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Automation - The Car Company Tycoon Game News

Ellisbury Update: Open Beta Patch 4

A small patch with quick fixes for some brokenness in the previous version! We have plenty more on our ToDo list, but think it is best to get this out before the weekend.

[h3]Patch 4 Changelog[/h3]
  • Fixed country tech pool jumping between levels instead of interpolating
  • Fixed advanced gearing UI only using km/h as input
  • Fixed campaign not opening player-selected design rooms
  • Fixed advance gearing final drive not causing gear speeds to update
  • Fixed wrong country tech progressions, mixed up countries
  • Fixed turbo pressure graph being empty in turbo grid
  • Fixed engine reducing stroke making engine shift position instead of getting smaller
  • Fixed effective tech year not initializing correctly
  • Fixed twin exhausts spawning one of the mufflers the wrong way
  • Fixed issue with a material that shouldn't exist but is exporting
  • Added gearbox ratio range reliability penalty to warnings

That is all for now, patch 5 won't be long!
Cheers!

Ellisbury Update: Open Beta Patch 3

Patch 3 took a whole lot longer than anticipated, mostly due to larger underlying structural problems found and resolved in the process of fixing seemingly minor problems.

For example, competitor car generation having some issues with data handling, which led to large sections of the car designer game code being translated from Lua to C++. That is something we wanted to do anyway, but certainly not right now!

As you can see in the big patch changelog below, in the last month we were able to get a lot done though, despite a lot of work being hidden under the hood.

A brilliant modern supercar, by iIvanSmith.

Open Beta Patch 3: Full Changelog


[h3]General[/h3]
  • Converted a big chunk of car designer calculations from Lua to C++
  • Fixed various issues with competitor car generation
  • Fixed lua error when swapping fuel to nitromethane
  • Fixed lua error when importing pre-4.2 cars and improved prompt to show body name & UID
  • Fixed hard lock while using 4 grid mode and rapidly changing turbo settings
  • Fixed Lua error with convertible options in campaign
  • Fixed a performance issue with global colors
  • Fixed AI using emissions tuning when it doesn't use a cat
  • Fixed timing belts stop spinning when changing block material
  • Fixed semi-slick tire textures being backwards
  • Added lower-res map layers to the test tracks to use when fully zoomed out

[h3]Gameplay[/h3]
  • Implemented gearing range reliability penalty and opened up allowed gearing range
  • Improved torque converter, CVT, and general shifting logic and test cycle behavior
  • Fixed inconsistencies in acceleration calculations and clutch logic
  • Applied all changes to shift logic and acceleration test improvements to test track calculations
  • Added in engine family stroke length effect on engine fitting
  • Added efficiency vs. cruise speed graph
  • Added traction tests sheet as a selectable graph
  • Fixed issues with downforce and lift calculations
  • Hooked up toe effect to tire wear / tire service costs
  • Implemented CVT hard torque limit (size-independent) and fixed limits not scaling correctly
  • Fixed reliability of CVTs being unexpectedly high
  • Fixed 4x4 / manual locker not having expected effects
  • Fixed issue in calculation of interior space vs seat rows used for coupes
  • Implemented drivability & sportiness gearing dependency (WIP)
  • Updated gearbox "grades" for drivability, sportiness, comfort, reliability, and engineering
The new power-traction graphs, which breaks down your car's performance on different surfaces, and with different traction levels at each wheel.
[h3]Campaign[/h3]
  • Changed behavior of country tech pool to be a true offset you don't pay for
  • Fixed yearly autosaves in campaign zeroing various market data, including preorders
  • Fixed leaded fuel cars selling to other countries despite their leaded fuel ban
  • Fixed taking a loan for standalone factories starting payback immediately
  • Fixed market tab not updating when open and time is ticking in campaign

[h3]UI Changes[/h3]
  • Fixed removing cat not resetting emissions optimization back to zero before locking it
  • Added piston / block icon at power density line depending on which item limits it
  • Added all-fixture scale controls to advance trim settings to resize of fully 3D fixture cars
  • Fixed some fixture slots not accepting light type changes
  • Fixed missing units in power / torque graph
  • Finished implementation of new detailed stats UI for Test Cycles & Emissions
  • Fixed previous decade safety button not working until a safety package is selected
  • Fixed inconsistencies in the display of fuel availability
  • Fixed mod wheels with incorrectly set up wheel families not displaying in wheel selection
  • Added car trim engine sound controls to engine testing UI
  • Added "open custom images folder" button to HDRI level widget
  • Added tooltip for steering and traction aids PU values
  • Fixed issues with drag graph formatting and labeling
  • Fixed gear selector for emissions UI not updating on gear change
  • Fixed gearbox warnings appearing before a gearbox is selected
  • Added various missing icons
The new detailed stats page, for emissions and test cycles.
[h3]Balance [/h3]
  • Significantly increased importance of reliability stat, proportional to demographic desires
  • Tweaked R&D branch cost multipliers
  • Tweaked costs of undertrays
  • Tweaked costs and PU of interiors and entertainment
  • Tweaked costs of steering options
  • Tweaked costs of traction aids
  • Tweaked costs and PU of springs

[h3]Car Body Fixes[/h3]
  • 78_TaS_Comp_SWB changed to Truck
  • 78Comp/78Plus - Wagon changed to 5 door, Con and Coupe changed to coupe, cargo and ZMPV_Cargo changed to van
  • 80s_OR_LWB Wagon changed to SUV
  • Kei_Truck/LWB_Truck/MWB_Truck: removed convertible tag
  • JD1974_E3 vans adjusted to 3 doors
  • BodyEditor_70sFamilyvan and BodyEditor_70sPanelvan changed to 5 door
  • CS_Moore: All vans bulk edited to ensure 3 doors
  • 65_XMB_Wagon_2Dr_Alt adjusted to 3 doors
  • BodyEditor_60sCoupe Targas given hardtop flag
  • All eras of GPV 2 doors are now flagged as 3 door, and 4 doors are flagged as 5 doors
  • BodyEditor_60sSedan02 wagon variant adjusted to 5 doors
  • JD1974_60s_112A van and MPV adjusted to 3 doors
  • 60s_Mid_LM longer wheelbase van adjusted to 3 doors

[h3]Exporter Fixes & Improvements[/h3]
  • Fixed exported cars sometimes having huge bounding boxes with certain fixtures
  • Implemented new sectional body JBeam generation among other minor body generation changes
  • Tweaked gearbox shifting logic
  • Added "Expand Body Bounds" parameter, controlling if unbreakable fixtures resize bounding box
  • Increased tire sliding friction
  • Lowered taillight flare intensity
  • Added an upper limit to engine braking torque of 60 Nm
  • Added a lower limit for speed limiters of 10 km/h
  • Fixed CVTs displaying a gear count in the name
  • Updated light triggers
  • Adjusted force feedback effects of various power steering choices
  • Reworked the Zip-Pack mode to modify the archive instead of entirely overwriting it
  • Added experimental prop support
  • Various optimizations


Retro-futurism at its finest, by Skyline.

Automation Track Art Survey




We are currently working on a series of new test tracks for Automation, and we want your feedback on the art style! Simply go to the Google Form by clicking on this link, and vote for the three finalists in the survey; it will only take a minute!

With all that out of the way, we've come a lot closer to a public, main-branch release of the Ellisbury Update. Of course there are more issues to address and likely even a few new ones introduced. We will continue to improve the update within the open beta until we believe it to be ready for general adoption.

Cheers!

Banner image credit: Oochya (Automation Discord)

Ellisbury Open Beta - Patch 2

Just one more fix... this took a lot longer than we wanted as more and more things were deemed important to be included in this second patch. But here it is, and rather chunky once again!

Here is the full changelog for Patch 2!

[h3]General Fixes[/h3]
  • Fixed engine graphs missing before car is finished
  • Fixed lua errors changing to boxer configurations
  • Fixed crash to desktop reverting a held engine in engine dyno
  • Fixed power density thresholds being half of what they should be
  • Fixed (potentially) car export of legacy car fails with lua error
  • Fixed competitor companies failing to use their latest line-up facelifts
  • Fixed Fuel Economy calculation seems to give wrong value
  • Fixed manual locker diffs being OP for drivability grip tests
  • Fixed a crash related to fuel economy calculations
  • Fixed dyno testing tab not updating the power torque graph scale
  • Fixed engine start/stop controls color for colorblind mode
  • Fixed 2-way cat efficiency always being zero in the dyno UI
  • Fixed issue with wheel size and MacPherson availability on 76_eu body variants
  • Fixed leaf spring suspension models not displaying in car designer
  • Fixed thumbnails of doorcars showing backface

[h3]Other Improvements[/h3]
  • Implemented [WIP] new emissions UI for detailed stats page
  • Implemented [WIP] gearing range limits for gearboxes (affected by quality)
  • Implement throttle response, TC, and ESC dependencies in drivability grip tests
  • Added tech pool cost estimation to sandbox and company manager tech pool UI
  • Tweaked factory addon times for earlier part unlocks
  • Update grip test choices for Drivability, Sportiness, and Offroad diff tests
  • Optimized cornering sim for car calcs and track calcs

[h3]BeamNG Exporter Fixes[/h3]
  • Mirrors, license plates, antennas, lights, interior pieces, and tow bars now don't contribute car body bounding box expansion anymore
  • Fixed default transmission missing in configuration files
  • Fixed CVTs having too small of adjustment ranges, causing wrong ratios being used
  • Disabled AWD and Differential DSE controllers
  • Lowered wheel stiffness
  • Lowered body stiffness
  • Fixed broken AMT and DCT transmission modes
  • Nerfed on-demand AWD
  • Implemented new Advanced AWD
  • Changed names of differentials to match Automation ones
  • Optimized mesh cleanup
  • Interior sound muffling now depends on interior choice, quality and weight optimization
  • Added internal recalculation of mesh bounding boxes


We're working on the next patch already and there is plenty more fixes and improvements to come.
Cheers!

Ellisbury Open Beta - Patch 1

With two and a half days of bugfixing since the big milestone update going into open beta, it is time for the first beefy patch in which we are addressing most crashes and some of the biggest other issues.

No time to waste, here is the full changelog for Patch 1!

[h3]General Fixes[/h3]
  • Fixed memory leak in dyno testing
  • Fixed several sandbox company techpool and UI issues
  • Fixed CVTs causing a lua error on the test track
  • Fixed shift times increasing with added quality instead of decreasing
  • Fixed the "speed mode" of individual gear ratio not converting to mph
  • Fixed fuel economy display value being wrong in car stats
  • Fixed inconsistency in power density reliability penalty calculation
  • Fixed bottom end parts not having correct addon requirements
  • Fixed issue with fixture mirroring in exports
  • Fixed missing keybindings categories in the settings menu
  • Fixed lua error switching to CVT while in detailed gearing mode
  • Fixed engine dyno power / torque graph scaling issue using hp
  • Fixed engine manager search bar issue
  • Fixed tread contrast slider functionality having unexpected behavior
  • Fixed issues differential art models
  • Fixed front diff not disappearing for RWD
  • Fixed RPM gauge saying x1000 RPM but then also showing up to 12000 RPM
  • Fixed intake & fuel systems not appearing correctly for various configurations
  • Fixed bore and stroke manual input throwing error with bad inputs
  • Fixed cross ply chunky offroad tires having varying tread colour
  • Fixed two strings gone missing in poster creations

[h3]Other Changes[/h3]
  • Implemented power distribution options for more center diff types
  • Deactivated emissions adaptation when no catalytic converter is selected
  • Updated drivetype AWD Clutch to be baseline 2WD
  • Added speed limiter setting to the advanced gearbox mode
  • Added back in 8-gear DCTs
  • Tweaked shift times for manuals and advanced automatics
  • Tweaked emissions compliance costs in campaign

[h3]Car Body Fixes[/h3]
  • Fixed unrestrained fender morphs on 50er and JD1974_50s car bodies
  • Adjusted available seat configurations on 94_jpn_alt bodies
  • Fixed 65_XMB_Hatch to be 3 door instead of 5
  • Adjusted 76_eu_hatch_s to fit 2 full rows of seats
  • Fixed 10sVillain Wagons in 2.8, 2.9 and 3.3m wheelbases to show as 5 door instead of 2

[h3]BeamNG Exporter Fixes[/h3]
  • Fixed broken light parameters
  • Fixed missing AMT powertrain
  • Fixed an error caused by using electric center differentials without TC or better
  • Fixed balancing mass parts being unavailable
  • Improved accuracy of exported total weight
  • Cleaned up mesh files by removing duplicate and unused vertices
  • Tweaked light parameters
  • Renamed "Force Unbreakable Fixtures" export parameter to "Merge All Fixtures"
  • Renamed "Fixed Fixtures" export parameter to "Weld Breakable Fixtures"

As we are releasing this one, we're working on the next patch already with plenty more fixes and improvements to come.

Cheers!

Ellisbury Update Open Beta Launch

After a short delay to squash a bunch of bugs found in closed testing, we are finally ready to share the first look at the hotly-anticipated Ellisbury Update with everyone!

A delightful vintage racer, by Lorraine

As the Ellisbury Update is entering into the open beta phase, this will be an opt-in event. You can opt in to the Ellisbury Update open beta with 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 dropdown, choose openbeta - Ellisbury Update Open Beta


Allow Automation to update, then launch the game!

Compatibility Note: All Sandbox Mode cars made in LCV4.2 will be compatible with the Ellisbury Update, but some minor adjustments to engines and transmissions specifically will be needed for them to perform at their full potential with the new update. All Steam Workshop mod content from LCV4.2 is fully compatible with the Ellisbury Update.

The stylish lightbar of BarthoNavarro's futuristic compact wagon looks on.

Ellisbury Update Opt-In Beta Changelog


[h3]Car Designer[/h3]
  • Added companies to Sandbox mode, and implemented techpool for Sandbox mode
  • New body variants: 469 new or updated and improved car bodies in 8 families
  • Complete overhaul of transmissions, including (optional) full player control over gear ratios
  • Complete overhaul of differential behaviour
  • New, more flexible all-wheel drive system choices and re-worked behaviour
  • Added CVTs and sequential gearboxes
  • Complete overhaul of fuel economy calculations for real-world-like fuel consumption testing
  • Added toe adjustment for suspension tuning
  • All-new test track screen, with the ability to follow your car around the track
  • Added the Ellisbury track, with Tri-Oval, Grand Prix, GT and Junior track layouts


The new Ellisbury track.

[h3]Engine Designer[/h3]
  • Complete revamp of engine block and bottom end, including up-boring and new interactions
  • Engine power density mechanic added
  • Engine emissions calculations completely overhauled, reflecting real-world test cycles
  • Added several graph options to help players visualise engine emissions and efficiency performance
  • Improved accuracy of catalytic converter behaviour, added pre-cats options
  • Complete overhaul of engine dyno, new gauges, more info and full control of load and RPM
  • Lots of new and improved engine artwork


The new engine dyno at work, showing all of the new information and emissions stats.

[h3]Poster Mode[/h3]
  • With fully user-configurable and moddable layouts to create your own car posters

[h3]Campaign Mode[/h3]
  • Added Sankey charts to allow players to see competitors and visualise sales and market flows
  • More dynamic AI companies now use techpool and production quality properly
  • Countries now have techpool offsets to better reflect local conditions
  • Reliability is now an important factor in desirability calculations


This rally-inspired hot hatchback by Azka looks ready for anything!

[h3]BeamNG Exporter[/h3]
  • Added new camera display widget to control custom camera locations for exported cars
  • Fixed decal discolouration and LOD issues in exported cars
  • Many fixes and updates to materials in exported cars - carbon fibre is now fixed too
  • Improved exporter’s ability to handle anything edited with the Advanced Trim Tool
  • Implemented electric centre differentials
  • Rebalanced tire parameters
  • Added "Fixed Fixtures" export parameter. Breakable fixtures immune to breaking but can collide
  • Implemented drivetrain friction
  • Active dampers and sway bars now export
  • Body weight will now be adjusted for added light and fixture weight (to a point)


LS Swapped Rx-7 brings us this ten-star car build!

[h2]What's Next?[/h2]

The immediate task at hand for us is to take the vast amount of questions, comments and inevitable bug reports generated in the open beta phase. We'll provide regular patches working towards the full public release. After an inevitably busy first one or two weeks, our team will start to partially shift some focus toward the second milestone of the Supercharger Update, the Al-Rilma Update. More news on that in the not-too-distant future!

Cheers!

Catch us again later, much like Oreology's custom street racer!