Lite Campaign V3 Patch 7 (Public) [B191218]
The latest version of LC V3.7 is now out on the public default branch. All previous hotfix patch notes are still down below!
Note for AMD users: The current recent graphics drivers 19.12.2 and 19.12.3 are incompatible with Automation. If you run on those you need to update to driver version 20.1.2 or later to be able to start the game.
Automation and the Lite Campaign V3 (LCV3) just got its next big update released with LCV3 Patch 7. If you were part of the openbeta you can now opt out again if you so wish and have the same version as everyone else.
The Climber Cup500 by nacho.
The massive change log is included down below and only contains the most relevant and visible changes. After almost a month of additional polishing in open beta, this version is now ready for you all to play and hopefully enjoy. The Patch 7 milestone marks the final LCV3 update before we take on the development of the LCV4 and the first part of the Forced Induction Revamp (the turbo revamp).
The Rigore Vulnair 530 by titleguy1, showing some solid Photoshop skills, too!
This update includes a lot of UI changes that will make the game more pretty, intuitive, and user friendly… everything is relative of course, we got a ways to go on that. Most of the LCV3 UI now has been implemented to the point where missing items are due to missing features that will come with the LCV4 milestone and beyond.
We think the lite campaign is now in a much better state to also be played by non-veterans of the game. Of course the campaign is not easy because of how complex Automation is and how incomplete and unfinished other parts of the campaign are in some aspects. You can definitely give it a go and see, let us know what you think, we’re looking for general and specific feedback regarding the UI, its flow, and usability. What descriptions are unclear or missing?
Please post your feedback and any bug reports in this thread:
https://steamcommunity.com/app/293760/discussions/2/1660068911654529460/
UI Changes & Additions (Visuals)
UI Changes & Additions (Gameplay)
Gameplay Additions / Changes
Art & Content
Some Notable Fixes
[previewyoutube]https://youtu.be/DIpEwrq8hpQ[/previewyoutube]
Note for AMD users: The current recent graphics drivers 19.12.2 and 19.12.3 are incompatible with Automation. If you run on those you need to update to driver version 20.1.2 or later to be able to start the game.
Automation and the Lite Campaign V3 (LCV3) just got its next big update released with LCV3 Patch 7. If you were part of the openbeta you can now opt out again if you so wish and have the same version as everyone else.

The massive change log is included down below and only contains the most relevant and visible changes. After almost a month of additional polishing in open beta, this version is now ready for you all to play and hopefully enjoy. The Patch 7 milestone marks the final LCV3 update before we take on the development of the LCV4 and the first part of the Forced Induction Revamp (the turbo revamp).

This update includes a lot of UI changes that will make the game more pretty, intuitive, and user friendly… everything is relative of course, we got a ways to go on that. Most of the LCV3 UI now has been implemented to the point where missing items are due to missing features that will come with the LCV4 milestone and beyond.
We think the lite campaign is now in a much better state to also be played by non-veterans of the game. Of course the campaign is not easy because of how complex Automation is and how incomplete and unfinished other parts of the campaign are in some aspects. You can definitely give it a go and see, let us know what you think, we’re looking for general and specific feedback regarding the UI, its flow, and usability. What descriptions are unclear or missing?
Please post your feedback and any bug reports in this thread:
https://steamcommunity.com/app/293760/discussions/2/1660068911654529460/
B191120 Changelog Summary
Optimizations
- Optimized performance of calculations throughout the game
- Changed garbage collection settings and fixed leak in lua sqlite wrapper
- Various optimizations to UI loading, tooltips, and other UI aspects
- Optimized car body mesh and normal calculations, reduced mesh data duplication
- Improved ray-casting for fixtures to better cope with (literal) edge-cases
- Added resolution selection to graphics options
UI Changes & Additions (Visuals)
- New transparent UI look and new main menu structure
- Engine designer and all engine project related items are now themed blue
- Added graph fill area feature and graph dashed lines
- Improved line drawing code for graphs
- Made various UI items more obviously clickable, like demographics and paints
- Improved the research and development UI aesthetics
- Made numbers in font monospaced for improved readability
UI Changes & Additions (Gameplay)
- Updated designer UI flow in campaign to make it more like sandbox
- Added tons of tooltips, info texts, and descriptions to UI
- Dynamic locking of designers in campaign depending on project state
- Reworked the campaign setup screen(s) with more options and info
- Unified and tidied up the sign off screens for cars and engines
- Added competitiveness & affordability history graph to the calendar
- Added various sales, revenue, affordability, and desirability heat maps
- Added production related graphs to gauge factory performance
- Implemented context menu for saving, save as function, and save confirmation
- Made markets panel update with month ticks to be able to see how things change
- Made engineering time numbers floor correctly to first decimal
Gameplay Additions / Changes
- Added loan calculations and project-specific loans
- New main hub calendar automatic stock controller
- Better AI car generation for campaign and improved competitor cars
- Campaign score is now calculated in a more in-depth way
- Added engineering familiarity to the last items that are missing them
- Reworked how dealerships affect awareness levels
- Demographic competitiveness now affects awareness levels
- Added effect of company reputation and company prestige
- Rebalanced the stats of different seating layouts
- Family designer is no longer locked when there is more than one variant
- Engineering pressure slider now negatively affects reliability
- Added ability to view finished campaigns without progressing time
- Added ability to in-/exclude various project costs in the sales margin of a car
- When regions unlock, they automatically activate for all car projects
- Rebalanced recommended tire widths to be more reasonable in early years
- Added a new project warnings and more hub news items
- Allow engine fit widget dimensions to show numbers above 100%
- Added ability to see average Top 3 competitor car stats in demographics
Art & Content
- Added / remade many car bodies, with 60+ new / reworked body variants in total
- Made plenty of fixes to existing car bodies and their stats
- Reworked and improved the turbo piping system
- Lighting fixes for various photo scenes
- Fixed car smearing on trailing edge of motion blur in photo scenes
- Improved car placement on the design room stand
- Hooked intercooler slider up to change its mesh
- Fixed Twin DCOE on inline 5 showing as 3 DCOE
- Added 1 DCOE to boxer 4, added 1/2 DCOE to boxer 6
- Enabled 1brl eco carbs on boxer 4s & boxer 6s
Some Notable Fixes
- Fixed a major, long standing bug in demographics calculations. This caused almost all special demographic desires to always score the maximum points, implying that "everything is a pony car" because that 0.6L engine scored as highly as the 8L V12 in terms of capacity. This means demographics distinctions are now working as intended.
- Fixed shifts for inventory making the factory work harder than max shifts
- Fixed familiarity not being saved correctly for entertainment, safety, and others
- Fixed scenario year being changeable
- Fixed side stats to color fuel economy changes correctly for mpg and km/L
- Fixed lots of instances where integer year data was used instead of float year data
- Fixed tire width being converted for US conversion on tooltip, now stays as [mm]
- Fixed traction control not working correctly in campaign, having no effect on stats
- Fixed mouse buttons 3 & 4 not making designers go forward/backward consistently
- Fixed how the game handles custom Windows DPI settings
- Fixed issues with fixtures being placed along the car's centerline
- Reworked and fixed aspects of the forecaster functionality
- Fixed 60 degree V8s availability to when V6s become available
- Fixed exhausts not connecting properly when using several exhausts for BeamNG exports
- Fixed BeamNG car exporter not working from campaign
B191217 Hotfix 8
- Fixed stats side panel not showing correctly in variant design
- Fixed engine tests not showing how the engine revs on the graph
- Fixed engine renaming not accepting input once enter is hit
- Fixed factories not shing names of engine variants to produce
- Fixed ordering in calendar to have latest model on top
- Fixed process slider in engineering always reseting to 50 when facelifting
- Fixed growth data in markets tab always being 0 when starting in later years
- Fixed issue with .car file export filename
- Fixed scenario ride height being broken
- Fixed scenario items not auto-disabling
- Fixed the wrong engine graphs showing in scenarios
- Fixed graphs not updating when collapsing/opening scored stats in scenario
- Made scenario demographics always show score
B191216 Hotfix 7
- Added loading spinner to car forecaster
- Added a 'previous value' difference data field to the engineering values
- Improved logic behind renaming. Should fix instances where names could be reset
- Fixed engine, gearbox, and drive train not being invisible when engine doesn't fit
- Fixed wheels poking out of the car before reselecting the trim body/morphing
- Fixed issues with held stats related to competitors
- Fixed factory deletion from factory manager screen
- Fixed factory deletion when exiting un-confirmed factory built through factory manager
- Fixed engine scenario showing the wrong graphs
- Fixed changing model body not changing engine bay until something else is changed
- Fixed engine size checks not running when a car calculates, issues with graphs & fitting
- Fixed rims not showing when they are selected
- Fixed campaign photo mode showing sandbox cars when selecting another car to spawn
- Fixed double-clicking car and engine project sign off causiong blurred screen
- Fixed braking graph to show Time on X axis instead of speed
- Fixed crash of 'Deleting Trim Slots' from the campaign manager
- Fixed issue with game resolution selection process
- Fixed minor issues with units on graphs
Hotfix 7 BeamNG Exporter Changes
- Changed automatic gearbox aggressiveness parameters
- Increase durability of pistons, cylinder walls, etc. to withstand higher boost
- Added backfiring to cammy cars that run rick AFRs
- New torsion type beam to make swaybars translate better to BeamNG
- Reduced friction on metal to the same coefficient used by normal BeamNG metal
- Various material tweaks for BeamNG's latest changes
- Ability to tweak toe angles in tuning menu
B191209 Hotfix 6
- Fixed family selection mode of car bodies being one line, instead of a full screen of bodies
- Fixed the position of the car editing camera in the 2010s scene
- Fixed the failing of closing a database causing issues with opening a new database
- Fixed engine projects getting locked out when they're set to be ready to be signed off
- Fixed main menu being broken after a series of specific actions
- Fixed variants not automatically being added to factories when cloned from the car designer
- Fixed 10sFull_Cor_cabrio being the wrong model year, was 2005, now 2007
B191207 Hotfix 5
- Added prompt for deleting a trim slot before destroying the trim
- Added prompt for unticking a trim, telling you it is going to wipe it
- Added ability to open any trim in designer from car projects manager
- Created WIP company museum for opening old trims (just for that functionality)
- Ticking on an engine appends "Replacement" instead of clone
- All trims now auto-tick when making a facelift
- Variant and Family names now autofill in sandbox new engine prompt in car designer
- Decreased loading time when selecting a model body (loading the bodies still takes ages)
- Cleaned out 2GB of unused assets from the current install
- Fixed campaign breaking bug when loading another campaign in same play session
- Fixed major bug where paint UI would stop working when entering photo mode
- Fixed sandbox top-bar engine prompts not opening over manager UI
- Fixed selecting a model body would cause a recalculation never completed
- Fixed issue with .car export with special characters like \
- Fixed target demographic selection UI not showing the current date
- Fixed custom refresh rates always resetting back to 120hz
- Fixed the country unlock years in the new campaign advanced mode screen not updating
- Fixed alignment & added Tick button to close R&D screen
- Fixed scrollbar not working for trims overview in project
B191204 Hotfix 4
- Improved lighting in 2010s design room
- Fixed major issues with 0000's design room
- Fixed bug where exhaust end nodes would export near/under ground level to BeamNG
- Fixed ordering of campaign car / engine projects and factories, newest first where possible
- Fixed sandbox car and engine managers now defaulting to ordered by newest first
- Fixed engines-in-project list to not blink / show wrong tooltip when all is fine
- Fixed hub calendar to not lose trim production info when minimizing models
- Fixed not being able to delete the most recent save from campaign that was just quit
- Fixed undo changes button in advanced paint UI not working
- Fixed fuel types on engine project screen being backwards (leaded vs. unleaded)
- Fixed issue with engine engineering not updating after changing the engine in a car
B191129 Hotfix 3
[previewyoutube]https://youtu.be/DIpEwrq8hpQ[/previewyoutube]
- Rebalanced tire width and engine bay width for most bodies
- Added new "0000s" design room, for best performance on low end PCs
- Added new 4th engine selection control to replace instead of just cloning a variant slot
- Added hotkeys for camera control in designer, WASD
- Added prompt to tell you that you have unapplied graphics settings when closing options UI
- Added default autofill for engine selection UI with existing engine names or automatic name
- Added more spacing to text in textboxes to make them more readable. (i.e top bar)
- Added list mode to sandbox engine selection UI
- Improved paint pallette and slider fidelity
- Increased contrast of datafield slider gray in item comparison tooltips
- Fixed engine family stroke changing values despite being locked in
- Fixed issue with sales calculations giving access to much larger than possible markets
- Fixed company prestige and reputation skyrocketing to extreme numbers
- Fixed issue where just-unlocked demographics supposedly had massive potential revenues
- Fixed issue with adding too many trims / variants to a factory, giving zero efficiency
- Fixed current factory shifts being in the wrong column for factories
- Fixed campaign starting cash vs. difficulty score multiplier inconsistency for 50 million
- Fixed new campaign easy setup mode not scaling with screen size
- Fixed old variants / trims not being cleared out of factories properly, causing issues
- Fixed graphics menu not resetting when closed
- Fixed engine sorting in sandbox not working
- Fixed blur not going away when closing settings menu opened through photo scene UI
- Fixed turbo glow being a bit borked
- Fixed issue with demographic tooltip for a demographic that just unlocked
- Fixed issue with campaign setup UI in advanced mode for engine tech being too tall
- Fixed some turbo placement issues on boxer engines
- Fixed right-click not working on body filter settings anymore to deselect all the others
- Fixed accessibility controls UI panel for camera controls
- Fixed slider centers from turning red/blue sometimes
B191122 Hotfix 2
- Improved handling of loading old cars that have updated bodies
- Improved stability of loading mod bodies
- Fixed engines not updating stats in sandbox and behaving strangely
- Fixed facelifts not working properly in campaign, made system more solid
- Fixed engines not showing up when selecting existing engines from engine manager
- Fixed engines not showing when 'creating new variant in existing family'
- Fixed issue with rim size changes not updating car calculations
- Fixed factories not being possible to rename, changing back to their default name
- Fixed turbo engines without an intercooler not providing any boost
- Fixed turbos spawning in weird places the first time you build a turbo boxer
- (Potentially) Fixed exhausts scraping the ground in BeamNG or being ripped off instantly
- Relit all the 'Mirror' photo scenes to fix some issues. They are super pretty now!
- Top bar now flashes pause/play button when paused in campaign
- Campaign top bar now hides time controls when not relevant
- Tweaked margin increase per month to be more aggressive at sales start
- Removed the blue ball from the Isle of Skye... no sheep were harmed
B191121 Hotfix 1
- Fixed car mods not working anymore
- Fixes various issues with engines in sandbox not working correctly
- Fixed framerate issues in photo scenes and design rooms
- Fixed the larger of the two new not-Falcon body morphs
- Planar reflections now adjust with quality settings, full quality when taking photos
- Added day-night cycle to Isle of Skye photo scene