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Automation - The Car Company Tycoon Game News

LCV4.2.17 Hotfix

Another round of quick fixes for the latest version, addressing both campaign and general issues.

[h3]General Fixes & Improvements[/h3]
  • Added factory production unit output & operating cost / total PU to factory building panel
  • Photoscene ray-tracing settings now synced with game graphics settings by default
  • Fixed pre-production calendar years displaying wrong passed 1946
  • Fixed transmission tunnel being huge (max size) before you choose an engine
  • Fixed doubled sales / production after forecaster crash caused by price adjustment
  • Fixed car factories breaking when opening multiple factories associated with the same trim slots
  • Fixed auto-manuals not being selectable as a transmission part in BeamNG
  • Fixed trim prices for cars unexpectedly showing as hundreds of millions of dollars
  • Fixed the ordering of engine variants in campaign being random
  • Fixed some tyre textures are exporting extremely low resolution to BeamNG
  • Fixed issues with the Manta-esque car body
  • Fixed issue with 00sGPV_HoodLatch_BP material assignments
  • Fixed issues with Winga Dinga fixtures


There will most likely be another patch before the weekend.
Thank you for all the reports and comments, much appreciated!

Cheers!

LCV4.2.16 Hotfix

Already a quick hotfix to address some of the biggest issues encountered during the first day of the new campaign update. Also, we noticed that a bunch of BeamNG exporter fixes were not merged across in 4.2.15... so here you get them now instead! Also updating the previous post with them so more see that it happened.

[h3]General Fixes & Additions[/h3]
  • Fixed car comparison button never activating
  • Fixed cloning an engine not updating the UI correctly after selection
  • Fixed engine selection UI not working if no engine was in the current car
  • Fixed clone prompt reopening when clicking existing engine in campaign
  • Fixed crash when changing trim price during production
  • Fixed car manager list mode incorrectly selecting trims, which stopped .car exporting
  • Fixed all turbo warnings being the same regardless of issue
  • Fixed the game on a first run with no save not properly setting the locale
  • Fixed default soft-top material being plasticky
  • Fixed engine header plates glowing orange without the engine running
  • Fixed pre-production overview & staff dates in factories not taking into account existing staff
  • Added previous value displays to worker wages and quality sliders in campaign
  • AI generate button in campaign now uses the dice icon instead of the tick
  • Fixed familiarity button showing in sandbox car body panel
  • Re-enabled engine comparison from engine side stats bar
  • Fixed main menu tooltips being mixed up


[h3]BeamNG Exporter Improvements [/h3]
  • Added a new experimental aero model
  • Revamped the powertrain structure, the powertrain is now split into logical parts
  • Added 6-speed race sequential transmission to all exported cars
  • Added welded differential swaps
  • Added new auto manual transmission (the old sequential version is still available in the parts menu)
  • Added AWD power distribution slider
  • Added customizable final drive ratios
  • Engines and differentials now export with generated names
  • Added after-fire and starter sounds to various engine configurations
  • Collision detection system and adaptive brake lights now only appear on cars starting 2010
  • Fixed camber affecting toe on double wishbone, multilink and pushrod rear suspension
  • Fixed a bug causing the suspension width to affect the standard aero model


We're continuing to work on many more fixes this week, expect either one or two more patches until Friday evening.

Cheers!

LCV4.2.15 Patch - Campaign Added!

It took a while to get this out of the oven, but here it is, the brand new and much improved Light Campaign has been added to the ongoing open alpha with the 4.2.15 patch. So what do we see as the main changes since LCV4.1?

Note: To opt into the open alpha, right-click the game in your Steam Library, select Properties, Betas, select the openbeta branch and let the game update.

[h2]Light Campaign V4.2[/h2]
The largest improvement we see in the much improved feedback on your car designs in terms of potential sales. Being able to not predict in any way what volume of cars you would be able to get to the market was like flying blind. This has been addressed by the markets tab in the car designer, which now allows you to set a price and see potential sales numbers for your car before any production setup has happened. This adds lots of predictability and gives that essential clue as to how to size your factories before setting them up! Of course it still requires the skill of knowing how to design a car to make it producible at a reasonable cost... so that you have that much needed margin to get out of the debt hole you likely dug for yourself.

Being able to see sales potential right when you design your car model and its trims.

In the same vein, the forecaster has been improved and fixed. It can now give pretty decent predictions of what will happen in the context of your future line-up, instead of providing often poor guesses.

More relevant information illustrated right in the factory setup where it is needed.

In the factories themselves, a lot of UI improvements have been made to give you more relevant information right there. A new staffing mechanic allows players to balance worker quality and wages, versus the available pool of potential workers. While you'll be able to fill a 1990s Gasmean medium factory with good staff within a handful of months, in 1940s Archana you would be waiting years to do the same.

Much better direct feedback on what is going on with your marketing efforts.

The very first iteration of the new, detailed world map makes an appearance too! Still a work in progress, the new map is the foundation upon which a detailed lore will be built.

A tiny render of a big world!

Hundreds of smaller changes and fixes have made their way into campaign as well over the past three months of focused development, too numerous to list here, but they certainly will be felt.

Here is a brief getting started video for the new campaign!
https://youtu.be/VubXCn3mzqQ


[h2]What else has been going on?[/h2]
In the background we've continued work on the massive engine designer revamp which from scratch revises and replaces the engine designer calculations with those you've seen as part of the turbo revamp of this 4.2 milestone. The plan is to switch out the remaining naturally aspirated base calculations with fully updated ones as well, turning this part of the game more into an actual simulator while keeping its usability.

The prototype of the new engine calculations now considers all throttle settings and maps them.

The latest two Little Dev Update videos go deep into these changes and you should definitely check them out to see what is coming!

https://youtu.be/x4gWjOfUf-0
https://youtu.be/GBzEAiLPsu4
We're continuing to work out these fundamentals and implement them into Automation at the moment in a separate development branch until they are ready to be switched out. Once the naturally aspirated engine calculations have been fully revamped, we'll focus back on getting the 4.2 milestone goal of sequential turbos ready as well.


[h2]Patch 4.2.15 Changelog[/h2]
Since most of the recent work has focused on both the engine calculations and campaign, the changelog is mostly about "all the other things" instead. Here is what's new in LCV4.2.15 beyond the addition of the campaign!

[h3]Gameplay Fixes & Improvements[/h3]
  • Added Steam Rich Presence hooks to Automation!
  • Fixed rim weight calculation using tire diameter instead of rim diameter
  • Fixed harmonic dampers being far too expensive in material costs
  • Tweaked seating row availability for various bodies
  • Changed warning thresholds for brake fade

[h3]Art Fixes[/h3]
  • Reworked exhaust glow progression and coloring
  • Made it possible to apply glass to rims by default
  • RTX settings are now stored in photoscene presets
  • Fixed ray-traced shadowing settings not working at all
  • Fixed performance problems in Modern Studio and 90s Studio photoscenes
  • Fixed poor photoscene performance when car loaded, mostly blur related
  • Fixed boxer engine short cast turbo manifold having an enlarged texture
  • Fixed headlight "bases" having no texture defined
  • Fixed visual issues with chunky offroad tire tread
  • Fixed fixtures being lit drastically different to bodies when using the same material
  • Fixed rendering artifacts in desert gas station when ray tracing was enabled
  • Fixed editable text fixtures not hiding when hiding fixtures in the photoscene
  • Fixed Fixture3d_SpareHousWheel_02_FPD and another being in the wrong fixture family

[h3]UI Fixes & Improvements[/h3]
  • Import function for .car files will now move them to /Imported folder instead of deleting them
  • Added prompt to fixture UI to allow unlocking to delete missing fixtures
  • Added a back button in car paint slot paint selection panel to return to slot selection panel
  • Added tag/list views to engine selection buttons in car designer
  • Added notification to tell users when the text they input into an editable text fixture is too long
  • Fixed car pricing UI not allowing manual pricing input
  • Fixed drag of rotation or translation axis on props not calling place-on-ground on completed drag
  • Fixed issue where fixtures selection sometimes created a new fixture instead
  • Fixed placing engines in cars resulting in engine year being changed
  • Fixed colour picker mode switching
  • Fixed colour picker slider colour bars not fading out correctly in the photoscene
  • Fixed photoscene colour grading gain slider functionality
  • Fixed animatics not stopping when escape is pressed
  • Fixed car selection button on side stats bar getting too large with large car names
  • Fixed held engines not retaining turbo count
  • Fixed engine engine not recalculating when changing from turbo to naturally aspirated
  • Fixed placement of photoscene transform widget
  • Fixed categorization of some interior fixtures
  • Fixed fixture gizmo UI not fully entering the screen sometimes
  • Fixed engine bay clearance warnings being out of sync with engine bay widget
  • Fixed body preview tooltips not updating after keybind change
  • Fixed adding another car in photoscene having UI problems when using grid mode
  • Fixed "ignored suggestions" UI not updating correctly
  • Fixed car and engine manager showing stats when no item is selected
  • Fixed blown-up turbo motors that keep revving on the engine testing UI
  • Added "copy error to clipboard" button to lua error popup

[h3]BeamNG Exporter[/h3]
  • Fixed interior fixtures to all be marked unbreakable with cardinal lock on
  • Fixed cloth paints and fabric paints tend to export glossy to BeamNG


We definitely expect there to be a significant section of campaign bugfixes in the following patches, but we do hope you'll be able to dip your toes in even in this early version.

Let us know what you find and share your feedback in the appropriate threads.
Thank you again for your patience and enjoy!
Cheers!

LCV4.2.14 Hotfix

Just a quick fix to some of the most reported issues, plus a few little polish things.
Most importantly, we're found and fixed a major performance issue that was introduced in LCV4.2.13.

[h3]LCV4.2.14 General Fixes[/h3]
  • Improved game launcher to be better at detecting GPU crashes in the game log
  • Fixed big performance issue
  • Fixed the renaming of Sequential gearbox to Auto Manual breaking exports
  • Fixed crash due to exhaust count
  • Fixed Lua error when loading car with mod body that is not installed
  • Fixed crash with broken sandbox car trying to calculate sales into markets
  • Fixed car manager allowing .car export button to be enabled when a trim isn't exportable
  • Fixed all graphics menu buttons displaying "Disabled" tooltip
  • Fixed fixtures not cutting correctly in BeamNG exports
  • Fixed changing text fixture text not working in 3D mode
  • Fixed clone single trim model button not refreshing the car manager
  • Added car body door filter to body selection and improved initial load performance
  • Added rebindable keys for Move Up & Move Down on free camera
  • Renamed the glass semi transparent slot to windows

That is all for now, more to come.
Cheers!

LCV4.2.13 - Open Alpha

It has been rather quiet for a month, high time not only for a patch but also for an update on what is currently being worked on. The big changelog you see below is only a part of what we've done as a lot of our focus has been on the campaign, which has been fixed and polished up and quite likely is in a better state than the current 4.1 campaign, but not quite ready to go yet as we're doing some more deeper testing attempting to run into those likely still present nasty bugs ourselves first.

Great custom build by Audi ( ... the discord user on our server, not the brand) :P

In addition to that, some of the core engine designer calculations are getting a revamp / rewrite which will take them to a whole new level. Some of you might have seen or heard that the turbo engines are going through their own separate calculations that track all kinds of temperatures and pressures. The same will apply to all forced induction and naturally aspirated engines with a much more in-depth simulation that gives more realistic results with more nuanced dependencies and interesting compromise. This has been brewing for the last two months and is still a work-in-progress, but close to being possible to show off in a Little Dev Update video soon. I'm really stoked about showing that off and discuss it in detail!

With so much happening in the background, the changes visible to you with this update are the various bug fixes, performance improvements, UI updates, as well as art fixes and other additions. Here is the changelog for LCV4.2.13! Note that you can opt into the alpha testing branch via your Steam Library, right-clicking the game, properties, betas, select the alpha testing branch and let the game update.

[h3]General Fixes & Additions[/h3]
  • Fixed RTX not working correctly
  • Fixed framerate in car designer dropping permanently, after raising or lowering the hoist
  • Fixed 3D fixtures not nudging their mirrored versions when arrow keys are clicked
  • Fixed AI car generation not setting top speed
  • Fixed .car importing when their body meshes exist but are not release ready
  • Fixed VVL profile swap before RPM limit seemingly randomly breaking engine sound and test
  • Fixed issue where cars without fixtures would rotate in photo scenes if they had rear steering angle
  • Fixed photoscene tab changing when RTX settings are turned on while a car is selected
  • Undo stack now only resets on restart, switching cars keeps car's stack in tact
  • New physically-based glow model for engine headers/turbos
  • Spread out car body unlock years so they are less clumped up
  • Imported cars from 4.1 and earlier now correctly import wheel size limits
  • Now materials can be assigned to intercooler pipe fixtures
  • Limited photoscene resolution slider to something more workable

[h3]UI Fixes[/h3]
  • Improved demographic comparison tooltip
  • Limited the markets selection in Markets Mode to the available regions that can be sold to
  • Added undo buttons to photoscene camera settings
  • Non-standard car material slots now show materials when they're overridden
  • Removed free-roam camera key bindings that conflicted with fixture/prop editing
  • Fixed UI issue with locking/unlocking a car with multiple trims
  • Fixed Avg. FPS Counter in graphics settings not working
  • Fixed tag view not correctly saving tag modifications for cars and engines
  • Fixed side stats panel demographics not showing blue "problem" indicator strips
  • Fixed issue with reverting graphics setting change in the settings menu
  • Fixed car paints without valid materials being considered as "chrome" in the car paint UI
  • Fixed not being able to cancel comparing stats to another car
  • Fixed changing stat comparison mode losing comparison data
  • Fixed cabin/cargo volumes on the model/trims page showing an M instead of a numerical value
  • Fixed all side stats panel demographics all having red warning strip
  • Fixed flash rate of fixtures changing in low framerate animatic renders
  • Fixed "currently installed engine" not being blank when no engine is selected
  • Fixed pinning of demographics to top of side stats not working on market screen
  • Fixed wheelbase sliders on car body selection UI to having incorrect number of steps
  • Fixed tag sorting UI not doing anything when in tag view
  • Fixed car pricing UI not allowing manual pricing input
  • Fixed fixtures not unlocking when becoming invalid
  • Fixed resetting photo scene camera settings also reset level settings
  • Fixed selecting a second car added to a photoscene causing the props tab to be selected
  • Fixed some morphs/bones not showing up as UI sliders
  • Fixed camera settings not loading when loading a photo scene preset

[h3]Art Fixes[/h3]
  • Fixed issue with flickering headlights
  • Fixed 2010s engine design room using car designer reflection
  • Fixed V16 turbo mechanical single intake missing the actual intake
  • Fixed new car bodies (RB_60s_sports) not being able to fit rear engines properly
  • Fixed issues with 82_gen_trim
  • Fixed Rouen 46 bodies having bad wheel diameters
  • Fixed issues with possible fixture ray-cast misfires that affected Edgy00s car bodies and others
  • Fixed issues with 70sUSCoupe_Kamback
  • Fixed issues with fixture stamping on 08_KeiOR_etc
  • Fixed unbounded bone on 10sHatch01-2drSedan
  • Fixed bad material slot in 08_jpn_coupe_longnose_xl_cpp
  • Fixed issue with broken normals on 40sGVP_Bumper fixture family
  • Fixed 10s_us_SUV (and others) having tearing issues when placing fixtures close to the wheel wells

[h3]BeamNG Exporter Changes[/h3]
  • Fixed interior fixtures not being unbreakable in exports by default
  • Fixed carbon fiber issues in exporter


We're keeping you updated as we go along, the new campaign is getting very close, so it is good to have this polishing-patch out of the way first. :)

Cheers!