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Automation - The Car Company Tycoon Game News

LCV3 Open Beta Patch 5 (B190204)

Just a small update today, more or less hotfixing the issues with the BeamNG exporter producing cars that "explode" or shake themselves to destruction or simulation instability.

B190204 Fixes
  • Fixed BeamNG Cars exploding, exhausts wobbling. Exhausts have been simplified.
    Now not breakable. The smoke chain of nodes has been simplified.
  • Fixed issue where cloning a trim would invalidate other trims
  • Fixed some logic around Drive Type / Engine Placement selection
  • Fixed some logic (and silent erroring) around Brake Disc Options


There are more fixes and additions in the work for later this week, of course! :)
Cheers!

LCV3 Open Beta Patch 4 (B190201)

Lots of patches, and this one fixes another critical issue that was stopping the campaign from progressing at seemingly random times. Here's hoping we've now got all those types of bugs squashed.

We recently announced a Q&A as the last one was from almost five years ago, even though it held up nicely and is still relevant today. Here are 41 interesting questions answered:
https://www.youtube.com/watch?v=dFN1q3Ydclo
B190201 Fixes & Tweaks
  • Fixed critical issue with the campaign stopping at seemingly random times
  • Fixed things exploding when you delete an engine facelift
  • Fixed the awareness change in the markets tab not working with more than one region
  • Fixed brake piston count not being set to 1 when switching between drums and discs
  • Fixed issue with the emission tooltip going in wrong direction for head/valvetrain choice
  • Added a flat engineering time of 6 months to aerodynamics section before quality effects

If you find any new issues, please let us know!
Cheers

LCV3 Open Beta Patch 3 (B190131)

Quick turn-around on the patches, today with a fix to a critical bug that unfortunately slipped through with yesterday's patch, killing time progression in the campaign! Hence why we didn't want to wait eith patching till tomorrow as originally planned.

There are a good few changes for a day's work in this one too though. Have a look at the full changelist:

B190131 Improvements & Tweaks
  • Factories built from hub now assume car / engine weight for more accurate tooling costs
  • Further tweaked tow hitch attachment point behavior for BeamNG exports
  • Disabled addons that do not function in factory UI.
  • Added more information to 2nd panel of factory UI.
  • Added system to better replace outdated entertainment and safety packages in facelifts
  • Tweaks to Team Funding slider progression
  • Tweaks to Tooling slider progression in engineering
  • Added 5% service cost to V engines, 10% to Boxer engines
B190131 General Fixes
  • Fixed critical bug in campaign time progression (was an issue since yesterday's patch!)
  • Fixed exhausts falling off in BeamNG exports, unfortunately had to turn off their destructability
  • Fixed rounding on car tooltip for wheelbase
  • Fixed VVL disappearing when you unlocked it via tech pool
  • Fixed demographics data for market overview having bad values on first game month
  • Fixed engine techpool locked to the techpool you had when first designing the engine family

We may get another patch out tomorrow if there are significant enough changes.
Cheers!