This update is what happens when in the polishing and fixing phase of a big milestone always something new pops up keeping you from releasing all the current fixes... a MASSIVE amount of changelog entries marking loads of improvements and fixes.
The Maures ZRD by Riley | Z |.Apart from this being a big step forward in terms of milestone polish, stability, and usability, there is not much to say. The changelog speaks for itself. Have a look below!
https://youtu.be/D_bnlNNzVMs
A recent Little Dev Update video mentions what is going on in development at the moment and announced a community event, with one day remaining for submissions (ending July 20th late US time). It is a community challenge event with big prizes. If you haven't already, you can try to speedrun that build to be part of it too!
Here you find more information about the event.[h2]LCV4.2.19 General Fixes & Improvements[/h2]
- Implemented more robust handling of mods, missing mods, and subscriptions
- Made any missing fixtures print the fixture family names on import
- Improved lua error posting
- Tweaked a bunch of rear-engine bodies' seat count maximum
- Game now creates Tracks folder in User Data when it is missing
- Added way to determine if ray-tracing is supported before crashing cards that don't
- Fixed game not considering owned plots of land in company valuation
- Fixed lua errors caused by aborting AI generation of car
- Fixed situation bypassing deletion logic when deleting multiple engines, breaking databases
- Fixed engine generator AI always using 95 RON
- Fixed AI car/engine generation not having any input regions, and defaulting to Gasmea
- Fixed turbine geometry type selection being sticky in calculations
- Fixed a crash going to the forecaster after deleting a trim
- Fixed occasional game crash on fetching region data
- Fixed VVL getting stuck as enabled when removed
- Fixed the retry last directories button not working when trying to load mods when Steam breaks
- Fixed engine manager not correctly openíng basic design room if selected as default level
[h2]LCV4.2.19 Art Fixes[/h2]
- Fixed shadows not being cast right on all settings
- Fixed chassis issue with 40sRoasterLargeSoft_Top
- Fixed 1946 Sedan being off in its own body family
- Fixed turbo piping not getting cleaned up removing a turbo from an engine in a car
- Fixed mid transverse intercoolers for inline engines
- Fixed engine placement not updating correctly due to 'DoesEngineFit' check
- Fixed exhausts not being connected when first opened
- Fixed carbon chassis tunnel morphs only changing height not width
- Fixed V6 engine throwing polygons
- Fixed rear MacPherson struts materials and morphs
- Fixed rear-engine turbos being flipped on one bank of V engines
- Fixed turbo downpipes being the wrong size compared to the exhaust
- Fixed rear firewalls of all Swinger_56 bodies on trims not explicitly mentioned as MR
- Fixed reflection issues for third-from-last tailfin
- Fixed another way factory terrain can still be visible after exiting the factory
- Fixed the selected factory add-ons do not showing up in factory viewport
- Fixed / added missing compact and low manifolds for MPFI and DI
[h2]LCV4.2.19 Campaign Fixes[/h2]
- It is now possible to select facelift / change prices for previous facelifts that still have stock
- Added variant thumbnails as tooltip to hub calendar variant item's year field
- Added indication in the factory building tab for how many cars you're likely going to be sell
- Added total historic trim sales to trim's sales tooltip on hub
- Improved factory tooling cost calculations
- Improved factory tooling time and cost calculations
- Stopped the camera from rotating while in the campaign hub
- Paused factory staff are now separated from factory production in finances graphs
- Fixed issues with forecaster profit forecast stability when changing shift counts or margin
- Fixed factory loans not showing on the finances tabs when they don't have projects
- Fixed Dalluha refusing to purchase a car with an engine using 91 RON
- Fixed normalized desireability being all over the place on older cars
- Fixed engine facelifts causing family tech pool to update to current values, causing unlock issues
- Fixed pausing individual trims in campaign potentially causing errors on month tick
- Fixed lack of familiarity gain from projects with total engineering time of 0
- Fixed turning off retooling in a factory update giving you new add-ons for free
- Fixed fuel selection on competitor generation to be based on fuel availability in their country
- Fixed competitors being available to all markets at all times
- Fixed huge desirability ratios in early campaign
- Fixed car factories not properly charging for paused staff if all trims are paused
- Fixed issues with car orders and stock manager when production is zero
- Fixed engine architecture techpool not unlocking new engine configs earlier
- Fixed sign-off screen showing production cost of trims instead of sales price or profit
- Fixed project map not dropping off player on same subtab as currently on going between trims
- Fixed forecaster desirability shown as very low when it should be very high
- Fixed pausing preorders causing factories to reduce shifts
- Fixed profit / production units not considering margin mode on forecaster trim items
[h2]LCV4.2.19 UI Changes[/h2]
- Added factory shift management button to factory name section in hub
- Added prompt when manually overwriting save games in campaign
- Added a button to reset the photo scene camera settings to defaults
- Added optional reset button to each morph slider
- Added engine fitment & variant slot or facelift state to list/grid/tag engine selection modes
- Added clone/delete buttons and editable name fields to project map
- Added the campaign difficulty multiplier to a tooltip on game score on campaign top bar
- Added engine fitment display to engine selection in car designer
- Added separate button for loading camera settings vs camera transform from photoscene presets
- Enabled morph UI on any tab morphs are editable & added button to hide it
- The markets panel is now the default tab on the car testing panel
- Removed familiarity button on body selection panel, making reset morphs button visible
- Created key binding for toggling gizmo visibility in photoscene
- Updated animatic keybinds to dynamic keybinds
- Fixed engine family not updating cost bar graphs correctly
- Fixed engine paints getting stuck
- Fixed body tags not initializing on new facelifts
- Fixed body thumbnail camera offset not working
- Fixed wheel paint appearing to reset when exiting wheel paint selection tab
- Fixed body selection search showing duplicate names
- Fixed a turbo tooltip not closing or loading correctly, getting in the way
- Fixed engine fitment widget not updating on engine changes
- Fixed engine designer project map button not functioning even when in a car project
- Fixed engines and cars not showing thumbnails / data when selected in list mode in campaign
- Fixed engine graphs not respecting visibility toggle when entering/exiting pause menu
- Fixed car and engine managers not updating their name fields correctly when reopened
- Fixed sandbox engine generation never closing dialog
- Fixed engine capacity not sorting properly in list view
- Fixed family block type not showing in list view
- Fixed morphing being possible before a trim body is selected
- Fixed editing an in-production car not calculating stats or demographics until a design change
- Fixed stock manager in specific cases having UI offset issues
- Fixed familiarity being shown incorrectly for valve count depending on head type
- Fixed turbocharger warnings all saying the compressor surges
- Fixed creating new engine facelift leaving engine selections empty
- Fixed market difficulty and affordability data showing incorrectly
- Fixed car thumbnail tooltip not working correctly in campaign hub
- Fixed maximum width of the fixture gizmo
- Fixed difficulty multiplier displaying as 0 on campaign finished screen
- Fixed issues with photomode resolution controls
- Fixed closing the advanced trim options not working by pressing ESC
- Fixed placed fixture list and advanced gizmo controls overlapping each other in the designer
- Fixed that you can't revert paint selection on gearboxes
[h2]LCV4.2.19 BeamNG Exporter Changes[/h2]
- Added brake offset sliders
- Added customizable race differentials
- Added customizable rev limiters
- Added engine and exhaust offset sliders
- Added gearbox whine to manual transmissions
- Added gearbox whine volume modifier slider
- Added heavy duty, performance and race engine block swaps
- Added speed limiter delete
- Engine stress limits now export
- Fixed rear race final drive affecting front final drive instead
- Implemented basic stall angle simulation for the experimental aero model
- Implemented new carbon-ceramic brakes
- Improved experimental aero model stability
- Improved steering reliability on all suspension types
- Race gearboxes no longer inherit gear ratios from standard ones
- Reduced brightness of lights
- Speed limiters now export
Good news on the side of the new engine calculations: they are almost fully implemented in our developer builds of the game. They will likely come with the next bigger patch!
Until then, we hope you're enjoying this more polished 4.2 build and try out campaign if you haven't already.
Cheers!