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Al Rilma Open Beta Patch 7

[p]After being in the cooker for three weeks, this patch for the ongoing Al Rilma Open Beta is a chunky one with improvements throughout the game! Let's get right to the full changelog.[/p][p][/p][h2]Al Rilma Open Beta Patch 7 Changelog[/h2][p][/p][h3]General[/h3]
  • [p]Improved brake quality's effect on brake fade factors[/p]
  • [p]Rebalanced Ladder and HD Ladder chassis weight, PU, and material costs[/p]
  • [p]Unlocked scenario controls, added demographic validation for single- and multiplayer[/p]
  • [p]Some additional single turbo configurations can now use twinscroll[/p]
  • [p]Fixed issues with the over- / understeer warning system[/p]
  • [p]Fixed props spawning at 0 when changing type[/p]
  • [p]Fixed scenarios (SP & MP) sometimes being locked on body selection panel[/p]
  • [p]Fixed and improved the test track UI[/p]
  • [p]Fixed inconsistencies in exhaust header weights[/p]
  • [p]Fixed clone in place hotkey not setting 3D state correctly[/p]
  • [p]Fixed fixture changing altering state between 2D and 3D defaults[/p]
  • [p]Fixed challenges menu throwing lua errors[/p]
[p][/p][h3]UI[/h3]
  • [p]Fixed various issues with the markets tab in the car designer[/p]
  • [p]Fixed inconsistency in Model Body vs Chassis Tab locking state[/p]
  • [p]Fixed prop UI not showing currently selected type[/p]
  • [p]Reformatted car photo scene UI to allow access to animatics without scrolling[/p]
  • [p]Fixed markets screen not initializing with pie graphs on the demographics[/p]
  • [p]Fixed turbo bearing tooltip showing supercharger control tooltip[/p]
  • [p]Fixed issue where you could get stuck in pop-up for clone AI tune and cancel[/p]
  • [p]Fixed multi-stage turbo referencing wrong stage tooltip[/p]
[p][/p][h3]Content & Art[/h3]
  • [p]Added new 1940s car body SoChaux40 with 6 families and 57 variants[/p]
  • [p]Added new car body Bossa Nova with 32 total variants - replaces 90sMidcoupe[/p]
  • [p]Added new fixtures - taillights, moldings, bumpers, and scoops[/p]
  • [p]Added 2 new racetrack HDRI spheres[/p]
  • [p]Split art for cast headers into Cast Low and Cast Mid[/p]
  • [p]Improved several turbo race headers[/p]
  • [p]Improved some cast mid headers that had "looping" bits[/p]
  • [p]Improved cast V90 / V60 headers[/p]
  • [p]Fixed rim_venom_classic7 not offsetting dish correctly[/p]
  • [p]Fixed various issues with E90 Hatchback[/p]
  • [p]Fixed transverse 4x4 and AWD with live axle spawning wrong meshes[/p]
  • [p]Fixed some 94_jpn_permafrost variants missing D-pillar morph[/p]
  • [p]Fixed JD1974_E3-E9_Coupe_270cm_BP body crunching on morphing[/p]
[p][/p][h3]Campaign[/h3]
  • [p]Implemented a mechanic for refunding of preorders of trims with significant delivery delays[/p]
  • [p]Added factory addon specific logistics point costs[/p]
  • [p]Expanded Offices -3, Maintenance +1, Staff Facilities +1"[/p]
  • [p]Fixed Expanded Offices addon not reducing material costs by 10%[/p]
  • [p]Improved how the Focused Market slider changes demographic desires[/p]
  • [p]Improved forecaster projection accuracy[/p]
  • [p]Improved forecaster to cope with more complex facelift situations[/p]
  • [p]Fixed outsourced factories charging paused staff costs[/p]
  • [p]Fixed issue where chassis material would be changed and removed upon facelift[/p]
  • [p]Fixed there being no delivery delay penalty for trims in paused production[/p]
  • [p]Fixed adjusting price in car designer not affecting preorders[/p]
  • [p]Fixed negative value project creating massive loans[/p]
  • [p]Fixed a crash moving between factories in Car Project[/p]
  • [p]Fixed trim base price not being set on car projects without factories[/p]
  • [p]Fixed some odd marketing behaviors where numbers would be inconsistent[/p]
  • [p]Fixed car factories sometimes not running if the effective shifts is below 0.5[/p]
  • [p]Changed campaign Hard difficulty preset to be HQ lvl 2[/p]
[p][/p][h3]Campaign UI[/h3]
  • [p]Added facelift number to markets tab in Car Designer[/p]
  • [p]Added the "All" option to the Sales Breakdown Graph \[WIP][/p]
  • [p]Added scrolling to the trims list in the markets tab[/p]
  • [p]Improved factory staffing UI and tooltip in main company hub UI[/p]
  • [p]Improved factory utilization UI in main hub tooltips[/p]
  • [p]Improved factory overstaffing warning thresholds[/p]
  • [p]Disabled delete facelift / trim buttons during forecasting to avoid errors[/p]
  • [p]Fixed placement issues of UI labels on finances tab[/p]
  • [p]Fixed a UI scaling issue in Sales Breakdown tab for long company names[/p]
  • [p]Fixed false positive warning of no engine production with factory assigned[/p]
  • [p]Fixed scroll inputs not resulting in scrolling facelift UI[/p]
  • [p]Fixed loan state confused messaging when turning off loan[/p]
  • [p]Fixed issue with demographic selection filtering in Sales Breakdown tooltips[/p]
  • [p]Fixed there being a "Sold Factory Company" in Sales Breakdown[/p]
  • [p]Fixed error when moving between factories too quickly[/p]
  • [p]Fixed issue where forecaster would not display cost ratio for in production trims[/p]
  • [p]Fixed main hub factory shift UI not updating when switching between its instances[/p]
  • [p]Fixed engine project disappearing from hub UI upon engineering completion[/p]
  • [p]Fixed factory not unloading when using project map to go to car or engine designer[/p]
  • [p]Fixed factory utilization to now be based on max shifts[/p]
  • [p]Fixed total cost of factory being wrong on sign off screen[/p]
[p][/p][h3]BeamNG Exporter[/h3]
  • [p]Fixed wheel wobble in Beam exports with MacPherson suspension[/p]
[p][/p][p]This mostly concludes what we have planned for the campaign for the Al Rilma update, barring any new or previously hidden issues that need fixing. From here we are going to mostly focus on giving the multiplayer aspect some much needed love before being ready to release the update out of beta into the public default branch.[/p][p]Cheers![/p]

Al Rilma Open Beta Patch 6

[p]In this patch we have fixed two important issues with the sales model that went unnoticed for the longest of time but have a huge impact in specific situations, especially for small premium manufacturers. In addition to those, there are plenty of other nice fixes in here, have a look![/p][p][/p][h3]General Fixes[/h3]
  • [p]Changed ABS and TC unlock years to 1979 and 1985 respectively[/p]
  • [p]Changed UI to now show unlocked but unavailable VVL options greyed out[/p]
  • [p]Fixed multiple exhaust tips not connecting correctly[/p]
  • [p]Fixed tooltips for geometry and bearing not updating with stage reference[/p]
  • [p]Fixed wiggling in acceleration graph in 1st gear[/p]
  • [p]Fixed toe effect not being included in tire service costs multiplier in UI[/p]
  • [p]Fixed WES standards showing inconsistent color if they get better / worse[/p]
  • [p]Fixed scenario ready screen not coping gracefully with connection dropping out[/p]
[h3]Campaign Fixes[/h3]
  • [p]Fixed issue with sales model were your dealership level would limit sales in an unintended way. This means much better sales for small companies with highly competitive cars.[/p]
  • [p]Fixed competitor dealership levels being locked at 10, now depend on awareness. This makes competitors entering new regions ramp up as one would expect instead of instantly having full presence.[/p]
  • [p]Polished up the HQ level and addon purchase UI[/p]
  • [p]Fixed loan costs sometimes being displayed wrong[/p]
  • [p]Fixed inconsistent display of emissions credit numbers[/p]
  • [p]Fixed gear ratios tech unlock not showing the number of gears[/p]
  • [p]Fixed factories shutting down for a month even with no actual changes to tooling[/p]
  • [p]Fixed cash loan percentage to always go up to 100%[/p]
  • [p]Fixed engines disappearing from hub UI after engineering is done[/p]
  • [p]Fixed over-staffing costs being applied for in-design factory shift settings[/p]
[p][/p][p]We're very much closing in on the final stretch of the open beta now, only a few more polishing patches to go before it should be ready for everyone to enjoy.[/p][p]Cheers![/p]

Al Rilma Open Beta Patch 5

[p]Another patch focused on ironing out remaining issues with the campaign and the beta in general. With this update, all bigger known issues with the campaign have been addressed - which means that if you run into anything that is terribly broken, you need to let us know![/p][p]Here is the full changelog for Al Rilma Open Beta Patch 5:[/p][p][/p][h3]General Fixes[/h3]
  • [p]Added a tooltip to locked camber adjustments[/p]
  • [p]Cat, turbo count & traction aids list now show invalid options with a tooltip[/p]
  • [p]Fixed not-mirrored text fixtures showing up mirrored[/p]
  • [p]Fixed the safety stat in the side stats & detailed stats to be floored instead of rounded[/p]
  • [p]Fixed missing short string for twincharged configuration[/p]
  • [p]Fixed undo causing fixtures that needed moving to be deleted[/p]
  • [p]Fixed a lua error related to the dual exhaust option[/p]
  • [p]Fixed and rebalanced load capacity stats of suspension types[/p]
  • [p]Fixed missing lowest category in emissions regulations UI for Fruinia[/p]
  • [p]Fixed aero tab production units not changing with quality setting[/p]
  • [p]Fixed fixture text discarding text when it couldn't be placed[/p]
  • [p]Fixed the wrong tooltip showing for harmonic dampers[/p]
  • [p]Fixed turbo piping issues with turbo V60 engines[/p]
  • [p]Fixed wrong amount of doors 1100 simple hatch[/p]
  • [p]Fixed the Bento wagon having wrong doorcount[/p]
[p][/p][h3]Campaign Fixes[/h3]
  • [p]Added functions for certain parts to gain familiarity, now affecting:[/p]
    • [p]Aspiration types[/p]
    • [p]Turbo manifolds[/p]
    • [p]Tire compounds[/p]
    • [p]Rim materials[/p]
  • [p]Added facelift number to trims in sales breakdown graph[/p]
  • [p]Added closing X button to hub UI shifts controller[/p]
  • [p]Added a tooltip for logistics points to show what they are used for[/p]
  • [p]Added a familiarity toggle button to the aspiration tab[/p]
  • [p]Added "Copy to Region" functionality on marketing tab[/p]
  • [p]Added ability to take out a cash loan from finance panel[/p]
  • [p]Quality sliders now show section engineering time considering part familiarities[/p]
  • [p]Tweaked difficulty presets' HQ starting levels [/p]
  • [p]Improved clarity of company prestige and reputation tooltip[/p]
  • [p]Fixed possible negative project costs due to factory plots[/p]
  • [p]Fixed a major bug where you were not paid for some cars on delivery[/p]
  • [p]Fixed all optional production addons (carbon plant, leatherworks, SMC) not functioning[/p]
  • [p]Fixed engineering costs being zero at game start with zero engineering time[/p]
  • [p]Fixed engine parts potentially not unlocking correctly with facelifted engines[/p]
  • [p]Fixed yearly financial report not showing all relevant data[/p]
  • [p]Fixed out of production engines not hiding in the main hub[/p]
  • [p]Fixed engine factories aiming for shifts above max shifts[/p]
  • [p]Fixed there being no warning for underproduction due to lack of engines[/p]
  • [p]Fixed engine project event severity category in calendar[/p]
  • [p]Fixed engine designer only showing one tab when accessed from sign off screen[/p]
  • [p]Fixed the average cost calculation in the pre production UI being shown wrong[/p]
  • [p]Fixed sign off screen not showing negative factory costs and not including tooling[/p]
  • [p]Fixed scaling down your factory resulting in negative loans[/p]
  • [p]Fixed wrong production start year being shown in factory configuration[/p]
  • [p]Fixed forecaster not fetching the correct price and production cost split[/p]
  • [p]Fixed trim stock display issue main hub[/p]
  • [p]Fixed 50% not being accessible on the loan amount slider[/p]
  • [p]Fixed new factory events not being added to time skip calendar[/p]
[p][/p][p]The plans are to do some more polishing, tweaking, and fixing of the campaign, then focus on getting the multiplayer part polished up, and then we're ready to kick this open beta over to the main branch to finally replace the Ellisbury Update - which in turn will become an opt-in version.[/p][p]Make sure you let us know when you find bugs or other issues that need to be addressed![/p][p]Cheers[/p]

Al Rilma Open Beta Patch 4 + Ellisbury BeamNG 0.37 Update

[p]With the release of BeamNG 0.37 which changes file paths, we are releasing this patch in tandem with the BeamNG update. [/p][p]An update has been made to the stable Ellisbury branch as well to support the latest BeamNG version.[/p][p]Despite the short time since the last patch, we've been cooking and this one contains really important and impactful fixes and tweaks! Below, you find the full changelog.[/p][p][/p][h2]Changelog Al Rilma Open Beta Patch 4[/h2][h3]General Fixes[/h3]
  • [p]Fixed another instance of designer glowing with raytracing[/p]
  • [p]Fixed AI generating cars being able to overwrite family / model Information[/p]
  • [p]Fixed undertray tooltips missing some data[/p]
  • [p]Fixed fixtures inverting when interacted with from the mirrored fixture[/p]
  • [p]Fixed default mirrored fixtures not showing up until clicked off[/p]
  • [p]Fixed aerodynamics PU not displayed in relative cost widget[/p]
  • [p]Fixed closing game and reopening ending up with incorrect material costs for trims[/p]
  • [p]Fixed a tooltip being wrong for compresser exducer[/p]
  • [p]Fixed wrong icons in demographic / market pop-out[/p]
  • [p]Fixed missing icon for 0-100 stat in demographic tooltip[/p]
  • [p]Fixed a client that is timed out not being able to rejoin game through steam[/p]
  • [p]Fixed extra wheel fixture no longer getting tire tread[/p]
  • [p]Fixed two exhaust flanges spawning on headers of all non-turbo engines[/p]
  • [p]Fixed a wrongly assigned morph on 40_EU_Van body[/p]
  • [p]Fixed a gap in HD ladder chassis art[/p]
[h3]Campaign Fixes[/h3]
  • [p]Added payments left field to finances loan tab[/p]
  • [p]Added ability to change engine factory shift adjustments from the main hub[/p]
  • [p]Added factory size requirement to all part tooltips with addons recommendations[/p]
  • [p]Tweaked sales algorithm to remove one-cheap-car exploit[/p]
  • [p]Removed irrelevant health & staff bars for outsource factories[/p]
  • [p]Fixed engineering status not changing when car project finishes engineering[/p]
  • [p]Fixed some colour grading inconsistencies for shift counts[/p]
  • [p]Fixed consolidating a single loan deleting all other loans[/p]
  • [p]Fixed outsource factories showing 100% slowdown but running fine[/p]
  • [p]Fixed outsourced production only running a maximum of 0.5 shifts[/p]
  • [p]Fixed issues with production balancing between trims[/p]
  • [p]Fixed a lua error occurring when deleting a project[/p]
  • [p]Fixed block and head material missing factory requirements in tooltip[/p]
[h3]BeamNG Fixes[/h3]
  • [p]Updated BeamNG integration file paths for V0.37[/p]
  • [p]Fixed ABS light not functioning in exports[/p]
  • [p]Further overhaul of engine inertia[/p]
  • [p]Balancing mass should have a bigger impact on exports[/p]
[p][/p][p]Plenty more issues to get to and polish to be done, so it won't be too long before the next patch. Let us know what issues you are running into and what you think we can improve![/p][p]Cheers[/p]

Al Rilma Open Beta Patch 3

[p]After another few days worth of fixing and polishing, we have been able to address many of the larger issues players have encountered in the open beta version of the game and its campaign. As such, you find a pretty comprehensive changelog down below![/p][p][/p][p][/p][h2]Al Rilma Open Beta Patch 3 Changelog[/h2][p][/p][h3]General Fixes[/h3]
  • [p]Added campaign regulations page drop down to sandbox[/p]
  • [p]Fixed issue with text fixture rendering in some situations[/p]
  • [p]Fixed tire stats to now update when entering the wheels tab[/p]
  • [p]Fixed forced induction prestige bonus listed as Fuel Injected in detailed stats[/p]
  • [p]Fixed issue with acceleration graph data[/p]
  • [p]Fixed car designer glowing bright white with raytracing turned on[/p]
  • [p]Fixed negative techpool with major positive quality not adding appropriate costs[/p]
  • [p]Fixed techpool for body unlocks not being displayed correctly[/p]
  • [p]Fixed lua error resulting from a deleted engine in a completed car[/p]
  • [p]Fixed sandbox car/engine search query being applied to campaign[/p]
  • [p]Fixed relative cost widget calculation being one step behind[/p]
  • [p]Fixed roof set to Glass instead of Body for car body 05-EU[/p]
  • [p]Fixed typo in 2D fixture offset value textbox[/p]
[p][/p][h3]Campaign Fixes[/h3]
  • [p]Tweaked strength of score multiplier progression for demographic market focus[/p]
  • [p]Changed emissions credits to be applied right now on month instead of next year[/p]
  • [p]Removed legacy difficulty multipliers for plot and factory size[/p]
  • [p]Updated factory "Item Selection" bottom UI and info text[/p]
  • [p]Updated campaign setup info display to show new relevant settings[/p]
  • [p]Fixed issue where engineering time became sky high for no apparent reason[/p]
  • [p]Fixed engineering time calculation issues changing to different trim bodies[/p]
  • [p]Fixed facelifts that are not yet signed off affecting sales[/p]
  • [p]Fixed issue where factories would not hire extra required staff[/p]
  • [p]Fixed an issue where preorders would change upon facelift creation[/p]
  • [p]Fixed electronics lab HQ addon not adding to driver assist tech correctly[/p]
  • [p]Fixed issue where revenue & expenses displays wrong in some months[/p]
  • [p]Fixed emissions credits missing from finances pie chart[/p]
  • [p]Fixed logic around deleting the last trim / variant in a facelift[/p]
  • [p]Fixed a lua error where a car's base price would be Null in a car project[/p]
  • [p]Fixed sorting issue with transactions list for details and amount[/p]
  • [p]Fixed HQ addon tooltips to now display unlock year[/p]
  • [p]Fixed a lua error occurring when refinancing a factory[/p]
  • [p]Fixed negative factory retooling costs showing refresh cost warning[/p]
  • [p]Fixed scaling down your factory resulting in a negative loan[/p]
  • [p]Fixed base and current tech title tooltip in R&D screen being old[/p]
[p][/p][h3]BeamNG Exporter[/h3]
  • [p]Improved automatic clutch to avoid synchro damage[/p]
  • [p]Fixed engine inertia increasing with boost[/p]
[p][/p][p]More fixes and changes are already in the pipeline, but we think it is a priority to get these fixes out to you before the weekend first.[/p][p]As always, please let us know what issues you are running into and we'll try to address them asap![/p][p]Cheers[/p]