LCV4.2.6 Patch - Open Alpha
Lots of important fixes, tweaks, and some new features are coming at you in this latest update to the opt-in alpha of the game.
If you want to check it out and have not opted in yet, you can do so by right-clicking the game in your Steam Library, choosing Properties, Betas, and select the openbeta - 4.2 alpha testing branch.
Making the underlying NA torque curve visible is surprisingly useful. Also... twin-scroll!
[h3]General Fixes[/h3]
[h3]Gameplay[/h3]
[h3]Turbos[/h3]
[h3]Design, Art, Content[/h3]
[h3]Modding[/h3]
Loads of issues and features to work on still before a beta, but things are coming together nicely and the alpha is becoming more playable... and hopefully enjoyable... with every patch.
Thank you to everyone helping out by reporting issues!
Cheers
If you want to check it out and have not opted in yet, you can do so by right-clicking the game in your Steam Library, choosing Properties, Betas, and select the openbeta - 4.2 alpha testing branch.

[h3]General Fixes[/h3]
- Game engine got updated to its second patch version, UE4.27.2
- Decreased game launcher height so it fits on smaller resolution screens
- Fixed possible way to fixture nuke two cars simultaneously with undo and cause "jello cars"
- Turned off the export cars button from the pause menu as it is a suspected source of car nukings
- Fixed fixture state that can result in destroying fixture positions on body morphs
- Fixed fixture conforming to the car while it is being dragged around costing lots of performance
- Fixed fixture text not respecting the 3D mode non-conforming
- Fixtures no longer cut out seams that they are placed over
- Fixed cases of extreme bloom when using minimal bloom settings
- Fixed not being able to turn off motion blur in settings
- Fixed engine family quality slider not updating engine stats if the engine is in a car
- Fixed every engine supposedly needing Magnesium Works
- Optimized competitor lookup performance
- Added some logging to help debug a start up crash
- Big performance increase for high-fixture-count cars
[h3]Gameplay[/h3]
- Fully fleshed out stats for the various intake options
- Tweaked intake flow limits and made compact intake more viable
- Tweaked cam progression tfor more usable range, cam 0 is now = 15, 100 still is = 120
- Reduced quality effects on baseline NA torque to make more realistic Nm/L figures
- Fixed entertainment weights being way too high
- Tweaked all fuel system prices
- Added a dashed "base NA equivalent" line to the power torque graph for turbocharged engines
- Tweaked flow reductions of all muffler types and catalytic converters
- Fixed loudness inconsistency in intake options
[h3]Turbos[/h3]
- Added twin-scroll turbos
- Added race tubular turbo headers option (graphics not in yet, but next patch!)
- Added much more cam dependence into turbo spool point
- Revised intake & header resonance effects to be more realistic
- Revised spool behavior based on turbo size
- Tweaked compressor map progression to not require as much quality for modern turbos
- Tweaked turbo AR ratio progression with Tune slider
[h3]Design, Art, Content[/h3]
- Added a ruler fixture for all your measuring needs
- Fixed engine bay sizes on 11_Eu_Super families which were too small
- Fixed body material issues with 10scoupe02large and 10scoup02_large_convH
- Fixed 10sCoupe02 Series and 00s_Van_Lowroof that got corrupted for 4.2.4
- Fixed custom paints having incorrect sizes when applied to scaled fixtures
- Fixed very poor performance of Desert Gas Station photoscene
- Fixed extreme light strength in reflections in Modern Studio by default
- Fixed a bunch of weird / inconsistent seat row limitations for various car bodies
- Fixed cloth paint material scaling incorrectly with different objects
[h3]Modding[/h3]
- Updated SteamWrosk SDK to 1.52 and addressed a startup crash
- Fixed numberplate material missing from SDK tools
- Added Steam workshop / exporter categories for rocker covers, props, and custom paints
Loads of issues and features to work on still before a beta, but things are coming together nicely and the alpha is becoming more playable... and hopefully enjoyable... with every patch.
Thank you to everyone helping out by reporting issues!
Cheers