Al Rilma Open Alpha Patch 7
[p]It has been a while since we've had an update for the Al Rilma Open Alpha! Most of our efforts in the past ten weeks since the last patch were focused on getting the improved Lite Campaign Mode ready for its debut, which would see the Al Rilma Update switch from alpha to beta status. Unfortunately, we found many more bugs than we anticipated during closed testing, and also that several fundamental aspects of the campaign calculations needed to be changed in order to reshape and future-proof them. As a result, we have made the difficult decision to delay Campaign Mode a little more. We understand that many of you were excited for this and have been waiting patiently, but we did not want to give you a campaign that was too buggy to be enjoyable.[/p][p][/p][p]
Muscle with a retro-modern flair, courtesy of ellie.[/p][p][/p][p]Instead, what we've done is we have put together a big update for you that has a vast array of fixes, improvements, and new features. It includes nearly everything else we have been working on in the meantime, including a substantial rework of suspension geometry in cars exported to BeamNG, to make cars handle more predictably and realistically across a wide range of applications.[/p][p][/p][p]In case you missed the discussion on this patch in the last Little Dev Update, you can catch up here:[/p][previewyoutube][/previewyoutube][p]With such a long wait and a massive "non-campaign" changelist on hold, we didn't want you to have to wait any longer. That is why we have decided to release this patch today and continue polishing up the campaign mode some more in the coming weeks![/p][p][/p][h3]General Fixes[/h3]
A selection of new variants from the all-new Rosso_86 body family. Many thanks to Kyorg for his hard work on this new family of bodies![/p][p][/p][h3]Content[/h3]
- [p]Overhaul of how exhaust piping, addressing lot of issues with it and allowing multiple exits[/p]
- [p]Updated and improved AI generation car look-up table[/p]
- [p]Improved AI model body selection to now check for engine fitment[/p]
- [p]Improved stress warnings progression and colors[/p]
- [p]Fixed AI attempting to generate engines with block configurations that have not unlocked[/p]
- [p]Fixed issue with acceleration graph spiking with very tall gearing for automatics[/p]
- [p]Fixed crash that could occur AI generating a car for particular demographics and years[/p]
- [p]Fixed fixtures disappearing when morphing with sliders[/p]
- [p]Fixed sandbox car import-as-new not correctly changing to newly imported engine[/p]
- [p]Fixed memory leak that could result in out of memory crashes[/p]
- [p]Fixed negative scale moving fixture upon rotation[/p]
- [p]Fixed lua error using superchargers in scenarios[/p]
- [p]Fixed lua error importing .car and overwriting existing car[/p]
- [p]Greatly improved UI smoothness and performance when switching between parts of the game[/p]
- [p]Added data field and tooltip to quality slider to show maximum setting of other trims / variants[/p]
- [p]Added exhaust count & bypass valves tooltip[/p]
- [p]Improved demographics tooltip UI to show country flags for what regions are averaged[/p]
- [p]Updated stress warnings to only show the most severe warning per part[/p]
- [p]Removed test track being available as a graph (too many inconsistencies / UI headaches)[/p]
- [p]Revised the ordering of the demographics grid[/p]
- [p]Fixed photo mode car selection only showing SANDBOX company cars[/p]
- [p]Fixed Move Car & Engine button not moving engine in sandbox company manager[/p]
- [p]Fixed issue with information in demographics grid display mode[/p]
- [p]Fixed reset of test track not unlocking track location/variant selection[/p]
- [p]Fixed switching between tracks not stopping the simulation[/p]
- [p]Fixed knock warning flashing at 0% with an engine that doesn't flow enough[/p]
- [p]Fixed issue with UI flow after finishing a scenario[/p]
- [p]Fixed default cylinder head art potentially being a mod head[/p]
- [p]Fixed car model quality slider change not causing a recalculate[/p]
- [p]Fixed issue where different model wheelbases were grouped together[/p]
- [p]Fixed fixture list disappearing after visiting photo scene[/p]
- [p]Fixed sandbox project map lua error[/p]
- [p]Fixed sequential displaying RPM instead of Boost pressure when on stage 2[/p]
- [p]Fixed switching between flat- / crossplane crank resulting in different part list order[/p]
- [p]Fixed familiarity UI mode missing / not working \[Left-Alt][/p]
- [p]Fixed issue where sometimes engine part stress would not display correctly[/p]
- [p]Fixed brake size slider maximum not updating until it interacted with[/p]
- [p]Fixed errors caused by pause menu's save button[/p]
- [p]Fixed compound turbo compressor maps defaulting to wrong stage map[/p]
- [p]Fixed empty power to weight and towing capacity data fields in car performance stats[/p]
- [p]Fixed multiplayer to return players to the results screen when a game finishes[/p]
- [p]Implemented all new ignition timing model for pre-EFI fuel systems, centrifugal & vacuum advance[/p]
- [p]Implemented CVVL as a new variable valve lift design option[/p]
- [p]Improved valve flow utilization parameter by including drop in cam curve (torque) beyond max[/p]
- [p]Implemented a fuel cut linked to MAP levels[/p]
- [p]Removed the concept of hard knock, instead it fully relies on power & reliability penalties[/p]
- [p]Added "current effective octane used" value to assist tuning[/p]
- [p]Tweaked boost progression of lambda mapping for fuel map[/p]
- [p]Improved emissions optimization lambda = 1 area vs. slider mapping[/p]
- [p]Fixed issue with flow calculation behavior of turbo's turbine[/p]
- [p]Made boost creep not be a thing for compound / seq setups[/p]
- [p]Fixed several issues with the simulation implementation giving unexpected behaviors[/p]
- [p]Revamped throttle response calculations, specifically for forced induction setups[/p]
- [p]Added MPV (Minivan) demographic, removed Pony Budget demographic[/p]
- [p]Significantly altered Passenger Fleet and Pony demographics[/p]
- [p]Rebalanced delivery demographics towards more differences in car size[/p]
- [p]Tweaked balance of timing slider effect on reliability[/p]
- [p]Tweaked various demographics and the body preference penalty matrix[/p]
- [p]Changed block and piston power density progression to be more intuitive[/p]
- [p]Added PS as an option for engine power unit of measure[/p]
- [p]Added Rosso_86 car bodies, 11 families, 74 variants total, replaces 90sMR_Cor bodies[/p]
- [p]Added new grm_kompetitor car bodies, replacing 00sSedan02, 1990 unlock[/p]
- [p]Added 30 new headlight families with several variants each added to game[/p]
- [p]Added new eco carb model[/p]
- [p]Many visual improvements for various header configurations[/p]
- [p]Fixed minor cosmetic issues with itl_rosso bodies[/p]
- [p]Fixed issue with z-fighting between chassis and carpet materials[/p]
- [p]Fixed issues with fixture UV problems, specifically regarding wrapping around corners[/p]
- [p]Fixed UV issue for mirrored fixtures on 1966 Sedan body[/p]
- [p]Fixed many car bodies missing accurate camera bounds boxes[/p]
- [p]Fixed 87_us body families have bonnet bounds boxes sitting below the hood[/p]
- [p]Weight distribution slider now works in "soft body" mode with movable mass node[/p]
- [p]Fixed beam export starter motor not having enough torque in some instances[/p]
- [p]Fixed tyre load sensitivity data bug causing rear grip loss, fixes most oversteer issues![/p]
- [p]Rework of all suspension export Jbeams, including:[/p]
- [p]More sane roll center heights and roll axis, should improve handling feel[/p]
- [p]Improved camber gain with roll[/p]
- [p]More stable toe gain behaviour, should make cars feel less twitchy[/p]
- [p]Greatly reduced bump steer issues[/p]
- [p]Stiffer and generally more consistent live axle link layout[/p]
- [p]Fixed wildly different amounts of maximum steering angle between suspension types[/p]
- [p]Fixed different maximum steering as wheel offset increases[/p]
- [p]Fixed sometimes inconsistent ride heights front to rear[/p]
- [p]Fixed inconsistent swaybar stiffness between suspension types and tyre widths[/p]
- [p]Fixed overly effective swaybars on live axles (often caused terrible oversteer for live axle rears)[/p]
- [p]More consistent Ackermann steering geometry between suspension types and car sizes[/p]
- [p]Better bump stops (more progressive, taller for long travel suspensions)[/p]
- [p]Fixed some suspensions having too much compression travel[/p]
- [p]Fixed MacPherson Strut suspension having very limited droop travel[/p]
- [p]Added some anti-squat and anti-dive geometry to many suspension types[/p]
- [p]Increased ABS thresholds to get closer to lock and give greater braking performance[/p]
- [p]Retuned TCS and ESC to be more effective but less intrusive[/p]
- [p]Fixed camera positions exporting under the floor for some bodies (please report issues!)[/p]
- [p]Reduced excessive tyre stiffness in wide / low profile tyres, making these tyres more forgiving[/p]
- [p]Reduced excessive sliding friction values, these are no longer needed after load sensitivity fixes[/p]
- [p]Fixed too weak FFB on MacPherson front suspension cars[/p]
- [p]Fixed chassis nodes sometimes hanging down below front and rear bumper[/p]
- [p]Improved consistency of camber and toe values vs Automation[/p]
- [p]Made damper rates more accurate to Automation (stiffer fast damp, softer slow)[/p]
- [p]Swaybars stiffness corrections to account for different roll center heights per suspension type[/p]
- [p]Centrifugal superchargers made a bit quieter (better tweaks to this coming soon too)[/p]
- [p]Improved live axle's ability to withstand the stress of locked transfer case on grippy surface[/p]
- [p]Toned down the locking strength of non race clutch LSD, and tweaked decel locking[/p]