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  3. LCV4.2.35 Patch

LCV4.2.35 Patch

This is the last big polishing patch before the big merge of 4.2 with the public default branch! We're aiming to get it all wrapped up this week. Pour yourself a drink, get some snacks, and have a read of one of the longer changelogs in recent times:

[h2]General Fixes[/h2]
  • Fixed failed car generation not deleting the engine it made for itself
  • Fixed trimslots that were not in the latest facelift not being able to be unpaused
  • Fixed factory shifts going higher than supported by engine production
  • Fixed factories that took 1 month to retool not get their hitpoints back
  • Fixed forecaster oddites with required vs estimated shifts
  • Fixed issue where you would not gain 36 months engineering bonus in first project
  • Fixed cars with missing mod rims not complaining when imported
  • Fixed a hardcrash from attempting to export a car with a name that is too long
  • Fixed there being an explosion icon on healthy engines
  • Fixed factory staff sometimes getting stuck and not increasing
  • Fixed forecaster to be able to cope with non default margin modes
  • Fixed specific lua error that could occur on month tick
  • Fixed issues with steering options with imported cars from pre 4.2
  • Fixed stopping trim preorders barring deliveries with existing stock
  • Fixed hardcrash when exporting animatics at any super resolution
  • Fixed procedural meshes receiving decals
  • Fixed issue with transverse FWD unlocking

[h2]Gameplay Changes & Fixes[/h2]
  • Full revamp and fix-up of country-themed competitor companies and their lineups
  • Implemented country-based company starting familiarity ratings
  • Implemented engine bay filling calculations for turbos
  • Implemented tech cost multipliers for R&D and in difficulty score calculation
  • Implemented weight optimization slider into AI car generation
  • Implemented costs, manhours, and engineering times for turbo setups
  • Implemented MCost / PU / ET for springs & lifters slider
  • Car generator AI now uses springs & lifters correctly
  • Increased turbo oil costs in servicing by 2.5x
  • Tweaked country tax rates, worker skill, and wage levels
  • Tweaked how campaign setup works for awareness and dealership levels
  • Tweaked familiarity gain speed and fixed various familiarity issues
  • Tweaked pressure slider's effect on familiarity gain in engineering projects
  • Tweaked prestige bonus for having the latest entertainment packages
  • Tweaked difficulty starting defaults for campaign
  • Tweaked how worker hiring speeds & XP gain depend on wages and worker quality
  • Rebalanced brake cooling costs (ET / PU)
  • Rebalanced market volatility
  • Fixed Footprint+ / Footprint- marketing not being hooked up
  • Fixed creating a facelift removing some company value
  • Fixed production units not being added to car total from brake cooling slider
  • Fixed steering quality not affecting comfort correctly
  • Fixed turbos not experiencing mechanical stress correctly

[h2]UI Fixes & Improvements[/h2]
  • Added description for Factory Shifts graph in car project
  • Added tooltip display of each marketing category's costs
  • Added missing PU/ET numbers to quality sliders
  • Added various new icons replacing placeholders
  • Added a calculate button to the forecaster screen
  • Added 2 buttons in photo manager to reset camera settings to default or last loaded setting
  • Added list of dis-/advantages to springs & lifters slider plus its description
  • Added display of price perception desirability penalty for target demographic in hub
  • Added sales chart to trim sales tooltip
  • Added a copy-to-all countries button for marketing choices on marketing screen
  • Updated campaign welcome texts
  • Updated various descriptions / tooltips and eliminated missing ones
  • Polished up start menu news and socials links, fixing some UI scaling issues
  • Smaller gearbox gear counts are now unlocked until the list would overflow
  • Fixed and tweaked map zoom and detail levels
  • Fixed negative stock levels showing as zero and sales graphs disappearing in hub
  • Fixed factory production tooltips not updating correctly in hub calendar
  • Fixed campaign setup top bar not updating correctly
  • Fixed oddities in factory warnings and sales for paused factories in hub
  • Fixed car and engine side stats formatting for non-English languages
  • Fixed full lineup mode button getting stuck
  • Fixed tooltip description of blue sales bars on markets screen of car designer
  • Fixed factory list in hub not being sorted in meaningful way
  • Fixed forecaster screen items not updating when entering forecaster first time
  • Fixed hub calendar not showing model car profit correctly
  • Fixed quality tooltip jumping up and down as you drag slider
  • Fixed marketing tab not working with high minimum awareness settings
  • Fixed setting up a factory throwing you back to the engineering tab
  • Fixed drivability stat not shown correctly in car manager after generating a car
  • Fixed issue with sorting of trims in the main campaign hub
  • Fixed financial report not coloring income green
  • Fixed issue where you'd only be able to increase deposit %
  • Fixed issue display of competing trims in side stats demographics
  • Fixed inconsistency with factory refresh underfunded alert pop up
  • Fixed side stats demographics sorting being weird when mixing pin and target
  • Fixed reset all camera settings not resetting all settings
  • Fixed the desirability tooltip on hub calendar being incorrect
  • Fixed UI interaction issues with hub stock manager
  • Fixed the engine ET shown in car engineering not being the current value
  • Fixed no engine production warning getting confused with multiple facelifts
  • Fixed factory production / shifts not correctly being limited by staff availability
  • Fixed top bar not updating engine model name after switching engine
  • Fixed pausing production not switch icon to confirm it has done that
  • Fixed downforce aero graph having switched colors for front / rear

[h2]BeamNG Exporter Changes[/h2]
  • Implemented progressive springs
  • Added ability to export several trims as configurations of one car (configurations must be exported unpacked with the same mod and car name)
  • Added electric powertrain swaps
  • Added ability to export cars preconfigured as EVs (add !ev! to the car's description)
  • Added manual gearbox whine now depending on trim year, quality and tech pool
  • Added new main jbeam part
  • Added more data to configuration files
  • Added off-road mode to active sway bars
  • Added that parts of cars now can ignite from collisions
  • Added fire simulation adjustment sliders
  • Added BeamNG physics aerodynamics and buoyancy modifier slider
  • Reworked engine friction
  • Split fuel tanks and transmissions into separate jbeams
  • Twin-tube dampers now lose effectiveness under fast movements due to aeration
  • Active springs now export with adaptive sway bars
  • Increased damper stiffness
  • Tweaked steering wheel lock
  • Increased race final drive tuning range
  • Fixed leaking parameters in suspension jbeams
  • Fixed cars getting more flammable with higher safety
  • Fixed leaking parameters in body and fixture jbeams
  • Fixed leaking parameters in coilovers


If no big issues pop up, this might very well be the release candidate build that becomes the new normal for everyone. :) Let us know how it plays and if you run into any game-breaking issues.

Cheers!