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Automation - The Car Company Tycoon Game News

LCV4.2.31 Patch

A small patch that is focused on the saving, exporting, and importing of cars. Now it is also possible to directly export your cars from your campaign playthrough to the sandbox, making your in-context lore creations easier to preserve.

[h3]LCV4.2.31 Fixes & Improvements[/h3]
  • Added export to sandbox button in campaign museum section
  • Fixed in-production forecaster breaking and giving NaNs
  • Fixed engines not showing the first time a trim was loaded
  • Fixed new sandbox variants always defaulting to 2012
  • Fixed a few lua errors resulting from deleting or opening imported .cars before a game restart
  • Fixed UI closing when importing .cars and clicking to subscribe to a single car's mods
  • Fixed photoscene resolution not loading correctly
  • Fixed animatics not exporting & renamed output mp4 files to include car name
  • Fixed tire speed letter using gearing top speed instead of calculated top speed in tooltip
  • Fixed cooling flaps not actually calling their calculations


More fixes and general polish is on its way before we wrap up LCV4.2.
Cheers!

LCV4.2.30 Hotfix

We're continuing to polish up this big update getting closer to release. Here we've added one of the last missing dependencies to the new engine designer calculations which now takes into account the effects of fuel cooling various surfaces inside the combustion chamber and with that a lower chance to pre-ignite the air-fuel mixture. From our ongoing testing of reference engines (comparing IRL engines to them recreated in the game) it does look like we're now really close!

[h3]LCV4.2.30 Changes & Improvements[/h3]
  • Implemented AFR dependent combustion chamber cooling effects on octane use / knock
  • Tweaked carb flows and manifold / header resonance curves
  • Fixed bug in engine friction calculations
  • Fixed several issues with cloning a trim or variant in sandbox causing the techpool to reset or break
  • Fixed hard-crash when clicking delete key before a fixture is placed
  • Fixed lua error when exporting cars from campaign
  • Fixed some duplicate piping on MFI Inline Throttle Per Cylinder
  • Fixed scaled-up text fixtures from appearing low-resolution at times
  • Improved native resolution animatic export times by an order of magnitude
  • Added random name generation for engine families
  • Removed some clattering sounds from V6 exhaust sound
  • Fixed duplicate nuts on air filters


From here we plan to continue our bug fixing and general polishing until it is ready to put this out on the default branch. It has been a loooong time coming.

Cheers!

LCV4.2.29 Hotfix

A quick fix for the exporter sound issues, as well a few other things - have a look!

[h3]LCV4.2.29 Hotfix[/h3]
  • Fixed exporter sound issues
  • Added unbalanced warning to engines that die at or below idle, previously showing wrong warning
  • Partially rolled back company value changes but fixed several bugs with the old logic
  • Fixed changing model bodies in sandbox not updating all trims of that model
  • Fixed graph loading spinners never closing when an engine fails to produce zero power
  • Fixed lua error when switching engine position and drive type becomes unavailable
  • Fixed $0 cash 100x difficulty exploit on new campaigns that have factories
  • Fixed "Pause Trim Orders" button not working when a trim was in production
  • Temporarily disabled AI tuning turbo engines & mentioned this on the AI tune button


More coming!
Cheers

LCV4.2.28 Hotfix

The first hotfix for the week, taking care of a lot of little and large issues (missing exporter sounds!) and comes with a lot of updates to the exporter too.

Now possible: copy all fixtures from one car to the other, then scale and move them as a whole.

[h3]Version 4.2.28 Hotfix[/h3]
  • Added advance trim settings to allow moving all fixtures or scaling all fixture relative positions to fit different bodies. Allows to copy fixtures between different cars and make them fit.
  • Added tutorial screen to pause menu & added more video links
  • Adjusted credit score calculation for loan repayment costs instead of total value
  • Fixed drive type list allowing selection of drive types that the engine is too large for
  • Improved AI engine tuning
  • Fixed colour picker hex text box not culling trailing and leading white spaces
  • Fixed suspension textboxes acting incorrectly with imperial measurements
  • Fixed swaybar stiffness text box

[h3]Version 4.2.28 Exporter Fixes[/h3]
  • Fixed BeamNG exporter not exporting with sounds after the first export in a session
  • Implemented clutch LSDs
  • Implemented reciprocating ball steering
  • Fixed typo in the front solid axle suspension brake power slider title
  • Added support for custom gauge light materials
  • Removed old aerodynamics model
  • Added camera offset sliders
  • Added support for digital race screens


Lots more to do this week.
Cheers!

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!