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Automation - The Car Company Tycoon Game News

LCV4.2.42 Patch

In this patch we are addressing a few important issues found in the big 4.2 update.
Here is the change log for this patch:

[h3]LCV4.2.42 Fixes [/h3]
  • Fixed engine not visually getting added to car on first selection of drivetrain
  • Fixed the character " in trim names causing car exports to not work
  • Fixed rebuilt lighting of 10's design room
  • Fixed factory screen staff employment times displaying incorrectly
  • Fixed factory production not being limited by staffing correctly
  • Fixed contract factory behavior for low volume engine production
  • Fixed pie chart and bar chart not matching campaign expenses screen
  • Fixed specific Lua error in campaign causing game to break
  • Fixed error when pausing trims from a previous facelift
  • Tweaked engine-production-matching graph behavior


[h3]BeamNG Exporter Changes[/h3]
  • Rebalanced suspension tuning
  • Expanded race suspension customization


At this point we're all back in office and mostly working on new features for the next big 4.3 milestone - more on that in a coming news post.
Cheers!

LCV4.2.41 Patch & Year Wrap-Up

With this patch we're addressing a fair few of campaign, exporter, and general issues before signing out for until early January. Overall the launch has gone really quite smoothly and we're very pleased with that. Thanks to all who have been posting about issues all the way through the exceedingly long open alpha / beta phase!

Santa getting his 2022 sleigh 1 trim 1 delivered to him, illustrated by sharcc.

[h2]LCV4.2.41 General Fixes[/h2]
  • Fixed having to pay taxes for loan income
  • Fixed company valuation being off after designing first car
  • Fixed having to pay for existing starting factories
  • Fixed new factory build times being incorrectly calculated and issue with factory tooltip
  • Fixed required-to-operate factory staff not pushing factory construction time earlier
  • Fixed pushrod rear suspension not showing in the parts list
  • Fixed UI showing engine factory as needing staff without any factory change
  • Fixed Lua error when switching fuel octane to one that isn't available in campaign
  • Fixed FMOD log spam, now only logging a specific error once
  • Fixed situation getting NaN forecast results which even reloading didn't fix
  • Fixed UI alignment issue when there are 3 production flags
  • Fixed inline fuel system intakes not hiding when fuel system is set to hidden
  • Fixed lua error in specific situation regarding PUs of the selected intake
  • Updated various outdated campaign texts
  • Allowing double clicking on model / family in list view to edit project


[h2]LCV4.2.41 BeamNG Exporter Changes[/h2]
  • Implemented BeamNG 0.27 electric motor parameters
  • Improved locking torque converter behavior
  • Added more preconfigured paint colors
  • Updated digital screens to make use of the new ignition system
  • Fixed crash caused by long descriptions (long descriptions will be trimmed)
  • Fixed "engine is off" warning at idle RPM
  • Potentially fixed cars getting oil starvation on spawn
  • Disabled self-ignition on engines due to inconsistent behavior
  • Made frontal area adjustable in the tuning menu
  • Tweaked engine inertia
  • Adjusted steps of various tuning menu sliders
  • Increased spring stiffness
  • Increased damper stiffness
  • Decreased sway bar stiffness


This has been another big as well as challenging year for Automation's development. There are tons of cool things to share with you regarding the next milestone versions, but we'll wait with that till after a bit of a break from it all. We all hope you're enjoying the game and the whole dev team wishes you happy holidays.

Cheers!

LCV4.2.40 Hotfix

A few more quick fixes to address commonly encountered issues!

[h3]LCV4.2.40 General Fixes[/h3]
  • Fixed situation where incomplete unusable factories would to show up in factory manager
  • Fixed bug in cam curve calculations leading to numeric instability
  • Fixed "do you want to facelift" prompt to only come up once
  • Fixed issue with trim production tooltip interaction with month ticks
  • Fixed marketing screen's lower UI resizing when it shouldn't
  • Fixed issue where trims would have 0% desirability ratios
  • Fixed trims sometimes losing their drive type info resulting in a Lua error


More to come! :)
Cheers

LCV4.2.39 Hotfix

With the second hotfix we tracked down what was causing the launching issues some of you experienced and fixed them. The game would not fall back to DX11 as required by your GPU.

Also, if you have run into the issue of way too many customers preordering your cars, creating years of wait time, yeah... that is now fixed and working as intended: low-prestige cars will not generate long wait lists, while high-prestige cars certainly can.

[h2]LCV4.2.39 Hotfix Changes[/h2]
  • Fixed game not using correct fallback to DX11 when required
  • Fixed some DLSS settings from not saving correctly
  • Fixed lua error occurring with very narrow tyres
  • Fixed minimum seat row body filter not working
  • Fixed delivery delays not affecting car desirability, giving "infinite" preorders
  • Fixed crash on markets screen, when selecting desirability on a new campaign start
  • Disabling UI Blur setting now drastically improves main menu performance

We're keeping an eye on all your reports of issues, of course! More fixes coming this and next week before we wrap up for the year.

Cheers!

LCV4.2.38

In this first quick hotfix we're addressing some of the most common crashes that were sent through the error reporting tool.

[h3]LCV4.2.38 General Fixes[/h3]
  • Fixed crash that could happen fetching best company score
  • Fixed crash in specific market calculations
  • Fixed lua error on importing some 4.1 cars


Of course there is a lot more to come in terms of fixes as important issues will be addressed asap.
Cheers!