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

Automation: The Car Company Tycoon Game

LCV4.2.21 Hotfix

A quick update for some campaign oddities surrounding mostly the start of new campaigns.

LCV4.2.21 Hotfix


  • Fixed trim / variant list in factories not correctly emptying when going to a projectless new config
  • Fixed factories charging full build costs / times when their last config didn't have a project assigned
  • Fixed new factory add-ons charging for old add-ons again
  • Fixed starting factories to now only cost retooling if not otherwise modified
  • Fixed engineering sliders for the first project not seeming to affect time at all
  • Fixed sway bar tooltip showing engineering time instead of prestige


Short and sweet, more to come!
Cheers

LCV4.2.20 Hotfix

A few new issues snuck into the patch last night! Here are the most important ones fixed already.

LCV4.2.20 Hotfix Changes


  • Fixed lua error in campaign that blocked play in GetCompanyCreditScore
  • Fixed the yearly profit reports triggering a Lua error
  • Fixed issues with UI resizing for when scroll sliders are present
  • Fixed some designer slider steps not resulting in calculations and improved slider performance
  • Fixed contract factories not automatically having full staff and building/tooling degradation
  • Fixed testing tab defaulting to markets section not highlighting correct button
  • Fixed cancelling an AI generated car mid-calculation causing various lua errors
  • Fixed that for your first project you could add funding to make it free
  • Fixed crash to desktop while loading Old London Streets photoscene


Let us know what else you're running into and we shall address those things asap.
Cheers!

LCV4.2.19 Big Patch (Opt-In Alpha)

This update is what happens when in the polishing and fixing phase of a big milestone always something new pops up keeping you from releasing all the current fixes... a MASSIVE amount of changelog entries marking loads of improvements and fixes.


The Maures ZRD by Riley | Z |.

Apart from this being a big step forward in terms of milestone polish, stability, and usability, there is not much to say. The changelog speaks for itself. Have a look below!

https://youtu.be/D_bnlNNzVMs
A recent Little Dev Update video mentions what is going on in development at the moment and announced a community event, with one day remaining for submissions (ending July 20th late US time). It is a community challenge event with big prizes. If you haven't already, you can try to speedrun that build to be part of it too! Here you find more information about the event.

LCV4.2.19 General Fixes & Improvements


  • Implemented more robust handling of mods, missing mods, and subscriptions
  • Made any missing fixtures print the fixture family names on import
  • Improved lua error posting
  • Tweaked a bunch of rear-engine bodies' seat count maximum
  • Game now creates Tracks folder in User Data when it is missing
  • Added way to determine if ray-tracing is supported before crashing cards that don't
  • Fixed game not considering owned plots of land in company valuation
  • Fixed lua errors caused by aborting AI generation of car
  • Fixed situation bypassing deletion logic when deleting multiple engines, breaking databases
  • Fixed engine generator AI always using 95 RON
  • Fixed AI car/engine generation not having any input regions, and defaulting to Gasmea
  • Fixed turbine geometry type selection being sticky in calculations
  • Fixed a crash going to the forecaster after deleting a trim
  • Fixed occasional game crash on fetching region data
  • Fixed VVL getting stuck as enabled when removed
  • Fixed the retry last directories button not working when trying to load mods when Steam breaks
  • Fixed engine manager not correctly openíng basic design room if selected as default level

LCV4.2.19 Art Fixes


  • Fixed shadows not being cast right on all settings
  • Fixed chassis issue with 40sRoasterLargeSoft_Top
  • Fixed 1946 Sedan being off in its own body family
  • Fixed turbo piping not getting cleaned up removing a turbo from an engine in a car
  • Fixed mid transverse intercoolers for inline engines
  • Fixed engine placement not updating correctly due to 'DoesEngineFit' check
  • Fixed exhausts not being connected when first opened
  • Fixed carbon chassis tunnel morphs only changing height not width
  • Fixed V6 engine throwing polygons
  • Fixed rear MacPherson struts materials and morphs
  • Fixed rear-engine turbos being flipped on one bank of V engines
  • Fixed turbo downpipes being the wrong size compared to the exhaust
  • Fixed rear firewalls of all Swinger_56 bodies on trims not explicitly mentioned as MR
  • Fixed reflection issues for third-from-last tailfin
  • Fixed another way factory terrain can still be visible after exiting the factory
  • Fixed the selected factory add-ons do not showing up in factory viewport
  • Fixed / added missing compact and low manifolds for MPFI and DI

LCV4.2.19 Campaign Fixes


  • It is now possible to select facelift / change prices for previous facelifts that still have stock
  • Added variant thumbnails as tooltip to hub calendar variant item's year field
  • Added indication in the factory building tab for how many cars you're likely going to be sell
  • Added total historic trim sales to trim's sales tooltip on hub
  • Improved factory tooling cost calculations
  • Improved factory tooling time and cost calculations
  • Stopped the camera from rotating while in the campaign hub
  • Paused factory staff are now separated from factory production in finances graphs
  • Fixed issues with forecaster profit forecast stability when changing shift counts or margin
  • Fixed factory loans not showing on the finances tabs when they don't have projects
  • Fixed Dalluha refusing to purchase a car with an engine using 91 RON
  • Fixed normalized desireability being all over the place on older cars
  • Fixed engine facelifts causing family tech pool to update to current values, causing unlock issues
  • Fixed pausing individual trims in campaign potentially causing errors on month tick
  • Fixed lack of familiarity gain from projects with total engineering time of 0
  • Fixed turning off retooling in a factory update giving you new add-ons for free
  • Fixed fuel selection on competitor generation to be based on fuel availability in their country
  • Fixed competitors being available to all markets at all times
  • Fixed huge desirability ratios in early campaign
  • Fixed car factories not properly charging for paused staff if all trims are paused
  • Fixed issues with car orders and stock manager when production is zero
  • Fixed engine architecture techpool not unlocking new engine configs earlier
  • Fixed sign-off screen showing production cost of trims instead of sales price or profit
  • Fixed project map not dropping off player on same subtab as currently on going between trims
  • Fixed forecaster desirability shown as very low when it should be very high
  • Fixed pausing preorders causing factories to reduce shifts
  • Fixed profit / production units not considering margin mode on forecaster trim items

LCV4.2.19 UI Changes


  • Added factory shift management button to factory name section in hub
  • Added prompt when manually overwriting save games in campaign
  • Added a button to reset the photo scene camera settings to defaults
  • Added optional reset button to each morph slider
  • Added engine fitment & variant slot or facelift state to list/grid/tag engine selection modes
  • Added clone/delete buttons and editable name fields to project map
  • Added the campaign difficulty multiplier to a tooltip on game score on campaign top bar
  • Added engine fitment display to engine selection in car designer
  • Added separate button for loading camera settings vs camera transform from photoscene presets
  • Enabled morph UI on any tab morphs are editable & added button to hide it
  • The markets panel is now the default tab on the car testing panel
  • Removed familiarity button on body selection panel, making reset morphs button visible
  • Created key binding for toggling gizmo visibility in photoscene
  • Updated animatic keybinds to dynamic keybinds
  • Fixed engine family not updating cost bar graphs correctly
  • Fixed engine paints getting stuck
  • Fixed body tags not initializing on new facelifts
  • Fixed body thumbnail camera offset not working
  • Fixed wheel paint appearing to reset when exiting wheel paint selection tab
  • Fixed body selection search showing duplicate names
  • Fixed a turbo tooltip not closing or loading correctly, getting in the way
  • Fixed engine fitment widget not updating on engine changes
  • Fixed engine designer project map button not functioning even when in a car project
  • Fixed engines and cars not showing thumbnails / data when selected in list mode in campaign
  • Fixed engine graphs not respecting visibility toggle when entering/exiting pause menu
  • Fixed car and engine managers not updating their name fields correctly when reopened
  • Fixed sandbox engine generation never closing dialog
  • Fixed engine capacity not sorting properly in list view
  • Fixed family block type not showing in list view
  • Fixed morphing being possible before a trim body is selected
  • Fixed editing an in-production car not calculating stats or demographics until a design change
  • Fixed stock manager in specific cases having UI offset issues
  • Fixed familiarity being shown incorrectly for valve count depending on head type
  • Fixed turbocharger warnings all saying the compressor surges
  • Fixed creating new engine facelift leaving engine selections empty
  • Fixed market difficulty and affordability data showing incorrectly
  • Fixed car thumbnail tooltip not working correctly in campaign hub
  • Fixed maximum width of the fixture gizmo
  • Fixed difficulty multiplier displaying as 0 on campaign finished screen
  • Fixed issues with photomode resolution controls
  • Fixed closing the advanced trim options not working by pressing ESC
  • Fixed placed fixture list and advanced gizmo controls overlapping each other in the designer
  • Fixed that you can't revert paint selection on gearboxes

LCV4.2.19 BeamNG Exporter Changes


  • Added brake offset sliders
  • Added customizable race differentials
  • Added customizable rev limiters
  • Added engine and exhaust offset sliders
  • Added gearbox whine to manual transmissions
  • Added gearbox whine volume modifier slider
  • Added heavy duty, performance and race engine block swaps
  • Added speed limiter delete
  • Engine stress limits now export
  • Fixed rear race final drive affecting front final drive instead
  • Implemented basic stall angle simulation for the experimental aero model
  • Implemented new carbon-ceramic brakes
  • Improved experimental aero model stability
  • Improved steering reliability on all suspension types
  • Race gearboxes no longer inherit gear ratios from standard ones
  • Reduced brightness of lights
  • Speed limiters now export


Good news on the side of the new engine calculations: they are almost fully implemented in our developer builds of the game. They will likely come with the next bigger patch!

Until then, we hope you're enjoying this more polished 4.2 build and try out campaign if you haven't already.

Cheers!

LCV4.2.18 Hotfix

The third patch for the week has few more important fixes addressing mostly campaign. It will clear up a lot of campaign forecaster confusion too, it now actually seems to be pretty accurate!

General Fixes & Improvements

  • Added total historic trim sales to trim's sales tooltip on hub
  • Fixed techpool having the wrong effect on engineering times
  • Fixed several forecaster issues that would make for inaccurate predictions
  • Fixed non-signed-off car projects detracting from sales of existing cars
  • Fixed car sales numbers on the campaign end screen being shown wrong
  • Fixed old engines in the campaign hub not disappearing in a reasonable way
  • Fixed overly large front engine bay on 10sSuper_Cor


More fixes and polish coming next week.
Cheers!

LCV4.2.17 Hotfix

Another round of quick fixes for the latest version, addressing both campaign and general issues.

General Fixes & Improvements

  • Added factory production unit output & operating cost / total PU to factory building panel
  • Photoscene ray-tracing settings now synced with game graphics settings by default
  • Fixed pre-production calendar years displaying wrong passed 1946
  • Fixed transmission tunnel being huge (max size) before you choose an engine
  • Fixed doubled sales / production after forecaster crash caused by price adjustment
  • Fixed car factories breaking when opening multiple factories associated with the same trim slots
  • Fixed auto-manuals not being selectable as a transmission part in BeamNG
  • Fixed trim prices for cars unexpectedly showing as hundreds of millions of dollars
  • Fixed the ordering of engine variants in campaign being random
  • Fixed some tyre textures are exporting extremely low resolution to BeamNG
  • Fixed issues with the Manta-esque car body
  • Fixed issue with 00sGPV_HoodLatch_BP material assignments
  • Fixed issues with Winga Dinga fixtures


There will most likely be another patch before the weekend.
Thank you for all the reports and comments, much appreciated!

Cheers!

LCV4.2.16 Hotfix

Already a quick hotfix to address some of the biggest issues encountered during the first day of the new campaign update. Also, we noticed that a bunch of BeamNG exporter fixes were not merged across in 4.2.15... so here you get them now instead! Also updating the previous post with them so more see that it happened.

General Fixes & Additions

  • Fixed car comparison button never activating
  • Fixed cloning an engine not updating the UI correctly after selection
  • Fixed engine selection UI not working if no engine was in the current car
  • Fixed clone prompt reopening when clicking existing engine in campaign
  • Fixed crash when changing trim price during production
  • Fixed car manager list mode incorrectly selecting trims, which stopped .car exporting
  • Fixed all turbo warnings being the same regardless of issue
  • Fixed the game on a first run with no save not properly setting the locale
  • Fixed default soft-top material being plasticky
  • Fixed engine header plates glowing orange without the engine running
  • Fixed pre-production overview & staff dates in factories not taking into account existing staff
  • Added previous value displays to worker wages and quality sliders in campaign
  • AI generate button in campaign now uses the dice icon instead of the tick
  • Fixed familiarity button showing in sandbox car body panel
  • Re-enabled engine comparison from engine side stats bar
  • Fixed main menu tooltips being mixed up


BeamNG Exporter Improvements

  • Added a new experimental aero model
  • Revamped the powertrain structure, the powertrain is now split into logical parts
  • Added 6-speed race sequential transmission to all exported cars
  • Added welded differential swaps
  • Added new auto manual transmission (the old sequential version is still available in the parts menu)
  • Added AWD power distribution slider
  • Added customizable final drive ratios
  • Engines and differentials now export with generated names
  • Added after-fire and starter sounds to various engine configurations
  • Collision detection system and adaptive brake lights now only appear on cars starting 2010
  • Fixed camber affecting toe on double wishbone, multilink and pushrod rear suspension
  • Fixed a bug causing the suspension width to affect the standard aero model


We're continuing to work on many more fixes this week, expect either one or two more patches until Friday evening.

Cheers!

LCV4.2.15 Patch - Campaign Added!

It took a while to get this out of the oven, but here it is, the brand new and much improved Light Campaign has been added to the ongoing open alpha with the 4.2.15 patch. So what do we see as the main changes since LCV4.1?

Note: To opt into the open alpha, right-click the game in your Steam Library, select Properties, Betas, select the openbeta branch and let the game update.

Light Campaign V4.2


The largest improvement we see in the much improved feedback on your car designs in terms of potential sales. Being able to not predict in any way what volume of cars you would be able to get to the market was like flying blind. This has been addressed by the markets tab in the car designer, which now allows you to set a price and see potential sales numbers for your car before any production setup has happened. This adds lots of predictability and gives that essential clue as to how to size your factories before setting them up! Of course it still requires the skill of knowing how to design a car to make it producible at a reasonable cost... so that you have that much needed margin to get out of the debt hole you likely dug for yourself.


Being able to see sales potential right when you design your car model and its trims.

In the same vein, the forecaster has been improved and fixed. It can now give pretty decent predictions of what will happen in the context of your future line-up, instead of providing often poor guesses.


More relevant information illustrated right in the factory setup where it is needed.

In the factories themselves, a lot of UI improvements have been made to give you more relevant information right there. A new staffing mechanic allows players to balance worker quality and wages, versus the available pool of potential workers. While you'll be able to fill a 1990s Gasmean medium factory with good staff within a handful of months, in 1940s Archana you would be waiting years to do the same.


Much better direct feedback on what is going on with your marketing efforts.

The very first iteration of the new, detailed world map makes an appearance too! Still a work in progress, the new map is the foundation upon which a detailed lore will be built.


A tiny render of a big world!

Hundreds of smaller changes and fixes have made their way into campaign as well over the past three months of focused development, too numerous to list here, but they certainly will be felt.

Here is a brief getting started video for the new campaign!
https://youtu.be/VubXCn3mzqQ


What else has been going on?


In the background we've continued work on the massive engine designer revamp which from scratch revises and replaces the engine designer calculations with those you've seen as part of the turbo revamp of this 4.2 milestone. The plan is to switch out the remaining naturally aspirated base calculations with fully updated ones as well, turning this part of the game more into an actual simulator while keeping its usability.


The prototype of the new engine calculations now considers all throttle settings and maps them.

The latest two Little Dev Update videos go deep into these changes and you should definitely check them out to see what is coming!

https://youtu.be/x4gWjOfUf-0
https://youtu.be/GBzEAiLPsu4
We're continuing to work out these fundamentals and implement them into Automation at the moment in a separate development branch until they are ready to be switched out. Once the naturally aspirated engine calculations have been fully revamped, we'll focus back on getting the 4.2 milestone goal of sequential turbos ready as well.


Patch 4.2.15 Changelog


Since most of the recent work has focused on both the engine calculations and campaign, the changelog is mostly about "all the other things" instead. Here is what's new in LCV4.2.15 beyond the addition of the campaign!

Gameplay Fixes & Improvements

  • Added Steam Rich Presence hooks to Automation!
  • Fixed rim weight calculation using tire diameter instead of rim diameter
  • Fixed harmonic dampers being far too expensive in material costs
  • Tweaked seating row availability for various bodies
  • Changed warning thresholds for brake fade

Art Fixes

  • Reworked exhaust glow progression and coloring
  • Made it possible to apply glass to rims by default
  • RTX settings are now stored in photoscene presets
  • Fixed ray-traced shadowing settings not working at all
  • Fixed performance problems in Modern Studio and 90s Studio photoscenes
  • Fixed poor photoscene performance when car loaded, mostly blur related
  • Fixed boxer engine short cast turbo manifold having an enlarged texture
  • Fixed headlight "bases" having no texture defined
  • Fixed visual issues with chunky offroad tire tread
  • Fixed fixtures being lit drastically different to bodies when using the same material
  • Fixed rendering artifacts in desert gas station when ray tracing was enabled
  • Fixed editable text fixtures not hiding when hiding fixtures in the photoscene
  • Fixed Fixture3d_SpareHousWheel_02_FPD and another being in the wrong fixture family

UI Fixes & Improvements

  • Import function for .car files will now move them to /Imported folder instead of deleting them
  • Added prompt to fixture UI to allow unlocking to delete missing fixtures
  • Added a back button in car paint slot paint selection panel to return to slot selection panel
  • Added tag/list views to engine selection buttons in car designer
  • Added notification to tell users when the text they input into an editable text fixture is too long
  • Fixed car pricing UI not allowing manual pricing input
  • Fixed drag of rotation or translation axis on props not calling place-on-ground on completed drag
  • Fixed issue where fixtures selection sometimes created a new fixture instead
  • Fixed placing engines in cars resulting in engine year being changed
  • Fixed colour picker mode switching
  • Fixed colour picker slider colour bars not fading out correctly in the photoscene
  • Fixed photoscene colour grading gain slider functionality
  • Fixed animatics not stopping when escape is pressed
  • Fixed car selection button on side stats bar getting too large with large car names
  • Fixed held engines not retaining turbo count
  • Fixed engine engine not recalculating when changing from turbo to naturally aspirated
  • Fixed placement of photoscene transform widget
  • Fixed categorization of some interior fixtures
  • Fixed fixture gizmo UI not fully entering the screen sometimes
  • Fixed engine bay clearance warnings being out of sync with engine bay widget
  • Fixed body preview tooltips not updating after keybind change
  • Fixed adding another car in photoscene having UI problems when using grid mode
  • Fixed "ignored suggestions" UI not updating correctly
  • Fixed car and engine manager showing stats when no item is selected
  • Fixed blown-up turbo motors that keep revving on the engine testing UI
  • Added "copy error to clipboard" button to lua error popup

BeamNG Exporter

  • Fixed interior fixtures to all be marked unbreakable with cardinal lock on
  • Fixed cloth paints and fabric paints tend to export glossy to BeamNG


We definitely expect there to be a significant section of campaign bugfixes in the following patches, but we do hope you'll be able to dip your toes in even in this early version.

Let us know what you find and share your feedback in the appropriate threads.
Thank you again for your patience and enjoy!
Cheers!

LCV4.2.14 Hotfix

Just a quick fix to some of the most reported issues, plus a few little polish things.
Most importantly, we're found and fixed a major performance issue that was introduced in LCV4.2.13.

LCV4.2.14 General Fixes


  • Renamed the glass semi transparent slot to windows
  • Improved game launcher to be better at detecting GPU crashes in the game log
  • Fixed big performance issue
  • Fixed the renaming of Sequential gearbox to Auto Manual breaking exports
  • Fixed crash due to exhaust count
  • Fixed Lua error when loading car with mod body that is not installed
  • Fixed crash with broken sandbox car trying to calculate sales into markets
  • Fixed car manager allowing .car export button to be enabled when a trim isn't exportable
  • Fixed all graphics menu buttons displaying "Disabled" tooltip
  • Fixed fixtures not cutting correctly in BeamNG exports
  • Fixed changing text fixture text not working in 3D mode
  • Fixed clone single trim model button not refreshing the car manager
  • Added car body door filter to body selection and improved initial load performance
  • Added rebindable keys for Move Up & Move Down on free camera
  • Renamed the glass semi transparent slot to windows

That is all for now, more to come.
Cheers!

LCV4.1.13 - Open Alpha

It has been rather quiet for a month, high time not only for a patch but also for an update on what is currently being worked on. The big changelog you see below is only a part of what we've done as a lot of our focus has been on the campaign, which has been fixed and polished up and quite likely is in a better state than the current 4.1 campaign, but not quite ready to go yet as we're doing some more deeper testing attempting to run into those likely still present nasty bugs ourselves first.


Great custom build by Audi ( ... the discord user on our server, not the brand) :P

In addition to that, some of the core engine designer calculations are getting a revamp / rewrite which will take them to a whole new level. Some of you might have seen or heard that the turbo engines are going through their own separate calculations that track all kinds of temperatures and pressures. The same will apply to all forced induction and naturally aspirated engines with a much more in-depth simulation that gives more realistic results with more nuanced dependencies and interesting compromise. This has been brewing for the last two months and is still a work-in-progress, but close to being possible to show off in a Little Dev Update video soon. I'm really stoked about showing that off and discuss it in detail!

With so much happening in the background, the changes visible to you with this update are the various bug fixes, performance improvements, UI updates, as well as art fixes and other additions. Here is the changelog for LCV4.2.13! Note that you can opt into the alpha testing branch via your Steam Library, right-clicking the game, properties, betas, select the alpha testing branch and let the game update.

General Fixes & Additions


  • Fixed RTX not working correctly
  • Fixed framerate in car designer dropping permanently, after raising or lowering the hoist
  • Fixed 3D fixtures not nudging their mirrored versions when arrow keys are clicked
  • Fixed AI car generation not setting top speed
  • Fixed .car importing when their body meshes exist but are not release ready
  • Fixed VVL profile swap before RPM limit seemingly randomly breaking engine sound and test
  • Fixed issue where cars without fixtures would rotate in photo scenes if they had rear steering angle
  • Fixed photoscene tab changing when RTX settings are turned on while a car is selected
  • Undo stack now only resets on restart, switching cars keeps car's stack in tact
  • New physically-based glow model for engine headers/turbos
  • Spread out car body unlock years so they are less clumped up
  • Imported cars from 4.1 and earlier now correctly import wheel size limits
  • Now materials can be assigned to intercooler pipe fixtures
  • Limited photoscene resolution slider to something more workable

UI Fixes


  • Improved demographic comparison tooltip
  • Limited the markets selection in Markets Mode to the available regions that can be sold to
  • Added undo buttons to photoscene camera settings
  • Non-standard car material slots now show materials when they're overridden
  • Removed free-roam camera key bindings that conflicted with fixture/prop editing
  • Fixed UI issue with locking/unlocking a car with multiple trims
  • Fixed Avg. FPS Counter in graphics settings not working
  • Fixed tag view not correctly saving tag modifications for cars and engines
  • Fixed side stats panel demographics not showing blue "problem" indicator strips
  • Fixed issue with reverting graphics setting change in the settings menu
  • Fixed car paints without valid materials being considered as "chrome" in the car paint UI
  • Fixed not being able to cancel comparing stats to another car
  • Fixed changing stat comparison mode losing comparison data
  • Fixed cabin/cargo volumes on the model/trims page showing an M instead of a numerical value
  • Fixed all side stats panel demographics all having red warning strip
  • Fixed flash rate of fixtures changing in low framerate animatic renders
  • Fixed "currently installed engine" not being blank when no engine is selected
  • Fixed pinning of demographics to top of side stats not working on market screen
  • Fixed wheelbase sliders on car body selection UI to having incorrect number of steps
  • Fixed tag sorting UI not doing anything when in tag view
  • Fixed car pricing UI not allowing manual pricing input
  • Fixed fixtures not unlocking when becoming invalid
  • Fixed resetting photo scene camera settings also reset level settings
  • Fixed selecting a second car added to a photoscene causing the props tab to be selected
  • Fixed some morphs/bones not showing up as UI sliders
  • Fixed camera settings not loading when loading a photo scene preset

Art Fixes


  • Added back in some of the older number plates (like Eco and Concept)
  • Fixed issue with flickering headlights
  • Fixed 2010s engine design room using car designer reflection
  • Fixed V16 turbo mechanical single intake missing the actual intake
  • Fixed new car bodies (RB_60s_sports) not being able to fit rear engines properly
  • Fixed issues with 82_gen_trim
  • Fixed Rouen 46 bodies having bad wheel diameters
  • Fixed issues with possible fixture ray-cast misfires that affected Edgy00s car bodies and others
  • Fixed issues with 70sUSCoupe_Kamback
  • Fixed issues with fixture stamping on 08_KeiOR_etc
  • Fixed unbounded bone on 10sHatch01-2drSedan
  • Fixed bad material slot in 08_jpn_coupe_longnose_xl_cpp
  • Fixed issue with broken normals on 40sGVP_Bumper fixture family
  • Fixed 10s_us_SUV (and others) having tearing issues when placing fixtures close to the wheel wells

BeamNG Exporter Changes


  • Fixed interior fixtures not being unbreakable in exports by default
  • Fixed carbon fiber issues in exporter


We're keeping you updated as we go along, the new campaign is getting very close, so it is good to have this polishing-patch out of the way first. :)

Cheers!

LCV4.2.12

Progress has continued to be good since the last patch, with a significant part of our efforts going towards straightening out the campaign, which is being tested and fixed up internally at the moment.
For now we have a decently sized patch for you with all sorts of fixes and improvements.


A beautifully detailed WIP project by Sean Black.

Pieces of the various campaign fixes and additions are making it into the sandbox too, with the new market screen taking shape and now having correct calculations for car sales (yes, in sandbox).
We expect the campaign to be part of one of the next larger patches!


The WIP version of the new turbo tuning graph overview, making switching graphs unnecessary.

But now to the important things... here is the changelog!

LCV4.2.12 General Fixes & Additions

  • Added a turbo graph mode to engine aspiration panel showing all turbo graphs at once
  • Tweaks and fixes to turbo presets, now taking into account twin-scroll / VGT selection
  • Added individual wheel height offset controls to photo scene
  • Fixed sandbox market screen not showing the cars' performance in different demographics
  • Fixed not being able to change car pricing in sandbox market screen
  • Fixed UI issue with photoscene level widget making photoscenes hard to select
  • Fixed rear steering not being saved in photoscene presets
  • Fixed engine manager's "Remove All Unused" function leaving ghost engines in list mode
  • Fixed a crash happening when loading Desert Gas Station photoscene
  • Fixed turbo presets not applying turbo quality settings
  • Fixed cloning text fixtures not copying text
  • Fixed 'fixture highlighting' toggle in fixture menu not persisting when selecting fixtures on a car

LCV4.2.12 Art Fixes

  • Recombined patch-fixtures by setting them to the same family again
  • Fixed various interior fixtures having missing materials, particularly dashbords
  • Fixed materials rendering incorrectly on low shader detail
  • Fixed number plates not displaying properly in fixture list
  • Fixed BodyEditor_10sSedanSmall_Wagon cutting both sides of the body with unmirrored fixtures
  • Fixed 10sSupercar02 having very low tire width limits
  • Fixed broken thumbnail on one wheel arch fixture

LCV4.2.12 BeamNG Exporter Changes

  • Fixed engine sound missing from BeamNG exports (previously fixed)
  • Fixed most cases of vehicle instability caused by the new aero model
  • Added wheel hub swaps for vanilla BeamNG wheels
  • Added individual gear tuning to the tuning menu
  • Moved "calculateOptimalLoadShiftPoints" from the engine to the transmission
  • Added wheel offset slider to the tuning menu


We'll keeping you updated with where we are with the various features in the pipeline.
Cheers!