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Automation - The Car Company Tycoon Game News

Patch B200117+ [public] & Development Outlook 2020+

[h2]Update Patch B200130 & B200131 & B100203[/h2]
We just released a new patch that should be the final one for LCV3.7. We're now switching over to the new game engine version in our dev build and finish implementing the remaining features for the LCV4.0. This build is now on the default public branch! :) Here is the full changelog of the recent patches:

[h3]B200203 Fixes & Improvements[/h3]
  • Made engine friction progression for exports non-linear to fix many engine lock-up issues
  • Fixed sandbox top bar year-change prompts to only open once


[h3]B200131 Fixes & Improvements[/h3]
  • Made car section of photo manager collapsable when no car is selected
  • Added button to replicate hitting Tab when no vehicle is selected in photoscene
  • Improved engine fit widgets to better work with new engine bay size calculations
  • Improved engine bay clearance warnings to be more specific
  • Fixed empty white warehouse not loading in photo mode
  • Fixed screenshots not saving and 4k screenshot taking crashing the game
  • Fixed engine headers not glowing with high power output


[h3]B200130 Fixes & Improvements[/h3]
  • Improved engine bay size and fitting calculations
  • Improved state tooltips on trim and variants in campaign project managers
  • Improved engine friciton and inertia for BeamNG exports
  • Added ability to disable blur & transparency for improved performance on potatoes
  • Added option to ignore / enable design warning flasher items
  • Added demographic description to markets demographic tooltips
  • Added ability to open .car export folder when exporting .car files, file selected
  • Added mechanic of checking how close an engine is to the engine bay walls
  • Added display of hand-made / limited production flags in text form for item lists
  • Removed mid transverse AWD as it doesn't make sense
  • Limited lastest campaign starting year to 2019 instead of 2020
  • Fixed gearboxes and drivetrain items not exporting to beam
  • Fixed engine bay size widget being visible when collapsed through UI
  • Fixed intake tooltip's service cost being coloured backwards
  • Fixed engine project manager's markets button for opening markets screen
  • Fixed engine description widget not correctly loading data in some locations
  • Fixed light truck monocoques being able to have mid and rear engines
  • Fixed the bypass valve option also bypassing catalytic converters
  • Fixed turbos not glowing on one side of V engines
  • Fixed turbos overheating for BeamNG exports
  • Fixed FWD transmission mesh actually being the AWD mesh
  • Fixed some material slots on Taillight_10 not being editable



[h2]Original Post, Patch B200117[/h2]

Happy new decade! :) We just released a new patch for Lite Campaign V3.7 that addresses an assortment of bugs and adds a few pieces of content. You can find the patch log below. At this point we're on track for the first LCV4.0 release coming into open beta in early February.

Note for AMD GPU users: The recent driver incompatibility issues with versions 19.12.2, 19.12.3, and 20.1.1 have been resolved with version 20.1.2, update to the latest optional drivers and any startup issues linked to that should disappear.

A little bubble car brought to you by nacho.

[h2]Development Outlook 2020+[/h2]
In a recent video we show our development outlook for 2020 and beyond. You can check it out here:
[previewyoutube][/previewyoutube]
The summary of our timeline is as follows:

[h3]Lite Campaign V4[/h3]LC V4.0 Factory Improvements (Coming in February)
LC V4.1 New Sales Model
LC V4.2 Turbo Revamp

[h3]Lite Campaign V5[/h3]LC V5.0 Superchargers & Engineers
LC V5.1 Improved Competitors
LC V5.2 Prototyping & Limited Production

[h3]Grand Campaign V1[/h3]GC V1.0 Multiplayer & Big Map

Our FAQ covers most of the common questions regarding what will be in those updates and in Automation 1.0 in general, have a look!

[h2]B200117 Changelog[/h2]
  • Added factory screen dedicated to selection of what to produce in it
  • Added factory side and addon requirements to engine bottom end item tooltips
  • Improved factory size and addon requirement tooltips for item lists
  • Made sales decrease linearly with lower than 100 competitiveness instead of quadratically
  • Improved synergies / familiarity between safety packages (requires new save)
  • Improved synergies / familiarity between engine configs (requires new save)
  • Body mophing fixtures are now mirrored by default
  • Four new car bodies have been added
  • Game launcher now detects if required Media Feature Pack is installed
  • Fixed demographics scores being weird when switching cars in sandbox
  • Fixed Inline 5, Boxer 4 & 6 engines giving magic octane requirement reductions
  • Fixed engine bay issues with generated cars
  • Fixed blank vehicle name text box in the BeamNG exporter screen
  • Fixed 5V valvetrain being selectable or listed before it should be available
  • Fixed tooltip for comparison to top competitors being worded wrong
  • Fixed tooltip for rear suspension type having compactness go the wrong way
  • Fixed 71 melting body to not do that anymore
  • Fixed issue where changing engine year would unexpectedly jump to 2012
  • Fixed changing year in sandbox not always being saved properly


Exciting times lie ahead for Automation players! Thank you for your continued support.
Cheers!

Lite Campaign V3 Patch 7 (Public) [B191218]

The latest version of LC V3.7 is now out on the public default branch. All previous hotfix patch notes are still down below!

Note for AMD users: The current recent graphics drivers 19.12.2 and 19.12.3 are incompatible with Automation. If you run on those you need to update to driver version 20.1.2 or later to be able to start the game.

Automation and the Lite Campaign V3 (LCV3) just got its next big update released with LCV3 Patch 7. If you were part of the openbeta you can now opt out again if you so wish and have the same version as everyone else.

The Climber Cup500 by nacho.

The massive change log is included down below and only contains the most relevant and visible changes. After almost a month of additional polishing in open beta, this version is now ready for you all to play and hopefully enjoy. The Patch 7 milestone marks the final LCV3 update before we take on the development of the LCV4 and the first part of the Forced Induction Revamp (the turbo revamp).

The Rigore Vulnair 530 by titleguy1, showing some solid Photoshop skills, too!

This update includes a lot of UI changes that will make the game more pretty, intuitive, and user friendly… everything is relative of course, we got a ways to go on that. Most of the LCV3 UI now has been implemented to the point where missing items are due to missing features that will come with the LCV4 milestone and beyond.

We think the lite campaign is now in a much better state to also be played by non-veterans of the game. Of course the campaign is not easy because of how complex Automation is and how incomplete and unfinished other parts of the campaign are in some aspects. You can definitely give it a go and see, let us know what you think, we’re looking for general and specific feedback regarding the UI, its flow, and usability. What descriptions are unclear or missing?

Please post your feedback and any bug reports in this thread:
https://steamcommunity.com/app/293760/discussions/2/1660068911654529460/


B191120 Changelog Summary
Optimizations
  • Optimized performance of calculations throughout the game
  • Changed garbage collection settings and fixed leak in lua sqlite wrapper
  • Various optimizations to UI loading, tooltips, and other UI aspects
  • Optimized car body mesh and normal calculations, reduced mesh data duplication
  • Improved ray-casting for fixtures to better cope with (literal) edge-cases
  • Added resolution selection to graphics options


UI Changes & Additions (Visuals)
  • New transparent UI look and new main menu structure
  • Engine designer and all engine project related items are now themed blue
  • Added graph fill area feature and graph dashed lines
  • Improved line drawing code for graphs
  • Made various UI items more obviously clickable, like demographics and paints
  • Improved the research and development UI aesthetics
  • Made numbers in font monospaced for improved readability


UI Changes & Additions (Gameplay)
  • Updated designer UI flow in campaign to make it more like sandbox
  • Added tons of tooltips, info texts, and descriptions to UI
  • Dynamic locking of designers in campaign depending on project state
  • Reworked the campaign setup screen(s) with more options and info
  • Unified and tidied up the sign off screens for cars and engines
  • Added competitiveness & affordability history graph to the calendar
  • Added various sales, revenue, affordability, and desirability heat maps
  • Added production related graphs to gauge factory performance
  • Implemented context menu for saving, save as function, and save confirmation
  • Made markets panel update with month ticks to be able to see how things change
  • Made engineering time numbers floor correctly to first decimal


Gameplay Additions / Changes
  • Added loan calculations and project-specific loans
  • New main hub calendar automatic stock controller
  • Better AI car generation for campaign and improved competitor cars
  • Campaign score is now calculated in a more in-depth way
  • Added engineering familiarity to the last items that are missing them
  • Reworked how dealerships affect awareness levels
  • Demographic competitiveness now affects awareness levels
  • Added effect of company reputation and company prestige
  • Rebalanced the stats of different seating layouts
  • Family designer is no longer locked when there is more than one variant
  • Engineering pressure slider now negatively affects reliability
  • Added ability to view finished campaigns without progressing time
  • Added ability to in-/exclude various project costs in the sales margin of a car
  • When regions unlock, they automatically activate for all car projects
  • Rebalanced recommended tire widths to be more reasonable in early years
  • Added a new project warnings and more hub news items
  • Allow engine fit widget dimensions to show numbers above 100%
  • Added ability to see average Top 3 competitor car stats in demographics


Art & Content
  • Added / remade many car bodies, with 60+ new / reworked body variants in total
  • Made plenty of fixes to existing car bodies and their stats
  • Reworked and improved the turbo piping system
  • Lighting fixes for various photo scenes
  • Fixed car smearing on trailing edge of motion blur in photo scenes
  • Improved car placement on the design room stand
  • Hooked intercooler slider up to change its mesh
  • Fixed Twin DCOE on inline 5 showing as 3 DCOE
  • Added 1 DCOE to boxer 4, added 1/2 DCOE to boxer 6
  • Enabled 1brl eco carbs on boxer 4s & boxer 6s


Some Notable Fixes
  • Fixed a major, long standing bug in demographics calculations. This caused almost all special demographic desires to always score the maximum points, implying that "everything is a pony car" because that 0.6L engine scored as highly as the 8L V12 in terms of capacity. This means demographics distinctions are now working as intended.
  • Fixed shifts for inventory making the factory work harder than max shifts
  • Fixed familiarity not being saved correctly for entertainment, safety, and others
  • Fixed scenario year being changeable
  • Fixed side stats to color fuel economy changes correctly for mpg and km/L
  • Fixed lots of instances where integer year data was used instead of float year data
  • Fixed tire width being converted for US conversion on tooltip, now stays as [mm]
  • Fixed traction control not working correctly in campaign, having no effect on stats
  • Fixed mouse buttons 3 & 4 not making designers go forward/backward consistently
  • Fixed how the game handles custom Windows DPI settings
  • Fixed issues with fixtures being placed along the car's centerline
  • Reworked and fixed aspects of the forecaster functionality
  • Fixed 60 degree V8s availability to when V6s become available
  • Fixed exhausts not connecting properly when using several exhausts for BeamNG exports
  • Fixed BeamNG car exporter not working from campaign



B191217 Hotfix 8
  • Fixed stats side panel not showing correctly in variant design
  • Fixed engine tests not showing how the engine revs on the graph
  • Fixed engine renaming not accepting input once enter is hit
  • Fixed factories not shing names of engine variants to produce
  • Fixed ordering in calendar to have latest model on top
  • Fixed process slider in engineering always reseting to 50 when facelifting
  • Fixed growth data in markets tab always being 0 when starting in later years
  • Fixed issue with .car file export filename
  • Fixed scenario ride height being broken
  • Fixed scenario items not auto-disabling
  • Fixed the wrong engine graphs showing in scenarios
  • Fixed graphs not updating when collapsing/opening scored stats in scenario
  • Made scenario demographics always show score


B191216 Hotfix 7
  • Added loading spinner to car forecaster
  • Added a 'previous value' difference data field to the engineering values
  • Improved logic behind renaming. Should fix instances where names could be reset
  • Fixed engine, gearbox, and drive train not being invisible when engine doesn't fit
  • Fixed wheels poking out of the car before reselecting the trim body/morphing
  • Fixed issues with held stats related to competitors
  • Fixed factory deletion from factory manager screen
  • Fixed factory deletion when exiting un-confirmed factory built through factory manager
  • Fixed engine scenario showing the wrong graphs
  • Fixed changing model body not changing engine bay until something else is changed
  • Fixed engine size checks not running when a car calculates, issues with graphs & fitting
  • Fixed rims not showing when they are selected
  • Fixed campaign photo mode showing sandbox cars when selecting another car to spawn
  • Fixed double-clicking car and engine project sign off causiong blurred screen
  • Fixed braking graph to show Time on X axis instead of speed
  • Fixed crash of 'Deleting Trim Slots' from the campaign manager
  • Fixed issue with game resolution selection process
  • Fixed minor issues with units on graphs


Hotfix 7 BeamNG Exporter Changes
  • Changed automatic gearbox aggressiveness parameters
  • Increase durability of pistons, cylinder walls, etc. to withstand higher boost
  • Added backfiring to cammy cars that run rick AFRs
  • New torsion type beam to make swaybars translate better to BeamNG
  • Reduced friction on metal to the same coefficient used by normal BeamNG metal
  • Various material tweaks for BeamNG's latest changes
  • Ability to tweak toe angles in tuning menu
Thanks to RapidKebab for identifying and helping with some of these issues.

B191209 Hotfix 6
  • Fixed family selection mode of car bodies being one line, instead of a full screen of bodies
  • Fixed the position of the car editing camera in the 2010s scene
  • Fixed the failing of closing a database causing issues with opening a new database
  • Fixed engine projects getting locked out when they're set to be ready to be signed off
  • Fixed main menu being broken after a series of specific actions
  • Fixed variants not automatically being added to factories when cloned from the car designer
  • Fixed 10sFull_Cor_cabrio being the wrong model year, was 2005, now 2007


B191207 Hotfix 5
  • Added prompt for deleting a trim slot before destroying the trim
  • Added prompt for unticking a trim, telling you it is going to wipe it
  • Added ability to open any trim in designer from car projects manager
  • Created WIP company museum for opening old trims (just for that functionality)
  • Ticking on an engine appends "Replacement" instead of clone
  • All trims now auto-tick when making a facelift
  • Variant and Family names now autofill in sandbox new engine prompt in car designer
  • Decreased loading time when selecting a model body (loading the bodies still takes ages)
  • Cleaned out 2GB of unused assets from the current install
  • Fixed campaign breaking bug when loading another campaign in same play session
  • Fixed major bug where paint UI would stop working when entering photo mode
  • Fixed sandbox top-bar engine prompts not opening over manager UI
  • Fixed selecting a model body would cause a recalculation never completed
  • Fixed issue with .car export with special characters like \
  • Fixed target demographic selection UI not showing the current date
  • Fixed custom refresh rates always resetting back to 120hz
  • Fixed the country unlock years in the new campaign advanced mode screen not updating
  • Fixed alignment & added Tick button to close R&D screen
  • Fixed scrollbar not working for trims overview in project


B191204 Hotfix 4
  • Improved lighting in 2010s design room
  • Fixed major issues with 0000's design room
  • Fixed bug where exhaust end nodes would export near/under ground level to BeamNG
  • Fixed ordering of campaign car / engine projects and factories, newest first where possible
  • Fixed sandbox car and engine managers now defaulting to ordered by newest first
  • Fixed engines-in-project list to not blink / show wrong tooltip when all is fine
  • Fixed hub calendar to not lose trim production info when minimizing models
  • Fixed not being able to delete the most recent save from campaign that was just quit
  • Fixed undo changes button in advanced paint UI not working
  • Fixed fuel types on engine project screen being backwards (leaded vs. unleaded)
  • Fixed issue with engine engineering not updating after changing the engine in a car


B191129 Hotfix 3

[previewyoutube]https://youtu.be/DIpEwrq8hpQ[/previewyoutube]
  • Rebalanced tire width and engine bay width for most bodies
  • Added new "0000s" design room, for best performance on low end PCs
  • Added new 4th engine selection control to replace instead of just cloning a variant slot
  • Added hotkeys for camera control in designer, WASD
  • Added prompt to tell you that you have unapplied graphics settings when closing options UI
  • Added default autofill for engine selection UI with existing engine names or automatic name
  • Added more spacing to text in textboxes to make them more readable. (i.e top bar)
  • Added list mode to sandbox engine selection UI
  • Improved paint pallette and slider fidelity
  • Increased contrast of datafield slider gray in item comparison tooltips
  • Fixed engine family stroke changing values despite being locked in
  • Fixed issue with sales calculations giving access to much larger than possible markets
  • Fixed company prestige and reputation skyrocketing to extreme numbers
  • Fixed issue where just-unlocked demographics supposedly had massive potential revenues
  • Fixed issue with adding too many trims / variants to a factory, giving zero efficiency
  • Fixed current factory shifts being in the wrong column for factories
  • Fixed campaign starting cash vs. difficulty score multiplier inconsistency for 50 million
  • Fixed new campaign easy setup mode not scaling with screen size
  • Fixed old variants / trims not being cleared out of factories properly, causing issues
  • Fixed graphics menu not resetting when closed
  • Fixed engine sorting in sandbox not working
  • Fixed blur not going away when closing settings menu opened through photo scene UI
  • Fixed turbo glow being a bit borked
  • Fixed issue with demographic tooltip for a demographic that just unlocked
  • Fixed issue with campaign setup UI in advanced mode for engine tech being too tall
  • Fixed some turbo placement issues on boxer engines
  • Fixed right-click not working on body filter settings anymore to deselect all the others
  • Fixed accessibility controls UI panel for camera controls
  • Fixed slider centers from turning red/blue sometimes


B191122 Hotfix 2
  • Improved handling of loading old cars that have updated bodies
  • Improved stability of loading mod bodies
  • Fixed engines not updating stats in sandbox and behaving strangely
  • Fixed facelifts not working properly in campaign, made system more solid
  • Fixed engines not showing up when selecting existing engines from engine manager
  • Fixed engines not showing when 'creating new variant in existing family'
  • Fixed issue with rim size changes not updating car calculations
  • Fixed factories not being possible to rename, changing back to their default name
  • Fixed turbo engines without an intercooler not providing any boost
  • Fixed turbos spawning in weird places the first time you build a turbo boxer
  • (Potentially) Fixed exhausts scraping the ground in BeamNG or being ripped off instantly
  • Relit all the 'Mirror' photo scenes to fix some issues. They are super pretty now!
  • Top bar now flashes pause/play button when paused in campaign
  • Campaign top bar now hides time controls when not relevant
  • Tweaked margin increase per month to be more aggressive at sales start
  • Removed the blue ball from the Isle of Skye... no sheep were harmed


B191121 Hotfix 1
  • Fixed car mods not working anymore
  • Fixes various issues with engines in sandbox not working correctly
  • Fixed framerate issues in photo scenes and design rooms
  • Fixed the larger of the two new not-Falcon body morphs
  • Planar reflections now adjust with quality settings, full quality when taking photos
  • Added day-night cycle to Isle of Skye photo scene



Little Dev Update: 14. November 2019

We've been hard at work to polish up this version and it is really coming together nicely. So nicely in fact that we're planning to get this final LCV3 version ready for you to try out in the opt-in openbeta branch early next week.

The 1984 Lafayette Mark IV Executive Sedan by Mat.

To see part of what is coming, feel free to check out the two latest Little Dev Update videos:

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]

Another thing worth checking out is a recent Q&A with Killrob, giving some in-depth answers to a few interesting questions.

[previewyoutube][/previewyoutube]

We'll notify you next week once the new patch goes live on the openbeta branch.
Cheers!

Little Dev Update: 26. September 2019

In the past few weeks we've been working on improving the campaign flow and usability. Also a lot of effort has gone into the underlying backend structure of handling of car and engine projects, making them more solid and in turn less crashy... or that is the end goal! :)

A quality Archanan design by Yangx2.

The UI still needs work of course, but in this Little Dev Update video we are showing off some of the new UI features coming to the LCV3.

[previewyoutube][/previewyoutube]

We expect the open beta for Patch 7 to start in the next few weeks. Most new features for Patch 7 are implemented and now we're polishing things up.

Cheers!


LCV3 Patch 6 Public Release (B190807) [public] +Hotfix P2

Hotfix P2 B190807
  • Updated trim & engine side-stats aesthetics and logic to better fit new UI style
  • Trim side-stats now can compare to average of the top 3 competitors
  • Added post processes to animatics
  • Added tooltip to animatics button to show a car must be selected
  • Added unit & unit conversion to wheelbase on car body tooltip
  • Added pause/stop keyboard shortcuts to animatics. (ESC and SPACE)
  • Fixed being able to select & move cars while an animatic is running
  • Fixed being able to move photo scene camera while an animatic is playing
  • Fixed Animatics not rendering for certain screen resolutions


Hotfix P1 B190806
  • Fixed 2010s design room not being able to make a new campaign
  • Fixed issue with mp4 animatic saving


https://www.youtube.com/watch?v=DczrJODQEzA
The next big patch for the Lite Campaign V3 version of the game is now available on the public default branch. Note that you can opt in or out of the openbeta branch by right-clicking the game in your Steam Library, Properties, Betas, select the openbeta branch and let the game update.

What game is this, looks awesome?! Presented by nacho.

In this big patch we have many important fixes and quite a few cool new features too! It certainly does feel quite a bit different with the updated UI look. If you were part of the openbeta, you find the latest changes below listed under Hotfix 5.

MGR_99's version of the Merano Titus in full motion in the updated photo scenes.

For those of you who have not been part of the openbeta, here is a quick summary with the biggest changes:

B190805 Big Changes & Fixes
  • New simplified and performance optimized UI look (still WIP)
  • New car and engine design rooms selectable from the car manager
  • Added ability to place several cars in a photoscene
  • Fixed various memory eating crashes in Engine Designer
  • Option for intake models on engine to show in the car, export to BeamNG
  • Added photoscene animatics, can be rendered out as .mp4
  • Plenty of campaign UI improvements
  • Lots of general optimization and bugfixes
  • New car bodies, fixtures, and plenty of fixes


From here we're going to continue to improve the campaign to make it more playable for people who don't know it inside out already. This current patch goes some way towards that already by making it more solid - so you don't have the feeling you need to walk on egg shells. Although there sure is a lot more work to do on that.

Please note any bugs you encounter in the LCV3 bug posting thread:
https://steamcommunity.com/app/293760/discussions/2/1842440600597495047/

Of course we'll also continue to add new planned features to the campaign, inching it closer and closer to having a grand campaign mode.

Thanks to all who reported issues during the openbeta of this milestone update!

Let us know what you think. :)
Cheers!



PS: For the complete list of other changes, check out all that stuff below!

B190805 Hotfix 5 General Fixes
  • Animatics now can be saved out as .mp4
  • Fixed engine holding causing UI to lock to first panel
  • Fixed a campaign crash related to safety regulation
  • Fixed 70sBL20-35-2dr cargo size (still needs new thumbnail)
  • Fixed issues with 10sSedanLarge_Ute, 60sSedan04Med_Ute coloring
  • Fixed truck bed becoming invisible for 10sSUVHuge02_Ute
  • Fixed rare crash occurring in the photoscene
  • Fixed Scored Stats not appearing in car scenarios at the start
  • Fixed engine not fitting warning in scenarios when you don't have an engine yet
  • Added the faster "Most Gear" animatic back, slower version now "Low Gear"


B190802 Hotfix 4 General Fixes
  • New photoscene feature: animatics frame by frame rendering to .avi
  • Added auto-focus to photoscenes
  • Improved appearance of engine bore/stroke widget
  • Design room choice now save between sessions.
  • Fixed car preview images being at a weird angle
  • Fixed issues with mirrors not attaching correctly


B190801 Hotfix 3 General Fixes
  • Fixed photo mode in campaign incorrectly loading cars
  • Fixed rapidly clicking the Delete Campaign Save button causing multiple popups
  • Fixed engine deletion prompts opening behind "add variant to trim" popup
  • Fixed and made common the engine thumbnail generation camera angle in both levels
  • Fixed conflicting body IDs, fixes some body selection bugs, may break some old cars
  • Fixed wing mirrors in 10s scene looking much darker
  • Fixed issue in canal photoscene displaying wheels incorrectly


B190731 Hotfix 2 Improvements
  • Updated game engine to 4.21.2 (previously 4.21.1)
  • Engine mixed material reliability penalty now also considers bank length
  • Improved the appearance of the car and engine visibility widgets
  • Add photomode button to campaign car manager
  • Added an "open BeamNG export folder" button to the exporter
  • Cleaned up car manager trim buttons and functionality
  • Readded missing 60s Mid Engine Americana bodies
  • Changed top competitiveness averaging to be done on top 3 instead of top 10
  • Added an 'orbit' animatic that spins around the selected car
  • Removed weird test animatics
  • Extended camera tilt range from (-45 to 45) to (-90 to 90) in photoscenes
  • Slowed down all animatics by at least half
  • Made tyres prettier (better texture tiling, nicer shading in tread)
  • Lighting, texture and post proccesing tweaks to improve 2010s Design Room
  • Sandbox now saves design room preference


B190731 Hotfix 2 General Fixes
  • Disabled markets button on campaign setup screen (would crash game)
  • Fixed campaign freezing after pausing any trim's production
  • Fixed paint screen first showing a "Performance" button that does nothing
  • Fixed duplicate GUIDS causing fixtures to replace each other
  • Fixed GameVersion UI being squished in exporter
  • Fixed fog acting weird on wheels in photoscenes
  • Fixed wheels being super dark in the white mirror photoscene
  • Fixed the demographics for the trims in the engineering tab sometimes showing as zero
  • Fixed "driver detection error" warning in game launcher
  • Fixed list of engines in engine manager selection not being scrollable
  • Fixed issue with demographics (un-)pinning inconsistencies
  • Fixed you being able to change rim size before choosing tyre type
  • Fixed entering and exiting settings menu in designers locking panels
  • Fixed the 10sTrocc_SWB_RC_Comp_BP_Thumb has a weird broken thumbnail
  • Fixed brake callipers being mirrored on the left side of a car


B190726 Hotfix 1 General Fixes
  • Fixed blur effect affecting car desiger
  • Fixed all demographics penalties not showing correctly on market UI
  • Fixed issue with production / sales margin freezing when scheduling new model
  • Fixed issue where some photoscenes did not have all post processing effects
  • Fixed scrolling not working on title tooltips
  • Removed test fixture (weird low res car picture)
  • Removed 2 DCOE option from Boxer 6s as an option
  • Darkened target demgographic icons when they're alt-trimslot targets


B190726 Hotfix 1 Performance Optimization
  • Tweaked Screen Space Reflection quality for more performance
  • Added automatic removal of excessive reflection capture objects (low settings)
  • Upped shadow quality on Low graphics preset
  • Disabled fixture highlighting on 'Low' settings to help with framerates on potatoes
  • Fixed issue where performance was terrible in all scenes due to new wrongly applied effect


B190725 Improvements
  • Dealership networks now grow over time as you increase their level
  • Improved automatic factory shift and stock management
  • Improved margin and production splits management
  • Added factory alerts as news items
  • Added improved news feed items for completed engineering / construction
  • Added factories and some of their stats to the hub calendar
  • Added warning for engines being used without any assigned production
  • Added safety prompt to deleting a family from the projects manager grid
  • Optimized such that tooltips no longer update while they are hidden
  • Added tooltips & title description tooltips to new campaign UI
  • Changed wheel offset to go in steps of 5mm instead of 10mm
  • Improved paint material selection from paint UI
  • Removed collision from walls and roof in new design room photoscene
  • Added WIP animatics to the photoscene
  • Added all post process photoscene effects to all photoscenes
  • Changed photoscene sliders to be standared stepped sliders
  • Added motion blur post process effect to photoscenes
  • Improved asthetic of darkened, unavailable demographics
  • Added double-click to open model that only has one variant
  • Rebuilt lighting for interior_80s with more neutral lighting
  • Added confirmation for overwriting photo scene presets
  • Added tooltip to ride height indicating min/max caused by suspension
  • Removed engineering time from tooltip of type compound choice
  • Enabled visibility of crank pulley on engine inside a car
  • The hub now shows trim performance as the Top 10 average score


B190725 General Fixes
  • Fixed 60s mid engine coupes and 10s trucks that had gone missing
  • Fixed inconsistencies with how projects align to their factory construction times
  • Fixed not being able to deactivate an invalid trim slot
  • Fixed issue with engine design years when activating for modification
  • Fixed the part selection specific tooltips not being displayed
  • Fixed part comparison tooltip being obsessed with "Forged"
  • Fixed mouse-over in engine project manager not showing engine info in campaign
  • Fixed manually inputting values into advanced paint not forcing car updates
  • Fixed engine comparison UI showing odd text labels
  • Fixed photo scene drop-down not updating when using presets
  • Fixed automation and tooling sliders not correctly affecting car factory efficiency
  • Fixed car competitiveness seemingly jumping around in forecaster
  • Fixed quality slider jumping back a notch after upping it rapidly
  • Fixed clicking on a non interactive UI element deselecting the car in the photoscene
  • Fixed market awareness calculations breaking adding half-locked demographics
  • Fixed engine quality slider settings getting ignored until the engine recalculates
  • Fixed rear engine cars load capacity depending on rear suspension settings
  • Fixed imperial units not being available for spring settings
  • Fixed car model body selection not having a scroll arrow until you start scrolling
  • Fixed issue of flashing demographics on the screen edges
  • Fixed fuel availability showing red at 100% in demographics in specific cases
  • Fixed leather material not being stampable
  • Fixed production bar on calendar having no tooltip
  • Fixed shakiness of spinning loading icon on game start
  • Fixed wrong configs being available for DCOE carbs on Boxer engines
  • Fixed build quality graph in factory having a bad choice for its x scaling
  • Fixed flashing the world map to flash only selectable countries
  • Fixed switching generated to non-generated scenario breaking timer
  • Fixed warping of fixture gizmo when looking at transparent surfaces
  • Fixed front wheel on 70sCoupeSedan being too far back
  • Fixed the 70sMiniCar being listed as sedan instead of hatchback
  • Fixed 10sSedan02Large_Coupe morphs
  • Fixed 80sBoxyAmerican family from exploding if changing from one variant to another
  • Fixed fixture mirroring holes in 10sSUVHuge02_Ute