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Automation - The Car Company Tycoon Game News

Compatability Update For BeamNG.drive Exporter

This little update just changes one little thing: it makes our exporter aware of the new BeamNG folder structure that got changed in their recent update. That's all!

Cheers

Little Dev Update: 20. March 2021 (LCV4.2)

The first three weeks working on the LCV4.2 update have gone well. One of the big things that has happened is that we've successfully made a final switch of the game engine version to UE4.26, which will remain the game engine version of choice for Automation for the rest of its development.

Important To Note: Due to the massive amount of changes coming with the LCV4.2 update, neither cars nor engines will be compatible, but from here on out will always be compatible with future versions of the game. Due to the engine version switch, also mods will become incompatible again, so they will have to be updated / re-exported using the UE4.26 tools we'll supply with that.

A "decent wagon with decent power" by Hinode Motors

This new version is still months away from release, so it is not something that needs to concern you much now. Also, we're going to use new database files for the new version so that your old LCV4.1 cars and engines are not overwritten and discarded. You will be able to switch back to LCV4.1 manually once LCV4.2 is released to the public default branch.

https://youtu.be/xDH0Nap9iYc
In this first Little Dev Update (those are updated on what is going on, not updates of the game available to you) of LCV4.2 developments, we're taking a look at some of the engine designer changes. Check out the video to see what's coming!

Also, if you have missed it, what is planned to be implemented with LCV4.2 was discussed in our previous overview video here. We'll keep you posted with more such videos as more LCV4.2 features are implemented.
https://youtu.be/orTXb-QM2Ko

We also just released a small patch for the current version of the game. This is to address some issues with the exporter and some badges crashing the exporting process.

[h2]LCV4.1.19 Fixes[/h2]
  • Fixed crash in exporter due to using specific badges on the car
  • Added logging info to the game log to help track down database related issues

This patch is available both on the default branch and the openbeta branch at the same time.
Cheers!

LCV4.1.18 (Hotfix)

We just ran into a problem that Automation cannot export cars with engine sounds to BeamNG. This is not due to any patch (neither on the Automation, nor on the BeamNG side) that broke it or black magic (ok, well a little of that), but rather a certificate that has expired.

Last week we tried to get it renewed but something went wrong in the process and it took a little longer.
Today we got it sorted and this build is fresh out of the oven with the new certificate built in.

Sorry for the messy situation! Here are the changes for this quick Sunday fix:

[h2]LCV4.1.18 Fixes[/h2]
  • Fixed BeamNG Exporter not being able to export sounds due to expired certificate
  • Fixed bug where having loaded the same car twice in photoscene, then back out to edit the car, then back to photoscene, the car would still be the unedited old one.


Cheers!

LCV4.2 Outlook - The Next Big Update

Since the initial release of the big LCV4.1 update into openbeta in November '20, we have been steadily polishing and fixing this milestone with a total of 17 patches. As such, we have just merged the last few patches with the default branch of the game. This means everyone is on the same version of the game again and if you wish, you can opt-out of the openbeta branch at no additional download.

Lots of effort and skill giving fantastic looking interiors, here shown by Billy Joe Red.

At this point we're ready to move on to the next big update that has been looming on the horizon for long: the much anticipated Turbo Revamp.

This update not only will include a much needed redesign and expansion of the turbo systems and their calculations, but also very deep going game-mechanics improvements in the engine and car designers, with their effects running deep and affecting campaign play, too.

In this video we're taking a look at what the next big milestone update of Automation will contain. There is a bit for everyone in this one guaranteed, have a look for yourself.

https://youtu.be/orTXb-QM2Ko
Delving into the development of LCV4.2 means we're once again embarking on a longer dev cycle during which there will be no patches to the game unless absolutely necessary. The development of each such new milestone is a big task, as you could see from the long wishlist of features for this version shown in the video. We're aiming to have the first openbeta version be available in around 4 months time.

However, that doesn't mean we'll be silent until then. Little Dev Updates will keep you up to speed with where we're at and how the new features and changes are being implemented.

If you are wondering what the general development timeline is, here is our development timeline overview video:

https://youtu.be/43QkxYvcBX8
Exciting changes lie ahead with LCV4.2, looking forward to it!
Cheers

Patch Release: LCV4.1.17 [openbeta]

Another little roundup patch to address some of the remaining and new issues that players had with the latest update. This is a release candidate build for LCV4.1.

[h2]LCV4.1.17 Additions & Fixes[/h2]
  • Added a lot more 3D interior fixtures, both general and specific
    > General: many parts that can be used in many different situations in any car
    > Specific: new experimental (modder "template") interior fitting 80xAmerican_boxy_coupe
  • Updated spaceframe chassis model
  • Fixed new 1956 "Swinger" body
  • Fixed double wishbone suspension sticking out way too much
  • Fixed BeamNG Exports all sounding like rich-running tuner engines even when super eco
  • "Fixed" issue with the BeamNG Exporter setting too low speed limiters, by switching it off


Let us know if you find anything that really needs fixing before fully moving on to developing the massive LCV4.2 update! :)

Cheers