Al Rilma Open Alpha Patch 3
Since being back in office after the holidays, we've worked on getting a whole lot more fixes and general polish out to you for the open alpha! The following is the change log for the third patch of the opt-in open alpha, and with a little more than a week of development behind it, it is rather chunky:
[h3]General[/h3]
[h3]Car Designer[/h3]
[h3]Engine Designer[/h3]
[h3]UI Fixes[/h3]
[h3]Multiplayer[/h3]
[h3]BeamNG Exporter[/h3]
From here on you can pretty much expect about a weekly cadence to the patches until we start implementing some of the bigger features missing in the alpha.
Cheers!
[h3]General[/h3]
- Added various bonnet fixtures
- Added folder button for engine exports
- Retrofitted new fuel selection to old engines in old databases and imports
- Improved displayed data on side stats for cars and engines
- Fixed various reliability effects to no longer be affected by quality directly, like stresses and knock
- Fixed fixtures moving on car load, connected to hoist position
- Fixed various car importing issues
- Fixed soundtrack 2019 song never playing in game
- Fixed test track best time to not trigger on first pass of the start line
- Fixed falsely labeled grm_mercy body door count
[h3]Car Designer[/h3]
- Added one new car body model "Jackal" with 58 variants
- Removed chassis type vs engine position restrictions
- Updated ladder mid chassis tins with correct wheel morphs
- Fixed engine placement change not auto-selecting alternate drivetype
- Fixed suspension choices not being limited by chassis
- Fixed torsion beam not locking out RWD
- Fixed WES standard display in detailed stats
[h3]Engine Designer[/h3]
- Changed unlock year of methanol fuel to be available from the start
- Changed valve float warning to appear at 10% reliability loss, not 1%
- Changed turbo pressure graph to show relative pressure not absolute
- Buffed thermal efficiency of early roots superchargers by 4%
- Re-enabled compact manifold for roots and screw superchargers
- Fixed manifold / header resonances to be based on corrected massflow
- Fixed fuel evaporation not properly cooling intake charge for octane requirements
- Fixed dyno throttle control to have correct step size and range
- Fixed missing inline OHV dynamic logo
- Fixed floating superchargers on V60 engines
- Fixed a LOD issue with certain intakes
[h3]UI Fixes[/h3]
- Fixed undo function issues when using the gizmo circle
- Fixed 2 and 3 keys inconsistently setting 2D/3D fixture state
- Fixed comparison demographic being unable to be deselected on trim side stats bar
- Fixed UI layering issues new engine/car creation
[h3]Multiplayer[/h3]
- General improvements to multiplayer stability
- Fixed scenario timeline breaking in specific circumstances
- Fixed issue where host could start playing the game before other players
- Made scenarios use demographic nomalized desirability instead of competitiveness
[h3]BeamNG Exporter[/h3]
- Improved supercharger sounds
- Fixed issues with fuel economy and engine thermals
- Fixed issue with brand not being exported, causing issues in e.g. drag racing events
- Probably fixed engines sometimes exporting as invisible
- Probably fixed weird triangles coming out of some engines
From here on you can pretty much expect about a weekly cadence to the patches until we start implementing some of the bigger features missing in the alpha.
Cheers!