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Automation - The Car Company Tycoon Game News

LCV4.2.27

A patch for the weekend with two revised systems to explore! The new much more fleshed out steering options will have you make tough compromises, while the early clutched diff will give you that much needed early expensive limited slip diff.

[h3]LCV4.2.27 Improvements & Fixes[/h3]
  • Revamped steering with more fleshed out and impactful options
  • Added clutched type differential and tweaked stats of all diffs
  • Fixed FMOD crash if exporting a car multiple times in a session
  • Fixed exporter "Failed to delete or write to zip." error for cars with a lot of fixtures
  • Fixed engine AI tune in campaign being broken
  • Resorted paint material list & added a button to expand and collapse the list into a longer mode
  • Fixed sandbox techpool controls not clearing values for disabled items
  • Removed reliability penalty for engines combining carbs and turbos


A lot more coming next week! So long, enjoy.
Cheers!

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!

Version 4.2.25 Hotfix

We got a quick fix for you before the weekend! Should smooth out some of those rough edges.

[h3]LCV4.2.25 Hotfix[/h3]
  • Fixed graph lines hitting a plateau and flattening out at certain values
  • Tweaked exporter tire friction coefficients to match BeamNG's changes in 0.26
  • Fixed issue where a bad engine could cause NaN Utility
  • Improved engine tuning AI
  • Added estimated peak torque value to cam profile sliders
  • Tweaked fuel system octane values
  • Crash on exporting certain cars, due to weird FMOD sample issues
  • Fixed low RPM engines causing are Lua errors on test track
  • Added backdrop photo scene preset & wrote a guide loading custom photo spheres and backdrops: https://steamcommunity.com/sharedfiles/filedetails/?id=2866397580
  • Regenerated competitor cars database


Enjoy!

LCV4.2.24 Hotfix

Overall the big update seems to be pretty solid, as there has not been a big volume of reported problems. Pretty straightforward first patch takes care of some of the most noted ones!

[h3]LCV4.2.24 Fixes & Improvements[/h3]
  • Fixed resetting body morphs
  • Fixed market & economy graph starting at 0
  • Fixed fuel type not loading and saving correctly
  • Fixed car and engine renaming in campaign car designer working incorrectly
  • Fixed mid engine cars having an unclickable drive type list
  • Fixed issue with graph lines going off the graph area
  • Fixed race turbo header flow value being way off
  • Added labels for hover over state in Power/Torque graph when in 4-way split
  • Moved tyre tread controls into tyre material section of advance trim settings


Probably going to come out with another hotfix tomorrow so that you're all set for exploring the new features over the weekend without too much interruption.

Cheers!

LCV4.2.23 Engine Designer Revamp (Opt-In Alpha)

The biggest change to Automation gameplay fundamentals ever! Sorry for the long wait for this patch, its core features have been worked on in parallel for many months. Now is the time to finally let you have a play with the all new engine designer and many many other things that have improved tremendously in the last two months since the last big patch. Hang in there, this will be a big juice change log to read.

What’s under the hood? The Engine Designer Revamp!? The Abanti 850 CT (by java)

[h2]Big Engine Designer Revamp[/h2]
Following the big overhaul of turbo calculations that relied on completely new calculations simulating airflow and temperature throughout the engine, we have now converted the remaining general naturally aspirated calculations over to being all new too. With that, a lot of dependencies have been added, giving the engine designer much more depth and nuance. Previously, we only calculated full-throttle data for each engine, then fudged the throttle effects for the fuel economy calculations and that was it. Now the engine is calculated for every 100 RPM like before, but also in 1% throttle increments; making engines in Automation go from being one-dimensional to being two-dimensional.

Now you can see all the information needed for proper tuning at once with the 4-way split graph.

The result of this rework is a game changer, literally and figuratively. With all that come new complexities, opportunities, nuances, and lots of compromises in how you approach engine design. To aid the process, we have created several new graphs that show all that new data available to you. The gravity of the underlying changes meant that in the past weeks we’ve had to do a fair amount of due diligence for how this all plays out. What followed was a lot of tweaking to how data is presented and interacted with, and here we are at a point where we dare make this big change public.

We hope you are as intrigued and curious to dive into these changes as we are excited to finally deliver them to you!

Note: This update is posted to the opt-in openbeta branch of the game. If you want to try it out, you need to opt-in by right-clicking the game in your library, select Properties, Betas, then select the openbeta branch and letting the game update.

[h3]Engine Designer Revamp[/h3]
  • Improved: A complete foundational overhaul of all naturally aspirated engine calculations. Simulating airflows, pressures, and temperatures throughout the engine.
  • Added: Carb, Intake, and Header Size sliders for optimizing engine component flows.
  • Added: Cam RPM switch-over slider for VVL.
  • Added: A Balancing Mass bottom end weight slider (read “flywheel.. and more, kinda”).
  • Added: Split up Short Cast headers into Cast Low and Cast Mid header options.
  • Added: New simulated spark ignition fuels and blends (ethanol, LPG, LNG, methanol, nitromethane).
  • Improved: Reworked throttle response and its importance (see car designer changes).
  • Improved: Reworked all effects on octane requirements, including the compression slider.
  • Improved: Reworked all valvetrain stats.
  • Improved: Increased engine variant stroke range from 15%, to 30% smaller than family stroke.
  • Improved: Valve float progression and reliability effects.
  • Improved: Manifold and header resonance curves have been revamped and rebalanced.
  • Improved: All fuel systems have been revised for more accuracy and rebalanced.
  • Improved: Header glow now based on calculated exhaust gas temperatures.
  • Improved: Big overhaul of EQ on engine sounds (thanks Zilverblade)
  • Removed: Ignition Timing Slider. Due to how it never was realistic to begin with, now it would just be ridiculous to set a single timing value for the whole engine’s operating range. Instead, ignition timing is now a fully dynamically generated 2D map which your engineers set up for you, and hope you make reasonable design choices... ha ha.. ha.

[h3]Engine Designer Graphs & Usability[/h3]
  • Added: New 2D maps (throttle vs. RPM) for Ignition Timing, Fuel AFR, and BSFC.
  • Added: A 4-graph-split view for the engine designer.
  • Added: Explode icon to power and torque graph with failure reason(s).
  • Added: Updated graph descriptions and added in-depth ones for most of the new maps.
  • Added: AI tuning button to aid in making working engines.
  • Added: Tooltips for engine graphs to show flow ratings in kg/s | lb/min.
  • Added: New warnings for timing/knock.
  • Improved: Different graphs are now directly selectable via buttons.
  • Improved: Flow & Stress bench now auto-switches to show engine failures.
  • Improved: Flow panel now shows flow relative to design flow rating in %.
  • Improved: Renamed Intake to Manifold. Moved manifold flow tile to after fuel system / carb.
  • Moved: RPM Limit slider to Top End section.

[h3]Engine Designer Fixes & Miscellaneous[/h3]
  • Added: Header material slot for engine aesthetics.
  • Fixed: Header to exhaust flange not hiding correctly.
  • Fixed: Fuel availability tooltip always showing 1940 data.
  • Fixed: Hold engine, then clear engine not restoring the text on the button.
  • Fixed: Air filter trim paint slot name formatting.
  • Fixed: Engine headers remaining glowing after stopping engine testing.

While the complete rework of the engine designer was taking place, most of the team did just continue improving the game and adding useful features. This means that beyond the big hitting engine designer changes, there is a LOT more to share with this update.

[h3]General Improvements[/h3]
  • Added: New “auto-hold” functionality that compares the current engine to the one present when you started making changes to the specific design choice or slider you’re on. This is activated for the power / torque graph as well as several car designer graphs. It makes tuning so much better with direct feedback!
  • Added: Hold-to-click logic for buttons, with time controls in the settings menu.
  • Added: New camera controls in car and engine designer which includes profile view buttons.
  • Added: Arrow key controls to slide sliders, with a 1-second hold burst mode.
  • Added: Better wheel offset and rim size maximum logic to car ai.
  • Added: Mouse-scrolling for horizontal selection widgets, like rim size, swaybars etc.
  • Added: Multi-car .car exporting from the car manager. Model or multi-trim with CTRL + Click
  • Added: First-time start-up settings menus.
  • Added: Item lists show unavailable items with tooltips explaining why they are unavailable.
  • Improved: UI Buttons have improved style/tweaks to look more crisp.
  • Fixed: DLSS starts enabled by default and can't be switched off.
  • Fixed: Color pickers not correctly loading colors when switching between RGB and HSV modes.
  • Fixed: Lowering car/engine years not causing UI to move & lock if parts are no longer valid.
  • Fixed: Automation icon in font not being circular or centered.
  • Fixed: Car passenger area is not shown on car stats in list view.


[h2]Car Designer[/h2]
There are tons of little things added here that will make the car designer much more usable and versatile. One big gameplay change I’d like to highlight are the changes to the sportiness stat. Throttle response has been made a new base value for sportiness. This change provides a lot more nuance in how older cars perform, as throttle response is not much of an issue with most carbs, making non-zero sportiness values much more accessible earlier than before. That was a problem before, because if nothing is sporty, then everything is sporty.

The revamp bleeds into the car designer, with a BSFC map allowing informed gearing choices.

Throttle response now also ties into wheelspin. Utility vehicles with low gearing getting big wheelspin penalties was rather ridiculous, and throttle response is the answer here too: low response engines multiply down the penalties from wheelspin, while high response engines multiply them.

[h3]Car Designer Improvements[/h3]
  • Added: The test track and detailed stats to trim graph buttons to view while designing.
  • Added: Tyre shine & tread controls to advanced trim controls.
  • Added: The ability to copy fixtures, paints, advance trim settings or morphs to and from the clipboard and between cars from the Advanced Trim Settings widget. Also added the ability to copy fixtures, paints and advance trim settings from cars even when they are unable to import.
  • Added: Front & Rear Tyre Tread Depth sliders to advance trim UI.
  • Added: Mouse-wheel scrolling on textboxes in 3D transform widget for fixtures and props.
  • Added: A Clone-In-Place, and a Flip & Mirror To Opposite Side buttons to fixture controls.
  • Added: A new cast iron fixture material.
  • Added: Rear Bumper & Pillar trim as selectable material slots in All Fixtures material list.
  • Added: “Hide Turbo" button to advance trim settings.

  • Improved: Rework of many dependencies in the sportiness stat calculations.
  • Improved: Rework of wheelspin, now affected by throttle response stat.
  • Improved: Tweaked car fuel economy calculations for more accurate results.
  • Improved: Different Graph views are selectable from a selection key, rather than left/right arrow.
  • Improved: Reduced lag when making paint adjustments on cars with complex fixtures.
  • Improved: Made the "Snap To Angle" checkbox bigger with an accompanying button.
  • Improved: Reduced rear brake force minimum down to 20% to avoid over-braked light cars.
  • Improved: Reduced the lag when changing the year in the top bar, especially in car body selection.
  • Improved: Mouse-wheel scrolling on seat rows now increases or decreases the number of seats.
  • Improved: Sorted advanced trim settings controls into tabs.

  • Fixed: Not being able to delete missing fixtures.
  • Fixed: Some fixtures highlighting red when undoing changes.
  • Fixed: Tire material cost previews not reflecting speed rating.
  • Fixed: Aerodynamic and interior quality tooltip data being incorrect.
  • Fixed: Placing a fixture then clicking its mirror resulting in the fixture flipping.
  • Fixed: Switching cars in sandbox leaving the previous car’s target demographic selected in side stats.

[h3]Bodies & Fixtures[/h3]
  • Added: New 1985 EU to replace 90sSedan04.
  • Added: New 1944 EU body.
  • Added: New 1980s LMP body to replace the old one.
  • Added: Dashlights (Thanks Endfinity).
  • Improved: Many legacy bodies moved to the Legacy Bodies Mod that is now available on the Steam Workshop. Includes some bodies that were previously completely removed.
  • Fixed: The grouping of some of the cutout fixtures.
  • Fixed: Custom hood camera fixtures ignoring offset from the middle of the car.
  • Fixed: Custom driver camera fixtures always being on the opposite side of the car.
  • Fixed: Wingadinga bodies having the wrong morphs hooked up to moving the roof.

[h3]Photo Mode[/h3]
  • Added: Twin cameras to photo mode for photo camera vs arrangement camera.
  • Added: Spawned Car list to car settings in photoscene.
  • Added: "Reset To Default" button to photo scene preset UI.
  • Added: Buttons copy and paste photo scene presets from the clipboard.
  • Added: A flashlight to the photo scene camera with controls in camera settings.
  • Added: Several new default photo scene presets.
  • Improved: Photoscene now tries to remember the last photo resolution setting.
  • Improved: Sorted photo scene levels by name, so they always load in the same order.
  • Improved: Photo scenes now remember the last scene setup when exiting.
  • Fixed: Stopped mouse scrolling on photo scene slider titles causing sliders to change.
  • Fixed: Photo scene camera filter not loading and saving to presets correctly.
  • Fixed: Photo scene presets loading inconsistently and sometimes requiring multiple clicks.

[h3]Campaign[/h3]
  • Added: Profit / Loss field to factory production pie chart.
  • Added: "Uncheck All Projects" button to mass sign off screen.
  • Fixed: When building a factory from the empty starting plots, add-ons are free.
  • Fixed: Renaming a Factory in a Project causes a forecast refresh.
  • Fixed: Fuel availability being too low for 91 in early 90’s.
  • Fixed: Not all Trims showing in Trim Designer Markets Screen when designing a trim.

[h3]Mods & Mod Handling[/h3]
  • Improved: Mod handling around failures or missing mods.
  • Improved: Missing mods dialogue now has a "Subscribe All" button.
  • Fixed: The mods list UI pagination index display is out by one.
  • Fixed: Subscribing to a missing mod does not update the mods list in the setting menu.

[h3]BeamNG Exporter[/h3]
  • Added: Center lug wheel hubs
  • Added: Wheel hub stiffness modifier
  • Added: Customizable sway bars
  • Added: Customizable coilovers
  • Added: Nitrous injection parts
  • Added: Various global car modifiers.
  • Added: Rim and tire stiffness modifiers
  • Added: Ability to export cars unpacked
  • Added: Standard and locking wheel hub bearing parts
  • Added: Brake line lock
  • Added: Configuration files now generate
  • Added: Variable and non-variable power steering logic
  • Added: Suspension sound will now change depending on suspension type and spring choices
  • Added: Adaptive dampers now export, semi-active dampers export with partial functionality
  • Added: Semi-active and offroad sway bars now export
  • Added: Active sway bars export with partial functionality
  • Added: Support for functional dash lights
  • Added: Off-road drivemode
  • Added: Interior sounds
  • Added: A way to export cars with a CVT
  • Added: steering trim slider
  • Added: steering ratio modifier slider

  • Improved: Adjusted wheel hub stiffness
  • Improved: Car description and various other data is now displayed in the menu
  • Improved: Changed first-person camera type
  • Improved: Reorganized tuning menu groups to be more comfortable to use
  • Improved: File name consistency
  • Improved: Made wheels easier to break off on solid axle suspension
  • Improved: Chassis meshes have been moved into a separate removable part
  • Improved: Drivetrain quality and tech pool now affect shift delays
  • Improved: Engine throttle response now defines engine inertia
  • Improved: Engine smoothness now affects idle RPM roughness
  • Improved: Tweaked brake torque application points
  • Improved: Experimental aerodynamics changes
  • Improved: Moved downforce application points
  • Added: downforce tuning
  • Added: support for constant downforce/lift forces

  • Fixed: Air intakes showing on export even when hidden in advanced trim settings
  • Fixed: V12s being super loud
  • Fixed: Wheel powertrain definition not being set up correctly on FWD and RWD cars
  • Fixed: driver and hood cameras being twitchy
  • Fixed: RPM limit being too high


[h2]Outlook[/h2]
There are many more things on our list for what we’d like to add, but with this update all the really big things are out of the way and we are approaching a merge with the public default branch. That will have to wait a few more patches though. First we’ll address anything that needs urgent attention with this update, then we implement things that got left behind but should be in 4.2. One thing is certain, we need to get the public default branch updated sooner rather than later… think of all the players missing out on what has come out just in this patch, then think of all the other big updates since a year ago.

We hope you’re finding your way into this update and climb the learning curve quickly to discover all the beautiful newfound nuance the game has to offer.

Cheers!