1. Automation - The Car Company Tycoon Game
  2. News

Automation - The Car Company Tycoon Game News

Automation Weekend Deal!

Automation is 25% off this weekend, from January 2nd at 10 AM Pacific Time, to January 6th at 10 AM Pacific Time!

With our unique Car and Engine Designers, you can realise the car of your dreams in ways you've never thought possible, until now. While you're at it, give us a follow on our socials and stop by our Discord, so you can stay up to date on the latest happenings in the world of Automation!

Cheers!

Header image credit: Chickenbiscuit (Discord)

Al Rilma Open Alpha Patch 2

To wrap things up for this year, we do have yet another patch for you, addressing various issues you have been observing. It should also help with game stability and general playability. Here is the full changelog!

General
  • Fixed forced induction memory leaks
  • Added the Automation Test Track
  • Added minimum reliability requirement for test track to run
  • Added knocking as a reliability penalty
  • Added engine loudness dependence on mass flow and cam
Engine Simulation
  • Recalibrated engine performance by ~ +7% coming for NA, a little less for FI
  • Improved valves, headers, and exhaust flow calculations
  • Fixed intercooler efficiency not being based on absolute mass flow
  • Direct Injection now adds fuel at the correct spot, in the cylinder
  • Added mild scaling with boost limit to manifold sizing
  • Fixed bug where pressure ratio estimation results was ignored, causing huge mass flow
UI Changes
  • Moved drive type selection to engine selection tab & drivetrain tab to trim designer
  • Added auto-reselection of drive type
  • Fixed demographic target/pin loading & logic
  • Fixed stress bench coloring for power density to be consistent with stresses
Multiplayer
  • Fixed multiplayer players joining resulting in the start game button disabling
  • Fixed various ways multiplayer could become stuck before entering a game when Join-In-Progress was active, or players connected mid-readying
Exporter
  • Temp fix for cars overheating in BeamNG


Christmas being upon us already, this will be the last patch for this year. We'll be back in full force early-/mid-January and get to polishing up and finishing up the Al Rilma Update.

We wish you all a Merry Christmas and a Happy New Year!
Cheers

Al Rilma Open Alpha Patch 1

We have worked steadily since the release of the open alpha to address issues that have popped up. The following is the change log for the first patch:

Car Designer
  • Fix for fixture highlighting Issue
  • Fixed traction graphs
  • Engine meshes update on engine project selection
Engine Designer
  • Lots of supercharger and piping related fixes
  • Fixed incorrect RPM in engine sounds
  • Fixed some wrong airbox stuff for centrifugal superchargers
  • Supercharger RPM sound fix
  • Fixed compound turbo sizing impacting wrong turbo
  • Fixed wrong compound headers
  • Changed ethanol unlock years
  • Centrifugal supercharger boost limit increased to 5 bar
Multiplayer
  • Client to server communication improvements
  • Can now join games in progress
  • Player will be forced back to lobby screen when the host starts a new game
  • Various UI and player flow improvements
BeamNG Exporter
  • Fix for superchargers not having enough torque and too high fuel consumption
  • Doubled radiator fan speed
  • Reduced radiator fan activation temperature from 105 to 95
  • Increased calculated coolant and oil quantities
  • Fix for RPM getting stuck at max when using manual clutch
Other
  • Added alpha build number to build
  • Fixed car engine project creation disabling itself
  • Graph button now shows as enabled when finished calculating car/engine


These fixes should make the weekend go a bit smoother and we might have another little patch for you on Monday... if not, we wish you all a Merry Christmas!

Cheers!

Al-Rilma Open Alpha Launch

One of the largest and most eagerly-anticipated updates in Automation's history is almost here, and you can experience it early!

Just like the Al-Rilma Open Alpha, the whole world stops and takes notice of this imperious luxury sedan by ThatOneFatAmerican.

We are launching the Al-Rilma Update into a public, open-alpha phase, which you can opt-in if you wish to participate. Do so by performing the following steps:

  1. Right-click on Automation in your Steam library, and go to Properties.
  2. Go to the Betas tab.
  3. From the Beta Participation drop-down, choose openbeta - Al-Rilma Update Open Alpha


Allow Automation to update automatically, then launch the game!

As always, this is an alpha test - there will be bugs, unfinished features and the occasional lack of polish in this version; please comment and leave your feedback on what you find so we can make Automation better for everyone!

Compatibility Notes

All Sandbox cars from the current public build will continue to work just fine, though their engines will need a bit of re-engineering with the new fuel selection tab in the Engine Designer, and new cylinder head types chosen from the new options. All publicly-listed mod content on the Steam Workshop that is compatible with the current public build will continue to work seamlessly in the Al-Rilma Update.

Due to the number of new body families/variants in this update, we strongly recommend you subscribe to the Legacy Car Bodies mod, as this is where we put all of the old, retired and otherwise broken bodies we remove from Automation; this will at least preserve your existing builds that are on these bodies!

Campaign Mode has been disabled temporarily in the Al-Rilma open alpha; when it is restored, all Ellisbury Update campaign saves will no longer be compatible with the new version.

Wishing for sunny climes and fast cars, with this gorgeous modern supercar by Ivan.

Al-Rilma Update Open Alpha Changelog


[h3]Car Designer[/h3]

  • Complete re-work of body family and variant selection; no more clicking through years one or ten at a time!
  • All-new car reliability calculations, and a chart to break down exactly where you are losing reliability.
  • Re-worked the design flow of a car to be more logical.
  • Added heavy-duty frame options, which benefit large pick-up trucks, off-roaders and delivery vehicles especially.
  • Re-worked wheel choice options for more consequential choices by the player.
  • Increased the effect of the weight distribution slider and moved it to a location that makes more sense.
  • Added over 300 new bodies in several new or expanded families.
  • Incorporated several new fixture families.
  • First playable draft of the completely new Test Track simulation, which should be much faster and more accurate than before.
  • Many bugfixes and stability improvements based on player feedback.


A pretty stunning, 60s/70s concept car interior by Portalkat42.

[h3]Engine Designer[/h3]

  • Added superchargers, twincharging, sequential and compound turbochargers.
  • All new throttle and gas flow simulation more accurately simulates engine behaviour at part throttle settings.
  • Completely new reliability calculations, to go along with new car reliability calculations.
  • Re-worked the fuel systems tab, to include a more accurate and realistic depiction of fuel mapping for emissions.
  • Increased maximum family bore/stroke sizes.
  • Re-worked engine reliability system - all engines have stress now to some degree, zero stress is (probably) impossible!
  • Many bugfixes and stability improvements based on player feedback.


Yes, superchargers are really here, you're not imagining things!

[h3]Muitiplayer[/h3]

  • Multiplayer scenario play is back after nearly a decade-long hiatus. Try it out today!


Games are always better with your friends, as Gravity points out!

[h3]Other Changes & Improvements[/h3]

  • General performance and lighting improvements in crafted 3D photoscenes, which should help with the poor performance and crashing issues many have reported to us.
  • New design environment - Fruinian Garage.
  • Added audible button clicks, making manipulating menus and sliders more tactile.



A delightful little family hatchback from the 80s, courtesy of Leonardo.

What's Next?


Our immediate task after the launch of the open alpha is to collect all of your bug reports, feedback and suggestions over the few weeks and work through them to fix any issues and streamline the experience for players. There is also quite a bit left to do in this update that we've promised, but haven't got working in a satisfactory manner just yet, such as:

  • The standalone Track Editor,
  • Campaign Mode, and
  • certain quality-of-life features in Multiplayer mode.


As these features churn their way through internal and closed alpha testing, we will include them in the many regular patches that will be coming your way in the weeks following, and we will discuss them more as the time comes. Once that's all taken care of and the Al-Rilma Update reaches full release, our focus will then turn to the final part of the Supercharger Update suite - the Terso Update...more news on that in the near future!

Cheers!

Long, low and like a sci-fi spaceship; the winner of our Jet-Age Design Competition earlier this year, courtesy of Prium.

Little Dev Update - Al Rilma Update Track Sim & Track Editor!

Hello again everyone,

We're back with yet another Little Dev Update! This one is a fun one, because we are talking about the new track simulation, which we will get a taste of in the Al-Rilma Update (and finish in the Terso Update to follow), as well as the all-new track editor.

Check it out on our YouTube channel:

[previewyoutube][/previewyoutube]

As always, we love to hear your comments and feedback, and answer any questions you may have about this or anything else Automation-related!