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Automation - The Car Company Tycoon Game News

LCV4.2.10 Hotfix

A quick hotfix for some issues that popped up in 4.2.9, as well as a bigger update to the BeamNG Exporter.

[h3]General Fixes[/h3]
  • Fixed various issues with undo / redo system
  • Fixed fixture UI not clearing when displaying rim category
  • Fixed issues with switching between fixtures with < and >
  • Fixed a few fixture materials being identical
  • Fixed fixture reflectors being turned on by default
  • Fixed invisible headers on V6 transverse engines
  • Fixed taillight fixtures having names
  • Optimized car saving times

[h3]BeamNG Exporter Changes[/h3]
  • Added ability to export all fixtures as unbreakable (will break wings until the new model is added)
  • Added "Additional Modification" slot for better mod support
  • Changed wheel / suspension hierarchy
  • Changed fuel tanks to spawn full
  • Fixed ESC options not exporting
  • Fixed 4x4 toggle not working
  • Fixed some metal materials missing their export parameters


Let us know of any issues you encounter.
Cheers!

LCV4.2.9 Patch - Open Alpha

We've continued to hunt down various bigger issues that were plaguing the opt-in alpha and have been able to fix over 30% of remaining crashes with this patch. Due to larger rewrites that were necessary, 4.2.9 has seen a little bit of a delay, but that comes with other content being added in too!

Tuners now will have to do without magic twin-scroll powers... by Mikonp7 & Smons

[h3]General Fixes & Improvements[/h3]
  • Implemented a completely new undo / redo stack system which has much better performance
  • Implemented an Active Mods overview in the main menu of the game
  • Added front and rear wheelbase offsets to move axles via advanced trim settings
  • Improved fixture UI speed & switching fixture speed on high-fixture count cars
  • Improved performance of fixture saving to lua, especially on high-fixture cars
  • Improved loading logic for bodies / fixtures to not get stuck when Steam doesn't report back
  • Changed AWD power split default settings to be more usable out of the box
  • Rebalanced engine family head vs. top end tab option costs ET, PU, M$
  • Fixed top end tab quality being for free when VVT None was selected
  • Fixed seat body filters allowing over-scroll with mouse wheel
  • Fixed an occasional crash coming from turbos producing NaN data
  • Fixed a hard crash related to market calcs when dragging family capacity sliders for a bit
  • Fixed reverting a held car after changing the body resulting in a scrunched car body
  • Fixed mirrored text fixtures not exporting to BeamNG

[h3]Turbo Fixes[/h3]
  • Fixed turbo failure states not working correctly
  • Fixed twin-scroll turbo performance typo giving it magic powers
  • Fixed issue in calculations handling massively mismatched flow vs. turbo flow
  • Fixed smart boost functionality producing weird, non-optimal results in early spool
  • Added fuel system (pressure) and headers (temperature and pressure) curves to graphs
  • Minor adjustments to turbo tooltip texts

[h3]Content & Art[/h3]
  • New 1993 unlock car bodies
  • New 1988 unlock car bodies
  • Many, many new rims, former JohnDoe1974 mod
  • Touch-up/remake of the Mako car bodies
  • Deleted name labels from most recent headlight and indicator additions
  • Added intercooler and intercooler pipe connector fixtures
  • Fixed issues with Boxer configuration intakes
  • Fixed non muffled V and Boxer engines not connect their exhaust pipes in single exhaust config
  • Fixed some adapters not getting painted if they are not part of engine head
  • Fixed fixture stamping issues on 65_XMB_Hatch

[h3]Modding[/h3]
  • Fixed generating car thumbnails generates red rims
  • Fixed not being able to create rim preview files


Another big changelog for this update, and yet so much more to work on. We're continuing to to fix things up and add the remaining features until the 4.2 version arrives at a beta stage. Campaign is back up and running in our internal builds, so quite a bit of progress is being made behind the scenes too!

Please keep posting your helpful reports of various issues you encounter. :)
Cheers!

LCV4.2.8 Hotfix

We think we got to the bottom of the big remaining issue of fixture merging and fixture nuking! In this patch that should be sorted, along with a few other nice additions and fixes.

[h3]Improvements & Additions[/h3]
  • Cleaned up, remade, improved, or otherwise fixed, all custom paints
  • Implemented header and fuel system flow dependencies into the turbo calculations
  • Implemented separated turbo and header temperature resistances
  • Added header melting failure state
  • Added calculation (turbos) for how fuel evaporation cools of the intake charge
  • Tweaked VGT turbo range to be shifted a bit towards higher flows
  • Improved graph data loading performance

[h3]General Fixes[/h3]
  • Fixed cross-car fixture merging
  • Fixed rapidly saving .car files causing fixture nuking
  • Fixed fuel selections not updating engine results when changed
  • Fixed AKI fuel view showing tuned fuel octane to be -5 by default
  • Fixed catalytic converters being able to run with leaded fuel
  • Fixed held engine not showing previous engine config in power & torque graphs
  • Fixed fender morphs on all 08_us_ body style variants
  • Fixed 70sCoupe02Convertible being hidden inside it's model and multiple issues with it


We've started working on bringing back the campaign for the advent of the open beta version, but there still are many other little and big things to get done as well.

We'll continue a steady flow of patches until that no longer is the case. :)
Cheers!

LCV4.2.7 Hotfix

A small patch with fixes, including the materials issue, and some goodies, including the race tubular header art for turbos.

[h3]LCV4.2.7 General Fixes & Improvements[/h3]
  • Added art for turbo race tubular manifolds [WIP]
  • Added options to custom paints for relative and global texture scaling
  • Remade the V60 MPFI / DI manifolds
  • DRLs now have a toggle button and brightness slider in light controls UI
  • Fixed issues with material / paint selection menus
  • Fixed highlights on top of shiny objects in photoscenes with the overcast time of day
  • Fixed photo scene having excessive bloom by default
  • Fixed balance shaft setting being sticky on changing of engine configurations
  • Fixed the model year not updating the stored engine year which resulted in weird engine years
  • Fixed scaling fixtures along the car axis resulting in a snap to center
  • Fixed car light sliders defaulting to 0, they initialize with a value of 50


We are still hunting for the car fixture merging bug, that is currently highest on our list of priorities.
We're aiming for another patch towards the end of the week!

Cheers

LCV4.2.6 Patch - Open Alpha

Lots of important fixes, tweaks, and some new features are coming at you in this latest update to the opt-in alpha of the game.

If you want to check it out and have not opted in yet, you can do so by right-clicking the game in your Steam Library, choosing Properties, Betas, and select the openbeta - 4.2 alpha testing branch.

Making the underlying NA torque curve visible is surprisingly useful. Also... twin-scroll!

[h3]General Fixes[/h3]
  • Game engine got updated to its second patch version, UE4.27.2
  • Decreased game launcher height so it fits on smaller resolution screens
  • Fixed possible way to fixture nuke two cars simultaneously with undo and cause "jello cars"
  • Turned off the export cars button from the pause menu as it is a suspected source of car nukings
  • Fixed fixture state that can result in destroying fixture positions on body morphs
  • Fixed fixture conforming to the car while it is being dragged around costing lots of performance
  • Fixed fixture text not respecting the 3D mode non-conforming
  • Fixtures no longer cut out seams that they are placed over
  • Fixed cases of extreme bloom when using minimal bloom settings
  • Fixed not being able to turn off motion blur in settings
  • Fixed engine family quality slider not updating engine stats if the engine is in a car
  • Fixed every engine supposedly needing Magnesium Works
  • Optimized competitor lookup performance
  • Added some logging to help debug a start up crash
  • Big performance increase for high-fixture-count cars

[h3]Gameplay[/h3]
  • Fully fleshed out stats for the various intake options
  • Tweaked intake flow limits and made compact intake more viable
  • Tweaked cam progression tfor more usable range, cam 0 is now = 15, 100 still is = 120
  • Reduced quality effects on baseline NA torque to make more realistic Nm/L figures
  • Fixed entertainment weights being way too high
  • Tweaked all fuel system prices
  • Added a dashed "base NA equivalent" line to the power torque graph for turbocharged engines
  • Tweaked flow reductions of all muffler types and catalytic converters
  • Fixed loudness inconsistency in intake options

[h3]Turbos[/h3]
  • Added twin-scroll turbos
  • Added race tubular turbo headers option (graphics not in yet, but next patch!)
  • Added much more cam dependence into turbo spool point
  • Revised intake & header resonance effects to be more realistic
  • Revised spool behavior based on turbo size
  • Tweaked compressor map progression to not require as much quality for modern turbos
  • Tweaked turbo AR ratio progression with Tune slider

[h3]Design, Art, Content[/h3]
  • Added a ruler fixture for all your measuring needs
  • Fixed engine bay sizes on 11_Eu_Super families which were too small
  • Fixed body material issues with 10scoupe02large and 10scoup02_large_convH
  • Fixed 10sCoupe02 Series and 00s_Van_Lowroof that got corrupted for 4.2.4
  • Fixed custom paints having incorrect sizes when applied to scaled fixtures
  • Fixed very poor performance of Desert Gas Station photoscene
  • Fixed extreme light strength in reflections in Modern Studio by default
  • Fixed a bunch of weird / inconsistent seat row limitations for various car bodies
  • Fixed cloth paint material scaling incorrectly with different objects

[h3]Modding[/h3]
  • Updated SteamWrosk SDK to 1.52 and addressed a startup crash
  • Fixed numberplate material missing from SDK tools
  • Added Steam workshop / exporter categories for rocker covers, props, and custom paints


Loads of issues and features to work on still before a beta, but things are coming together nicely and the alpha is becoming more playable... and hopefully enjoyable... with every patch.

Thank you to everyone helping out by reporting issues!
Cheers