Automation - The Car Company Tycoon Game

Automation - The Car Company Tycoon Game

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Killrob  [Fejlesztő] 2019. nov. 19., 17:10
Lite Campaign V3 Patch 7 Bugs & Feedback
The final Lite Campaign V3 (LCV3) update milestone has gone into open beta. You can opt into it via your Steam Library right-clicking the game, properties, betas, and select the openbeta branch.

With this being the last version of the lite campaign before we add new features making the LCV4, we would like to get your feedback in regards to the campaign.

We're also looking for bug reports with details on how to reproduce the issues, and feedback in general regarding any of the new features.

Cheers!
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roadkill eredeti hozzászólása:
I have a 1952 design year engine in campaign with +4 tech in fuel system and bottom end, so I'm using DCOE and forged internals. But when the car is exported to sandbox, despite showing +4 under the quality sliders and having those items selected, it calculates the engine as if Two Barrel and Heavy Duty Cast are selected. Switching between those options doesn't do anything.
That's because tech pool doesn't translate to the Sandbox if you export as a .car file. I think DCOE unlocks "normally" in 1955.
Emissions Stuck at 9999.0

I have a Flat 6 with a DCOE and a properly configured fuel system. However, the emissions are stuck at 9999.0 and I cannot reduce them.
OmGCHOOCHOOTRAIN eredeti hozzászólása:
Emissions Stuck at 9999.0

I have a Flat 6 with a DCOE and a properly configured fuel system. However, the emissions are stuck at 9999.0 and I cannot reduce them.
What fuel you using?
Regular leaded fuel, as it is a 1950's engine. I tried Super Leaded and Low Quality. Super Leaded doesn't do anything. The Low Quality drops it down to 9279.1, but makes my engine knock at 100%. I think I fixed it now, but the emissions are still very high at 8246.1...
Legutóbb szerkesztette: projectamberly; 2019. dec. 26., 16:30
Yeah, don't worry about that. Leaded fuel has lead, so it'll be insane. Low Quality is no different than regular fuels, just low octane. Emissions aren't a concern at all, until the late '70s, so dont worry about them.
Emissions only come into effect in each country when leaded fuel is banned(except Arhana, they just plain don't care ever) and even when they do, mostly only Fruinian buyers and low budget markets are really bothered by emissions(if that's even in LCV3, I'm just basing my knowledge off the old Kee engine LCV2) because the only thing emissions does is increase road taxes a little bit. If they do play a part in the current game, aim for under 3000 by '80, under 1000 by the mid to late 80s, and under 350 by 2000, which is reasonably easy to get to.

Oh and it is possible to get leaded fuel cars under 9999.0, I had a very small city car in the early days once, and I noticed it had like 9200 emissions with leaded 92.
This has been a thing that's been present through the normal branch of Automation, and hasn't been fixed in the open beta. The music track called Surfin' plays in certain locations depending on what design room is being used. It can only be heard in the engine room in the 1980's design room, off to the side of the car building section of the 2010's design room, and somewhere in the middle of the car design room of the 00's design room.
Also, sometimes cars exported to Beamng have glitchy audio when revving.
Bug:
Calculation of engine bay size does not respect engine orientation, at least for front transverse (i did not test mid transverse).
The 1965 "Mini" Body can fit a 4.6 L V12 (pushrod), but not a 1.0L Boxer 4 DOHC which is considered "too wide" even though there is really a lot of space left in the engine bay.
The V12 sticks out on the wheel axels :-D
Bug:
Light Sport cars have +7.5% for weight, it should be a negative value as light sports cars should love light cars not heavy ones ;-)
In one of my campaigns, the main page (with the list of all car models etc and the timeline) doesn't update anymore with each month. Pressing play causes the time to advance as always, but only the date display is updated, everything else stays the same.
Once I go into another view, like Research and Development, and go back to the main view, it updates (once). Started to happen with year 1987 or so.
I keeop forgetting to say "thanks" for adding "number of seat rows" to the automobile information window. This has prevented a few disappointments since it appeared. ;)
There's this one headlight fixture that would be nice to use, if only it could be sized and moved once placed. Once deselected, this part can't be re-selected, and once placed, even though selected, it cannot be moved - one must delete it and place a new one.

Link to image of affected part: https://steamuserimages-a.akamaihd.net/ugc/787500339838519079/3267C6936A4D453EC9B231C86199B522F0D2AF88/
Legutóbb szerkesztette: ssgtbaloo; 2020. jan. 3., 12:57
i have really wavy torquecurves since the newest update. Its a bit like the engine is having issues with non optimised software (like when you put a tuning part on a real car without doing software on it)
i'm really failing to understand the gameplay mechanics, because when i'm trying to build a second project parallel to the main project, "not facelift" , i'm failing to assign the second engine factory too any engine , its only say : do you wish to remove tool tip to " - " , and when i press agree, i can't select any engine what so ever even if i have 2 engine variants in my save .
Killrob  [Fejlesztő] 2020. jan. 6., 13:29 
BATTERYMAN SUPERCHARGED eredeti hozzászólása:
i'm really failing to understand the gameplay mechanics, because when i'm trying to build a second project parallel to the main project, "not facelift" , i'm failing to assign the second engine factory too any engine , its only say : do you wish to remove tool tip to " - " , and when i press agree, i can't select any engine what so ever even if i have 2 engine variants in my save .
I'm not sure I follow your description. So what is it you want to do? 2 models using 1 engine family?
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Közzétéve: 2019. nov. 19., 17:10
Hozzászólások: 296