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Automation - The Car Company Tycoon Game News

An Important Announcement for MacOS users of Automation.

Due to a game-engine level issue with Unreal Engine and its Software Development Kit, we are currently unable to build new MacOS versions of Automation. This is the reason why the Al-Rilma Update alpha builds have not been available to MacOS users, and it is also the reason why Automation is currently disabled for all MacOS users.

We had a serious bug crop up in Automation with the BeamNG exporter not being able to export sound, that necessitated an emergency patch to fix. Because we are currently unable to build a MacOS version, we took the difficult decision of disabling all MacOS builds of Automation temporarily, as the other option would have been to leave the BeamNG exporter broken for everyone.

We have made the MacOS fix a top priority and we will be working hard to rectify this situation as soon as possible!

Thank you for your understanding, we will keep you updated as the situation progresses.

Al Rilma Open Alpha Patch 4

With some of the more pressing issues out of the way since Patch 3, we were able to attack larger problems that took more time to sort out. This is what made Patch 4 quite a bit larger and take longer than we wanted, but we're sure the changelist below shows it was worth the wait!

Massive improvements to engine simulation, the BeamNG Exporter, plus tons of fixes to the designers and UI in general, plus plenty of additional content made it into this patch.

[h3]General[/h3]
  • Added Tahara car bodies (2012)
  • Added Copy Cat car bodies (1992)
  • Added Bento car bodies (1980), replacing 80sCityCar bodies
  • Added 180 new fixtures: 23 Basic Shapes (Deformation), 57 Hollow Shapes (3D), 50 Single-Sided Shapes (3D), 50 Outline Shapes (3D)
  • Made .engine files export as human readable

[h3]Car Designer[/h3]
  • Added body dimensions to the morphs list UI
  • Made the hoist lower/raise disable while fixtures are conforming
  • Fixed fixtures being unable to interact with after interrupted hoist animation
  • Fixed an issue where fixtures would become invisible
  • Fixed superchargers not hiding when when the player turns intake visibility off
  • Fixed test track sim having issues with fast cars not following the ideal line
  • Fixed test track sim not taking into account road camber
  • Fixed fixtures not mirroring on the test track
  • Fixed body dimension values not adjusting with morph sliders
  • Fixed selecting a different fixture type not saving an undo step

[h3]Engine Simulation[/h3]
  • Improved initial engine mass flow estimations, affecting all aspiration types
  • Improved supercharger calculations to use more accurate flow calculation
  • Improved supercharger bypass valve action
  • Improved throttle size calculation to consider engine resonances
  • Improved engine volumetric efficiency calculations
  • Remodelled cam curves for lower engine volumetric efficiency at low RPM
  • Tweaked volumetric efficiency progression for head choice
  • Added octane penalty for low flow and low RPM conditions
  • Improved calculations for valve timing overlap effects and VVT
  • Reduced overlap for engines with turbos
  • PD-supercharger size now directly affects maximum throttle flow
  • Tweaked volumetric efficiency and fuel efficiency calculation balance
  • Tweaked over-pressure stress progression to superchargers
  • Buffed early roots supercharger volumetric efficiency by about 10%
  • Fixed clutched centrifugal superchargers behavior as they go beyond 1 Bar boost
  • Fixed manifold / header maximum flow to be independent of set boost limit
  • Fixed carb boost limit tuning logic and combustion efficiency progression with boost
  • Fixed carbs pulling extra fuel on boost to be boost limit independent
  • Fixed PD SCs becoming super efficient when super large

[h3]Engine Designer[/h3]
  • Added advanced boost control for superchargers
  • Disabled boost control for superchargers unless they use advanced control
  • Removed control type "None" for twincharged setups
  • Improved scale for boost gauge during engine testing for high boost values
  • Fixed issue with stage switch RPM for sequential turbos
  • Fixed dual exhaust being unlocked with just 1 pair of turbos on compound setups
  • Fixed issue with valve float reliability display UI / inconsistent calculations
  • Fixed emissions optimization slider locking to reset to zero

[h3]UI Fixes[/h3]
  • Fixed inconsistent tooltip for engine size fitment
  • Fixed km to mile conversion being incorrect in reliability UI
  • Fixed temperatures conversion to Kelvin
  • Fixed switching between roots and screw resetting all supercharger tuning
  • Fixed power density reliability / stress calculation not updating correctly
  • Fixed issue with text input for compressor size of centrifugal superchargers
  • Fixed and changed turbo pressure graph to show relative pressure not absolute
  • Fixed issue with UI not updating max rear tire width correctly on morphing
  • Fixed front tyre width being wrong in tooltip
  • Fixed singleplayer car challenges having camera in engine bay
  • Fixed issue with stress numbers display as they approached 100%
  • Fixed singleplayer challenge mode ending with empty results table
  • Fixed issue with flow bench for compound turbos

[h3]Multiplayer[/h3]
  • Cars and engines can now be exported from MP scenario results screen
  • Improvements to the multiplayer server backend and state-machine
  • Fixed demographic requirements & scored stats not showing their target value
  • Fixed readying up being possible before receiving the multiplayer scenario

[h3]BeamNG Exporter[/h3]
  • Completely new way the softbody mesh is generated, improves deformations and hitboxes. It makes utes as well as unusually shaped cars a lot more accurate. It is activated by default but can be turned off in cases where it is not working as intended yet.
  • Big improvements to Ackermann steering geometry, enhancing stability and cornering feel. Currently implemented for struts and double wishbone, not fully implemented for live axle yet.
  • Overhauled the way swaybar stiffness is translated from Automation to Beam
  • Fixed suspension subframe linking to the chassis
  • Adjusted steering rack position on Macpherson Struts
  • Stiffened up the chassis
  • Fixed washed-out textures (really now)
  • Fixed missing texture for differential in BeamNG exports
  • Fixed cast iron material exporting as flat red


Important Note: you can switch off the new softbody generation in exporting of cars in case the new method fails. Your examples of cars with issues using the new method will help us fix and improve things! So please share your findings.

We're continuing to work on everything that isn't quite right yet and are starting to get campaign back up and running too. More improvements and fixes coming your way soon!

Cheers

Al Rilma Open Alpha Patch 3

Since being back in office after the holidays, we've worked on getting a whole lot more fixes and general polish out to you for the open alpha! The following is the change log for the third patch of the opt-in open alpha, and with a little more than a week of development behind it, it is rather chunky:

[h3]General[/h3]
  • Added various bonnet fixtures
  • Added folder button for engine exports
  • Retrofitted new fuel selection to old engines in old databases and imports
  • Improved displayed data on side stats for cars and engines
  • Fixed various reliability effects to no longer be affected by quality directly, like stresses and knock
  • Fixed fixtures moving on car load, connected to hoist position
  • Fixed various car importing issues
  • Fixed soundtrack 2019 song never playing in game
  • Fixed test track best time to not trigger on first pass of the start line
  • Fixed falsely labeled grm_mercy body door count

[h3]Car Designer[/h3]
  • Added one new car body model "Jackal" with 58 variants
  • Removed chassis type vs engine position restrictions
  • Updated ladder mid chassis tins with correct wheel morphs
  • Fixed engine placement change not auto-selecting alternate drivetype
  • Fixed suspension choices not being limited by chassis
  • Fixed torsion beam not locking out RWD
  • Fixed WES standard display in detailed stats

[h3]Engine Designer[/h3]
  • Changed unlock year of methanol fuel to be available from the start
  • Changed valve float warning to appear at 10% reliability loss, not 1%
  • Changed turbo pressure graph to show relative pressure not absolute
  • Buffed thermal efficiency of early roots superchargers by 4%
  • Re-enabled compact manifold for roots and screw superchargers
  • Fixed manifold / header resonances to be based on corrected massflow
  • Fixed fuel evaporation not properly cooling intake charge for octane requirements
  • Fixed dyno throttle control to have correct step size and range
  • Fixed missing inline OHV dynamic logo
  • Fixed floating superchargers on V60 engines
  • Fixed a LOD issue with certain intakes

[h3]UI Fixes[/h3]
  • Fixed undo function issues when using the gizmo circle
  • Fixed 2 and 3 keys inconsistently setting 2D/3D fixture state
  • Fixed comparison demographic being unable to be deselected on trim side stats bar
  • Fixed UI layering issues new engine/car creation

[h3]Multiplayer[/h3]
  • General improvements to multiplayer stability
  • Fixed scenario timeline breaking in specific circumstances
  • Fixed issue where host could start playing the game before other players
  • Made scenarios use demographic nomalized desirability instead of competitiveness

[h3]BeamNG Exporter[/h3]
  • Improved supercharger sounds
  • Fixed issues with fuel economy and engine thermals
  • Fixed issue with brand not being exported, causing issues in e.g. drag racing events
  • Probably fixed engines sometimes exporting as invisible
  • Probably fixed weird triangles coming out of some engines

From here on you can pretty much expect about a weekly cadence to the patches until we start implementing some of the bigger features missing in the alpha.

Cheers!

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