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  3. LCV4.2.26 Hotfix

LCV4.2.26 Hotfix

In this patch we have a few big changes for you that will allow you to more accurately replicate IRL engines in the new engine designer. First and foremost there is the new sandbox techpool feature that lets you edit how much R&D your "sandbox company" has been doing. Certainly allows you to see more reasonable engineering time numbers when using expected quality levels of around +2 to +5.

Click the little techpool button in the lower right, then adjust your car's tech pool.

We've also added the octane requirement stat to the timing map tooltip. That shows what octane requirement you have at that spot in engine operation before your engineers pulled out timing for you (or not). That will probably help some players understand what's going on with octane.

Also we would like to highlight two recent videos, tutorials that will help you navigate the new engine designer, with some example engine builds.

[previewyoutube][/previewyoutube][previewyoutube][/previewyoutube]










Lots of little tweaks and fixes too, check it out!

[h3]General Improvements & Fixes[/h3]
  • Added "Copy Fixture Transform" and "Paste Fixture Transform" buttons to fixture UI
  • Added octane info (octane before timing adjustment) to timing map tooltip
  • Added text fields to suspension tuning UI to allow typing values
  • Fixed changing trim bodies not correctly changing seat rows
  • Fixed photo scenes not loading and saving multi-car presets properly
  • Fixed wrong unit in measurement selection for mass flow
  • Fixed game freeze when exporting cars after doing an AI tune or AI turbo tune
  • Fixed Flip To Opposite Side fixture button not correctly mirroring 3D rotation in Z axis
  • Fixed the balancing mass slider sometimes not updating its tooltip

[h3]Gameplay Changes[/h3]
  • Added a way to change techpool in sandbox
  • Implemented new exhaust flow backpressure effects with mufflers and cats
  • Added 10th gear option to Adv. Automatic and more gears to Dual Clutch transmissions
  • Extended spring and damper stiffness ranges from 10 max to 20 max
  • Changed boost limit go in 0.05 steps & reduced minimum boost to 0.05 Bar
  • Increased overall torque made by engines by 3% (backpressure gonna steal a little of that)
  • Tweaked exhaust flow rate vs. size progression, giving 50% more flow per area now
  • Tweaked fuel map slider progression for fuel maps, allowing super-lean maps
  • Revised manifold / header resonance curves, decreased gap between Std. Mid and Perf. Mid
  • Buffed Std. Low and Std. Mid manifold flows
  • Buffed several carb flow ratings
  • Nerfed direct injection slightly

[h3]BeamNG Fixes[/h3]
  • Fixed race sway bars being adaptive instead of the stock ones on front MacPherson suspension
  • Weight in front of the car and presence of power steering now affect steering ratio
  • Readjusted engine inertia values
  • CVTs are now available on all cars
  • Sequential transmissions are now available on all cars
  • Added a way to export cars pre-configured for racing (sequential transmission, assists off). Add "!race!" anywhere in the car's description to enable
  • Readjusted wheel and wheel hub stiffness to fix instability issues
  • Most car parts now have unique internal names
  • Replaced steering ratio multiplier slider with steering wheel lock angle slider
  • Fixed camera positions always being set in front of the windshield
  • Fixed turbo pressure not being set
  • Fixed sequential transmissions not having whine multipliers


Engine calculations are getting really close to accurate already, but there are a few more things to do. Especially with some AFR dependencies and knock. Then there's also the need for a proper emissions system... still lots to do and lots to come.

Cheers!