Automation: The Car Company Tycoon Game cover
Automation: The Car Company Tycoon Game screenshot
Genre: Racing, Simulator, Strategy

Automation: The Car Company Tycoon Game

LCV3 Opt-In Beta Third Patch (B190109)

This is the first patch of the new year as we're back in office and polishing up the Lite Campaign V3. Some pretty big fixes in today's update. As a reminder of what the timeline is for this big update with the LCV3, have a look at this:


View a full-size version of the development timeline here.

First we are focusing on fixing game breaking issues and bugs, as well as adding important parts of UI to make the campaign more playable. From there we'll continue to fix bugs and polish it up, adding a LOT of much needed UI feedback to the player, as well as straight up missing UI and UI functionality.

B190109 Changelog



  • Updated game engine to UE4.21.1, might fix some stability issues

  • Fixed engine facelifts stopping cars from being produced
  • Fixed issue with states not being reset between different campaigns
  • Fixed issue where you'd go bankrupt in a new game right after going bankrupt before
  • Fixed various issues with and formatting of the R&D calendar tech categories
  • Fixed the paint to reset to default red when clicking a drivetrain option
  • Fixed engine families getting broken after deleting a facelift
  • Fixes to familiarity, wasn't working properly for many items/ categories
  • Fixed more gear ratios having positive effect on reliability
  • Fixed and added stats to R&D panel, research costs, lab costs, average tech
  • Fixed slider control on manual engine testing
  • Fixed issue with campaign setup screen sliders and difficulty multiplier

  • Made engine facelifting a lot more robust, with more feedback about what is going on
  • Added "cars per month" stat to engineering tab trim items
  • Made trim & engine grid items single-click to enter
  • Moved the Marketing & Dealerships button next to the market overview in hub
  • Made it impossible to take out any loans when at credit rating F
  • Added more accurate warnings for underpowered cars
  • YES, IT NOW SAYS COUNTRIES, NOT COUNTIRES!!1 :P


There will be another one or two patches before January 18th which is our target date for bringing back an updated sandbox and exporter to this version of the game. Please continue to post issues you find and we'll address them as best we can along the way.

Cheers!

LCV3 Opt-In Beta Second Patch (B181228)

Holiday plans for the team changed a bit and thus instead of making a second patch come on January 4th, we were busy the last few days to get a good few fixes implemented. That means we won’t be around the first week of January though instead. :) Many of you who tried out the LC V3 will be happy about this changelog.

B181228 Fixes & Improvements



  • Added engineering familiarity, added familiarity stats to engineering overview tab
  • Fixed campaign breaking in 1989 (was caused by a broken competitor car)
  • Fixed engine factories never finish building when built from company hub
  • Fixed turbos not working at all, not adding power
  • Fixed broken general region size progression
  • Fixed major bug in demographics sizes and their progression
  • Fixed plot costs dependence on region and current economic strength
  • Fixed engineering times of interior and safety options being way too high
  • Fixed production unit counts of traction assists
  • Increased difference between drive type engineering times FWD/RWD/AWD
  • Rebalanced power-to-weight dependency in drivability and sportiness




Happy New Year!

Lite Campaign V3 Opt-In Beta & Development Timeline

First Patch B181222


  • Fixed "Corrupt Data" startup issue
  • Fixed issue where engine didn't calculate at all
  • Activated manual save function (disk icon in top right)
  • Hooked up tutorial video on campaign startup notice

Unless some crazy issue pops up, this will be it with patches until January 4th as noted in the timeline below. Cheers!

Original Release Notes


We just released the first, somewhat playable version of the Lite Campaign V3 (LC V3). Most features planned for the LC V3 have been implemented, but despite working on it flat out for the last few months, there is still a lot left to do before we consider it done and good enough for a full public release of this update. To put it into perspective, at the point of writing this there are 238 yet unsolved items on the ToDo list for just the LC V3. The new version contains only the first beta version of the LC V3 and neither the sandbox mode, nor the exporter - both are coming back to this new UE4.21.0 based version of the game along with fixes and improvements in mid January.

Little Dev Update about today’s release:
https://youtu.be/RSulwrrFWg4

LC V3 Update Features


A first rough version of the LC V3, including engineering, factories, marketing, selling your cars, etc.

  • Facelifting existing car trims and engine variants
  • Reusing old engines, sharing engines between different models
  • More car bodies, body fixes, and new variants
  • Many more rear- and mid-engine compatible bodies
  • More fixtures of various types
  • Modelled factories & add-ons
  • Improved game mechanics and realism in car and engine designers
  • Various car and engine designer bugfixes
  • Improved and fixed UI, and UI feedback


Game Engine Switch from 4.17.2 to 4.21.0


The engine switch from Unreal Engine 4.17.2 to 4.21.0 was necessary due to the so-called “garbage collection bug” that was plaguing a lot of our players with seemingly random crashes. While we cannot confirm the issue is gone as we never were able to properly recreate the issue on any of our machines in the office, we can say that the part of the code the crashes stemmed from no longer even exists after a major rewrite by Epic. So here is hoping for the best! Among other benefits of the new engine version, a big one for us is that the build time for the game is down from 90 to 20 minutes, making “let’s just try that real quick” tests more feasible.

The engine switch means that mods won’t be working in this opt-in version until they have been updated by their creators to be based on UE4.21., we’ll add the updated mod tools once we launch the normal open beta phase in mid January.

Playing the LC V3


Due to how rough and unpolished it still is, we give you access to this version not via the main branch of the game but via opting into the lcv3_test branch via the Properties - Betas selection (right-click the game in your Steam Library). We do not recommend to the average player to try this version yet because of how difficult it is to navigate with so much of the much needed UI feedback still missing. If, on the other hand, you are a curious and hardened Automation player with a good grasp of the game mechanics, give it a go and see if you can figure it out with our little video tutorial. Having played the LC V2 in the old game engine certainly will prove helpful as well.



Note: The first opt-in beta version of the LC V3 has not been properly tested nor balanced. There will be plenty of bugs and most likely it will play strangely due to issues with the overall balance and issues with the AI generated competitor cars.

Here is a tutorial video on how to try out (and play) the LC V3 in its current state. Note: currently the link to the video in game doesn't work yet.
https://youtu.be/xUbrFhQFcVU

Development Timeline for the LC V3



View a full-size version of the development timeline here.

Release is on December 21st. The goal is to have a rough but “playable-if-you-know-how-to” version with rudimentary UI implementation and all kinds of rough edges. If necessary, we are going to get a patch out on the December 22nd to address any major game breaking issues that pop up.

We’ll be out of office over the Christmas holidays until January 2nd. On January 4th we’ll get the first patch out for this big update based on your feedback and our highest priority ToDo list items. After that you can expect one big patch each week as we are adding or polishing up UI, fixing bugs, as well as balance the campaign. On January 18th we are going to add back in the Sandbox and the new BeamNG Exporter version with some new features and fixes.



We’ll continue updating that version with 1-2 patches each week until it is ready to be put onto the main branch in its proper release version in Mid February. Thereafter we’ll patch it as necessary and start working on implementing the LC V4 features in a new (shorter) development cycle. The LC V4 will come with (among other things) the new proper sales model and engineers / staff.

Beyond LC V3


We are delighted to have reached a point in the development of the campaign where the fundamentals are in and smaller features, polish, and fixes can be added rather quickly. We too prefer more frequent updates to the game, but unfortunately that was just not possible in the past few months due to the game-breaking nature of the new features and the game engine switch.

From here the campaign will take shape at a good pace and we are much looking forward to finishing LC V3, getting to V4, V5 and then the grand campaign, the forced induction revamp with superchargers and non-80s turbo tech, and ultimately epic multiplayer company battles.

This was quite the year for Automation. Especially the BeamNG exporter update proved very successful and has given us the additional financial backing to see this all the way to the end as planned and promised. Big thanks to the awesome BeamNG devs too, of course, they have been great to work with!

Thank you all for your continued support and for coming along on this long journey.
Merry Christmas!

Lite Campaign V3 Release Date, New Mechanics

We're getting close to a fully playable Lite Campaign V3 and plan on giving you a sneak peek by releasing a first version as an opt-in open beta before Christmas. That version will have all the main features planned for the LC V3, but not the polish that we would want from a proper release version. Also, to not mess with your saves and limit the scope of potential issues, that opt-in version will only have the LC V3 - no sandbox or exporter (YET!).


The currently unpolished hub screen for the LC V3.

There will also be a bunch of new gameplay mechanics coming with the new version. Have a look at our latest Little Dev Update for more information and some examples:

https://youtu.be/cmt06slw-x8
Our target date for the first rough release of the LC V3 is the 21. December 2018. We'll keep you in the loop with dev updates as this date approaches.

If you missed some of the previous Little Dev Updates talking about various features in the LC V3, have a look here:

https://youtu.be/zmFilFM4MV0
https://youtu.be/0sPhVACUYwQ
https://youtu.be/Cf7_VAFUuqA
Cheers!

Content Update (B180922) +Hotfixes

While we are busy working on implementing the campaign mode into the UE4 version of Automation, we release this content update in order to help bridge the long gap between the last public release and the upcoming big update with the Lite Campaign V3 (LC V3). This is easy enough for us to do because art / content, like cars and fixtures, pretty much are separate from the programming part of developing the game.

Our new trailer for the car & engine designer.
https://youtu.be/0Qt1HFr7gns
Our artists have been working away on getting more cars done for the LC V3 and focused mostly on filling car-type gaps throughout the year range. That means there are a lot new utility vehicles especially, but also plenty of new “more standard” cars of various sizes. 75 cars in total are added with this update, and more are to come with the LC V3 as currently 5 people are working on getting more cars done for the game. A big thanks to the awesome modders who provided their fixtures and car bodies to be implemented as vanilla content in the game!

Due to how difficult it is to implement technical fixes into the content only update, we only have three small fixes for issues, but they are good ones! Of course there are heaps of fixes to car bodies and their morphs in this update.

Some of the cars that have been added don’t have all their morphs yet, but should be functional and usable in general. So if you discover cars that seem to allow very few changes, most likely that will change.

B180925 & B180926 Fixes
  • Fixed many car body issues you pointed out since B180922
  • Fixed several issues with fixtures
  • Fixed issue with thumbnails not loading correctly
  • Fixed issue with mid-engine longitudinal engine bay space
  • Fixed weight problems of several car bodies


B180922 Fixes
  • Fixed tons of car bodies and their morphs
  • Fixed general early era brake performance
  • Fixed issue where game errors for top speeds over 500 km/h
  • Fixed exporter issue with ceramic brakes


B180922 Content
  • 75 new car bodies and variants spread across all eras
  • Tons of new headlights and taillights
  • Some new wings, grilles, rims, mirrors, misc fixtures, and exhausts


Enjoy!

Little Dev Update: 14. September 2018

We're slowly but steadily putting together the Lite Campaign V3, and in today's LDU we're showing you two of the many improvements coming to the lite campaign compared to the LC V2: automatic production and sales management that you can tune, which means far less boring micro management, and the new engineering system that will be a lot more realistic than the previous one.

https://youtu.be/eaedFRcJXBU
The small content update we have mentioned previously will make its way into Automation at the end of next week!

https://youtu.be/jx6sR6ysEKk
We'll keep you in the loop of what's going on in development in the coming weeks as the campaign gets closer to release. Next week we will likely be able to show you some in game footage of new campaign mechanics.

Cheers!

Little Dev Update: 23. August 2018

Currently we're working hard on the implementation of the Lite Campaign V3. At this time it is still in a very rough state but some of the important foundation is there and works.

It took a while to get it into a state that works outside of the office because we're also updating the game engine from 4.17.2 to 4.20.1, but here is a look at some of the in game functionality of the new features, instead of just talking about UI drafts:

https://youtu.be/7fMrm7_V8GE
There will be a general content update patch in the coming weeks (in 2-3 weeks) to help bridge the gap to the Lite Campaign V3. A lot of new cars and fixtures will make it to the game for (and before) the LCV3 update.

From here the Little Dev Updates will be possible on a more regular basis again.
Cheers!

Exporter Update Patch 2 (B180727)

In this second major patch for the Exporter Update there are plenty more fixes to all kinds of issues you have been pointing out and reporting on. Thank you for that! We've also implemented some quality of life features along with them.



Here you have the full changelog for B180727:

B180727 Features / Improvements
  • Implemented a simple database backup system, if corrupt, it loads the backup
  • Added camera rotation speed multiplier to settings menu
  • Added the "Save for Sharing" button at the end of the car designer
  • Added optional accessibility camera controls widget for car and engine designers
  • Added trim clone prompts to trim grid items
  • Improved car importing process to notify you of body and fixture issues
  • In car scenarios engine limits will now be checked independent of car items


B180727 Fixes
  • Fixed issue with fixture lock / unlock buttons being greyed out
  • Fixed level of detail issue where some engine materials switched at certain distance
  • Fixed roll angle warnings, now 8+ degrees is a Note, 10+ degrees a Warning
  • Fixed issue where changing a graphic setting reset the FPS cap
  • Fixed piston emission grades, they were backwards in the tooltip
  • Fixed steering assist weight being backwards in the tooltip
  • Fixed issue with fuel economy calculations for slow cars
  • Fixed issue where the engine runs backwards when power output hits 0 in engine test
  • Fixed missing chassis corrosion stats
  • Fixed engine graphics not showing up on low graphics settings when making a car
  • Fixed engineering time not increasing when upping Top End Quality
  • Fixed placement of brake graph info inlay
  • Fixed tire speed cost multiplier not going in discrete steps, shows in Top Speed tooltip
  • Fixed issue with switching from carburettor to injection systems
  • Fixed various smaller description text issues
  • Fixed issue with camera rotation speed changing with framerate
  • Fixed engine family vs. variant visibility options not being linked
  • Fixed car model vs. trim visibility options not being linked
  • Fixed cloned trims resetting their year to 2012


B180727 Exporter Fixes
  • Fixed issues with solid axle suspension geometry
  • Fixed (potentially) issue with materials and colors switching black to white, and similar
  • Fixed (potentially) issue with stalling automatics in BeamNG
  • Fixed hanging starter motor sound issue in BeamNG


From here on we are now focusing on the next big update, finishing the implementation of the Lite Campaign V3 into the UE4 version of Automation. Although, there might be another patch with fixes if required, it certainly would be a less impressive list of fixes.

We're also thinking of releasing a conent patch with more car bodies and fixtures half way to the next big update. We'll keep you in the loop as per usual.

Cheers!

Exporter Update Patch 1 (B180720)

The first patch for the Exporter Update comes with a lot of fixes both in Automation and the BeamNG exporter functionality. BeamNG.drive will also have an update out today to go along with this.


An Automation car on the Automation Test Track map in BeamNG.

For those of you who have technical issues exporting your cars, make sure you have tried the things mentioned in the Exporter Troubleshooting FAQ

Here is the list of changes:

B180720 Automation Additions


  • Added dialog and options for cloning of a trim
  • Implemented new part comparison tooltip style
  • Added active aero effect into sportiness brake fade test
  • Added tire speed rating and price info to Top Speed slider
  • Added tutorial video accessible in main menu
  • Added custom framerate limiter
  • Added "Race" suspension preset, replacing unnecessary "Custom" button
  • Made body variant view the default view in the model body selector
  • Made engine visibility option now open by default
  • Removed the confusing 'Paint' option from the top row of materials


B180720 Automation Fixes


  • Fixed issue with engine sounds disappearing when idle RPM was low
  • Fixed twin turbo not being selectable for boxers
  • Fixed (potentially) Windowed Mode not working properly
  • Fixed material not updating after backing out of the paint designer
  • Fixed disabling fixture bar when no fixture is selected, fixes undo function
  • Fixed (potentially) fixtures disappearing in rare cases after going into photoscene
  • Fixed model year not being able to be changed when only the engine block is selected
  • Fixed engine hold / revert functionality, and fixed bugs with it
  • Fixed rear engined cars will not show correct front suspension when set to leaf/coil
  • Fixed V-belts spawning on boxers before valves were selected
  • Fixed high body roll warnings coming up for too low angles
  • Fixed various bugs in part comparisons
  • Fixed game icon not showing up in taskbar


B180720 Exporter Fixes


  • Turbo Data output accuracy improved. Still not perfect though.
  • Simplified exported engine meshes and materials, increasing performance in Beam
  • Fixed bug with tire stiffness calculation as function of tire width
  • Fixed suspension stiffness issue (suspension was way too stiff in Beam)
  • Softenend damper rates outputted, stiffened ARB
  • Increased suspension travel by about 15%
  • Added more human friendly warning/error messages
  • Made changes to exhaust sounds
  • Fixed issue with paint shininess exporting
  • Fixed rear brake pad material not being set
  • Fixed reading BeamNG.drive's startup.ini for passing of relative paths
  • Fixed engine torque reaction nodes not being set
  • Braking Cooling Slider now ties into BeamNG brake venting coefficient
  • Changed the folder created in vehicles to not just be the car trim name
  • Added a driver cam to "00ssupercarlarge"


B180720 Launcher Changes


  • Launcher changed to have "Legacy" text over the Kee version graphic.
  • Legacy text added to buttons
  • Game Logs button added to launcher for easy access to log files to help with support tickets
  • Old Kee buttons now hidden behind an enable button
  • Ability to launch Kee version via Steam launcher options removed


B180720 Misc


  • Added some extra logging to try and find the culprit for a crash we cannot replicate


Thank you for continuing to report issues!
Enjoy :)

Drive Your Automation Cars In BeamNG.drive



Here it is! In collaboration with the BeamNG devs we bring you the joint Exporter Update. It allows you to export your Automation cars to test drive them in BeamNG.drive.
https://youtu.be/fhMbIG4DvZM
The exporter is simple to use: design your car and engine in Automation, tune them to your liking, hit the export button, start up BeamNG.drive and your new car is right there in the vehicle list. It still is a little wonky in places, and will improve with future versions - but exporter works and is a blast to tinker with!



Automation Test Track in BeamNG.drive


The Automation Test Track was added as a big new level in BeamNG.drive for you to explore and compare track times! Apart from the main track there is an in-field rally circuit and country roads handling track, a tarmac hillclimb with snowy roads, a gravel rally stage up a massive dam and a lot more, all set in beautiful fictional Central Otago (New Zealand).
https://youtu.be/h7cEsxtRmCQ



Collaboration Cross-Promotion Discount


As part of kicking off this collaboration between Automation and BeamNG, players owning either of the two titles will receive a 20% discount coupon on Steam for the respective other game shortly after the joint release. New buyers of the game within the period the coupons are valid will also receive a coupon for the respective other game! All coupons expire exactly 3 weeks after the update release.



Boxers, Inline 5s, and V16 Engines


With this update we added the remaining promised engines to the game: Boxer 4, Boxer 6, and Inline 5 engines. Also, after almost a year of V16 exclusivity for our pre-Steam early premium supporters, the “support the devs” V16 upgrade of Automation is available for purchase now. Check out the V16 FAQ for all the info and background story.
https://youtu.be/hlN2dAT49S0

Other Features


Since the release of the Car Designer Revamp update we have done a lot more bugfixing and polishing of the UI. Also, we have added a few new tutorial scenarios in which you design engines in the context of a car to cater to certain demographics, as well as four basic open car scenarios.



Campaign Status


During all the development of the exporter we have not stopped working on the campaign on the side. Obviously, this “little” surprise has slowed down the process a bit, but the campaign update is not too far off. As per usual we’ll make sure to keep you updated with Little Dev Update videos.

Enjoy, cheers!