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 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!