Make your dream cars a reality with Automation’s unparalleled car and engine design tools. Gain a competitive edge through smart engineering and business decisions to help you build an automotive empire. Will you become an industry leader, or just a footnote in automotive history?
With this second patch for the Ellisbury Update we are addressing technical problems as well as a wide range of issues affecting gameplay. This should sort out the most noticed issues players have been running into!
[img]{STEAM_CLAN_IMAGE}/8118030/ad9d589afed52e7a03743b80e7d39d4d8503f7c6.png[/img]
Winter weather is no match for this custom SUV by [i]OT motive.[/i]
[h3]General Fixes[/h3][list]
[*] Fixed large memory leaks from opening and calculating cars, improving performance
[*] Made rear engine layouts available on ladder frame chassis
[*] Tweaked reliability score dependency for demographics, making it weaker
[*] Tweaked progression of balancing mass slider, making slider 100 less viable
[*] Fixed loading screens continuing to load images in the background photo scene
[*] Removed grouping commas from numbers in photoscene slider textboxes
[*] Fixed AI being able to use more than 15 quality with +15 tech pool
[*] Fixed lua error changing bottom end parts, family deselected
[*] Fixed lua error on changing tire diameter
[*] Fixed rear engine AWD not scaling gearboxes, leading to small rear engines not fitting
[*] Fixed issue with excessively narrow tires causing all calculations to break down
[*] Fixed Lua error switching engine orientation
[*] Fixed mod warning popup is complaining about car mods selecting an engine for a new car
[*] Improved image caching so it doesn't spawn a new texture for duplicate materials[/list]
[h3]Campaign Fixes[/h3][list]
[*] Added 2020 sandbox company techpool and made techpool lerp between the set years
[*] Fixed campaign finish screen having incorrect company score
[*] Changed step size of cash slider in campaign setup to allow for smaller values
[*] Added company valuation breakdown to campaign top bar
[*] Fixed not-yet-bought plots adding to company valuation
[*] Fixed car and engine factory shift sliders not updating engine/car costs
[*] Fixed a lua error setting up new engine factory
[*] Fixed sandbox-only race tires showing up in campaign tech tree as unlocks
[*] Tweaked difficulty multipliers of HQ countries in campaign setup
[*] Added WES button to campaign top bar to show emissions standards
[*] Fixed empty no-tooling factory tooling settings showing when tooling it afterwards
[*] Fixed factory setup stats not correctly populating on summary / signoff screen[/list]
[h3]UI Fixes[/h3][list]
[*] Fixed Car Manager list items to now show WES standard for emissions
[*] Improved quality slider UI clarity for part unlocks happening
[*] Removed header paint slot due to incompatibility with newer, nicer materials and heat system
[*] Fixed being unable to transfer cars between sandbox companies
[*] Removed pin from top-bar, drop-down markets UI
[*] Fixed sandbox tech pool UI locking the car section without a car
[*] Fixed engine selection panel not enabling buttons in sandbox if company has no engines
[*] Replaced trim graph emissions mode UI with detailed stats fuel economy UI
[*] Fixed multi-select trim delete not working in list mode
[*] Added disclaimer for interior design feature, or the lack thereof[/list]
[h3]Exporter Fixes[/h3][list]
[*] Fixed issue with sound configuration in BeamNG exports
[*] Fixed setup strings file for exporter
[*] Fixed BeamNG glass not exporting transparent anymore
[*] Fixed taillights and brake lights not exporting independent of each other
[*] Fixed remaining issues with carbon fiber exporting with unwanted tints
[*] Improved various tire and suspension related things for exported cars[/list]
We'll closely observe if anything else broke, as some pretty heavy underlying changes needed to be made to fix the technical issues. There are a few more items on our list to get done and fixed before moving on to the next big update dev cycle - we'll keep you posted.
Cheers!