where the test cycles hit in terms of throttle percentage and engine speed.
This mechanic translates into Campaign Mode in a fun and challenging way, where players will now see a financial compliance bonus/penalty on each car they sell; make a car that exceeds the standards and you will get a cash bonus on every sale, miss emissions standards and you have to pay a compliance cost on every car you sell...choose wisely, because that one special outlier of a car that you're counting on to boost your prestige might just sink your company financially!
The new emissions and fuel economy page from Detailed Stats shows you everything you need to know about your car's fuel economy and emissions results! This engine isn't going to be legal to sell for long, or at all in some regions...
These new mechanics also extend into the completely new fuel economy calculations, which are also now based on real-world test cycles and will much more accurately reflect the values that real cars could and should achieve.
Engine Component Overhaul
The heavily revised engine bottom end component selections; notice the engine power density limit, and the new upboring capability!
We have added more nuance in the component choices you make while designing your engines. All components have torque limits, and contribute to the overall power density limit of your engine. What is power density, you ask? Power density basically exactly what it sounds like - how much power your engine is producing in comparison to its overall size. A small, heavily-turbocharged inline-4 making 400 horsepower is going to have a very high power density, especially in comparison with a lazy, low-revving pushrod V8 making 400 horsepower! What's more, your choice of crankshaft, connecting rod and piston will have a dramatic effect on your engine's ability to rev to high RPMs; a weak crankshaft combined with heavy pistons and rods is not necessarily a good combination anymore!
We've also changed how engine variant bore and stroke is handled; to give your hard-working engine families even more flexibility, we've increased the ability to reduce bore and stroke on your engine variants - with the attendant bonuses and penalties one would expect, but we now also allow you to up bore your engine past the limit set by your engine family, but at a cost!
New Dyno Simulation
Lots of information on display in our new engine dyno simulation.
With all of these new mechanics and interactions, we found that our old engine dyno simulation just wasn't adequate in conveying the right information to the player, in the right way. So, we've completely re-designed the simulation from the ground up! In the previous simulation, your engine ran at maximum load - full throttle - at all RPMs. While this does provide meaningful information about performance, it's actually quite rare for a car to be in that condition, and virtually the entirety of a fuel economy and emissions test cycle is done part-throttle across a wide range of RPM. With the new simulation, you can now see exactly where your engine is performing properly - or where it's causing you to fail emissions tests.
Drivetrain Overhaul, including new transmissions, differentials and tires
Many more choices and new interactions on the Transmission tab; this gives the player unprecedented control over their drivetrains now!
One of the largest changes we've made for the Ellisbury Update, is a complete re-think of how drivetrains work in Automation, especially in the context of transmission behaviour, and how all-wheel drive works. Due to popular requests - and in no small part because of all the changes we made in LCV4.2 to the engine simulation - we have been able to add continuously variable transmissions, or CVTs, to Automation. We've also brought back sequential transmissions, though this time, properly, instead of the mis-named automated manual transmissions we had before! We've also implemented full player control over gear ratios, either by speed or by ratio, so that you can now completely customise your transmission to your desires. Beware though, transmissions now have many limitations in place - ratios that are too spread apart incur a reliability penalty, as does your choice of transmission type! CVTs have huge advantages in terms of their mechanical properties, but they do not handle high engine torque levels well at all!
The new traction tests will show exactly where your car is losing grip, and under what conditions. This one does reasonably well off-road!
All-wheel drive and differentials have had a complete re-work as well, to go along with the completely new grip calculations (more on that later). We now have all-wheel drive options that cover a much wider swath of the frankly staggering number of variations of AWD systems that exist, and a better, more accurate simulation of the effect that differentials have on all drivetrain setups. You can also now visualise how your car performs in various grip conditions, and on different surfaces, in our new traction/grip screen!
We have, for the first time, no-joke slick tires in Automation...in several variations no less!
In previous versions of Automation, we had limited tire choices available, and that forced us to make some compromises in terms of how the various tires behaved and how they all related to one another. Moreover, we also felt that cross-ply tires were not really simulated in an adequate fashion, and there was no real need to stick with them any longer than it took to research radial tires in Campaign Mode. All of this has changed, plus we've also added - for the first time - a selection of racing tires to Automation, in both radial and cross-ply forms. These all export to BeamNG as well, so you can now finally make that race car of your dreams!
New Test Track Visuals
The new test track looks and behaves a lot better than before. You can even see a little representation of your car now, too!
The old test track simulation will be retired in this update cycle, but at the moment we are in an in-between spot: new test track visuals, some improved calculations, but without the planned new underlying systems that will move the test track simulation to a new level. We've gone to high-resolution background images for the test track (for both custom tracks and the Automation test track), and we've added a lot of background features in the simulation that we will be taking full advantage of in later updates; this is a work-in-progress item, with more functionality and features to roll out later on, including a standalone track editor for you to smoothly create your own tracks!
The new Ellisbury Tri-Oval, for those who haven't seen it yet!
As part of the track simulation revamp, we've added the completely-new Ellisbury Tri-Oval race track. Available in oval and several challenging road course layouts, the Ellisbury Tri-Oval is one of the crown jewels of motor racing in the Automation world. We are working on several more tracks located within the Automation world; more on those in updates to come!
Campaign Mode - Competitor + Country Techpool and Sankey Charts
How the techpool progresses based on region in Automation. This will add some significant advantages - or disadvantages - depending on which region you've chosen!
Up until now, your AI competitors in Campaign Mode did not make use of their techpool at all. This meant that as you worked your way through a Campaign game, your competitors would become easier and easier to compete against, as you could liberally apply quality to all of the parts you've been researching through the game. Now though, your competitors can properly utilise their available techpool, which will make for a much more challenging middle to end game, doubly so if you turn up the difficulty settings!
Additionally, every country in the Automation world now has its own default techpool progression, which helps further differentiate each country from one another, and poses unique challenges in any playthrough. Some countries start off far behind the others and catch up, while others start in a dominant position and then slide backward as the rest of the world catches up.
The Sankey chart sheds a lot of light into what's going on in the car sales simulation.
In this version, we have opened up the "black box" of the Automation sales model for all to see in Campaign Mode. With the new Sankey chart, you can see exactly what your competitors are selling and how many, in whichever country and market demographic you choose, right down to each competing car's stats. After all, real-world car companies don't operate in an information vacuum, so why should you?
BeamNG Exporter - vehicle dynamics overhaul!
A funky early 90s supercar concept, by D Point.
All of the changes we've made to engines, drivetrains and tires in Automation have necessitated a major rework of how BeamNG exported cars are handled. In LCV4.2, there was a slight bug where Automation exports had approximately 25 percent more grip than they should have had otherwise, which, while fun under some circumstances, meant that exported cars were not well-balanced at all with native BeamNG cars at all. With everything that went on under the hood of the Ellisbury Update, this was the perfect time to not only correct this bug, but also address several complaints we had about how Automation cars behaved in BeamNG. Tire grip has been extensively reworked after several thousand kilometres of driving and writing about exported cars and their behaviour, and now we feel confident that exported cars drive better than ever, from both an objective and subjective point of view.
We've also added in all kinds of provisions for handling custom textures and materials better in exports, and added the groundwork for a number of other functions that we will be working on in subsequent updates.
Notes about migration
So with all of these huge changes, those of you who have been with us for a while might be feeling a little bit apprehensive about a new version of Automation, as in the past, this often meant that all of your cars and mods were no longer going to work.
This is no longer the case.
All of your Sandbox Mode cars from LCV4.2 - the previous public version - will migrate more or less seamlessly into the Ellisbury Update, and all mods compatible with LCV4.2 are fully compatible with the Ellisbury Update. There might be some re-work needed for engines and drivetrains, what with the amount of changes we've made there, but everything else should be basically unchanged from LCV4.2.
As always, any Campaign Mode saves will NOT be compatible with the new version.
What's Next?
A slick and modern luxury sedan, courtesy of Arteos.
As with any major release, there will be bugs to fix and patches to release, so there will be a period where that's what we are concentrating on. If you experience any issues with the Ellisbury Update, please let us know in the Steam forums, on our official Discord server or on the Automation subreddit. We will be working hard on fixing any bugs that you encounter, and we will keep you updated with our progress. After we're comfortable with where the Ellisbury Update is in terms of stability, we move on to the Al-Rilma Update. And for those who have been following the news, that means one word, that the entire community has been waiting for since 2011...
Superchargers. Get hyped, because that's only the start of what's planned. Be sure to follow us on YouTube, Instagram, Twitter, TikTok and now on Threads for up-to-date news and community happenings!
Automation - The Car Company Tycoon Game - Killrob
Another quick patch to iron out some more of the issues that were caught during testing. This update can be seen as the first release candidate build. We are seemingly done with all larger fixes or changes (or so we hope) and are readying up for releasing this big milestone update for good.
Full Patch 7 Changelog
Fixed sandbox techpool settings being locked
Fixed incorrect visual tire widths, tires more correct to real world sizes
Fixed forecaster showing NaNs when projections show zero sales
Fixed gearbox reliability warning system thresholds, separated range from torque
Fixed stats sometimes show all zero in project overview in campaign
Fixed some cars, AI and yours, not showing stats in the sankey chart
Fixed comparing cars not always fetching stats of other car
Fixed not being able to clone the clone of a cloned trim
Fixed brake fades not being directly derived from front & rears values
Fixed brake fade being considered twice for drivability
Fixed braking at max load always showing as -5.4%
Fixed engine cooling warning being misleading
Updated company tech profiles for more variation between companies
Further improvements of exporter tire model (since patch 5)
Depending on how it goes there will be more rapid-succession release candidates coming at the start of the week addressing issues that were found and adding some more polish.
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!