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Steam Open Beta B160308+ Bugs & Feedback


#1

This is the general feedback and bug-posting thread for the Steam Open Beta version B160308+.
You can opt into the open beta by in your Steam Library right-click on Automation, Properties, Betas, then select open beta. No password is required.

Bugs:
What problems are you experiencing, do you get crashes and when/how?
When you post about crashes, always post what error message you get and how you got it. Can you reproduce it?

What is not in the open beta:
[ul]]Scenarios don’t work yet/:m]
]Company manager doesn’t work yet/:m]
]Lots of missing tooltips and explanations/:m]
]Unpolished and unfinished UI/:m]
]Hold & Revert not working yet/:m][/ul]

Schedule info:
We are releasing the open beta today (Tuesday) and probably will release a first and second patch on Wednesday and Thursday.
We will be out of office for GDC and a US road trip between 10th March and 24th March. In this time we will not be able to update the game.
When we’re back we will wrap up the open beta with more bugfixes and polishing, then moving on to the next subproject after release.

Thanks and enjoy,
Cheers!

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[size=120]Open Beta B160308[/size]

Main Features[ul]]Engineering Projects & Engineers/:m]
]Factory Production & Managers/:m]
]V12 Turbos/:m]
]Spaceframe Chassis/:m]
]7 new car bodies, 20 new body variants in total/:m][/ul]

Major Changes[ul]]Removed first fixture tab, template functionality still in/:m][/ul]

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[size=120]Open Beta B160309[/size]

The first open beta patch comes with plenty of little fixes that should reduce the obvious crashes to a minimum and get playability to much more acceptable level.

[ul]]Fixed various engineering related lua errors/:m]
]Fixed a few engineer related lua errors/:m]
]Fixed many production related lua errors/:m]
]Added info about factory size vs. number of trims scaling/:m][/ul]
These are the last few hours before heading out of office for two weeks, so any further bug reports would be much appreciated!

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[size=120]Open Beta B160310[/size]

Seems like things are only moderately broken as we didn’t get many more bug reports. :slight_smile: With this update we wrap up the first part of the open beta and hand it over to the players willing to take an early look while we are out of office, back on the 24th of March!

In this update we fixed a few more issues:
[ul]]Fixed limited production option visibility/:m]
]Fixed various tooltip related errors/:m]
]Fixed double window when closing current/:m]
]Fixed handling of switching engine families/:m]
]Fixed flow in engine only sandbox/:m]
]Added factory manager skill icons/:m]
]Fixed 10s swoopy sedan morphs/:m][/ul]

Once back from GDC & the rest of the trip we’ll fix up the remaining issues and polish up this big update for public release. In the meantime we’re very thankful for any detailed bug reports you can give us.

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#2

First impressions:
Loving the new variants of some of the classics! Sedans and two-doors from the hatchbacks is something I’ve wanted for a while.
Clever use of wheel-base doubles to give more cars to work with.
Glad to see some new trucks to work with! Also glad to see a couple new SUV’s and some small cars, too. I’ve not yet started building (just did the ‘disable steam mods’ trick and launched into Open Beta to see what was there) but I can already tell I’ll have more inspiration to work with in challenges.

Bug Reports:
All variants of the 80Executive car do some variation of this:



60sSUV_SWB, same thing, pink/purple (apologies on the color, I can’t tell what it is) box instead of a car.
60sSedanPartario, only the Sedan body, same as the above two.


#3

While you’re in the Bay Area, any interest in a meetup? As enticement, I can offer access to the following oddities: :laughing:

[ul]]1967 Toyota Sports 800/:m]
]1961 Facel Vega Facellia/:m]
]1973 Volvo 1800ES/:m]
]1966 Fiat 500 F/:m][/ul]


#4

I get this whenever I try to go to the factory section.

[size=50]Might wanna fix this issue before going away…[/size]


#5

restart your steam, I think you got a version which still had that bug in, it was up only a few minutes before we fixed that :slight_smile: salen00b


#6

Oh, fair enough… :laughing:

Works like a charm now!


#7

[quote=“Madrias”]Bug Reports:
All variants of the 80Executive car do some variation of this:

60sSUV_SWB, same thing, pink/purple (apologies on the color, I can’t tell what it is) box instead of a car.
60sSedanPartario, only the Sedan body, same as the above two.[/quote]

Most of the mod body have trouble. The vanilla car bodies should be fine.
For what I know, the materials of the car must be now enclosed in mandatory “” … like “ECS_Steel” instead of ECS_Steel


#8

All mod cars would be that way because they need to be updated by the modders. The materials need to be put into " " quotes. :slight_smile:
Thanks for the feedback!
Edit: Ninjad by Andrea!


#9

I get this lua error when editing an existing car in the factories and production tabs, it worked when I did it on one car but then after that I got this lua error on all of my existing cars (cars created before the open beta)


#10

In these cases what would be super helpful would be to get your Documents\My Games\Automation folder zipped up and sent to us, caswal@camshaftsoftware.com pointing out for which car that happens. Thanks! :slight_smile:


#11

Lua Error:

tolua++ dbcall failed!: [string “–SANDBOX_DATA\CEngineeringCalculator_Car.lua…”]:336: attempt to index local ‘variant’ (a nil value)

You can CTRL+C on this to report it.

I made a car with 1 trim, and go to Engineer mode, see I could add some more trim. So I went back and added 2 more trim on it. When I get back to the Engineer panel, I got this. And many things are not adjustable on that panel too. Only the 1st trim shown here.
and hit the engine engineer tab got same then send me back to main menu

UPDATE: the factory panel works without problem


#12

The trim fixtures tab is lost. Is it intended?

Edit: And company menager do not work.


#13

[quote=“AngelOfAttack”]---------------------------
Lua Error:

tolua++ dbcall failed!: [string “–SANDBOX_DATA\CEngineeringCalculator_Car.lua…”]:336: attempt to index local ‘variant’ (a nil value)

You can CTRL+C on this to report it.

I made a car with 1 trim, and go to Engineer mode, see I could add some more trim. So I went back and added 2 more trim on it. When I get back to the Engineer panel, I got this. And many things are not adjustable on that panel too. Only the 1st trim shown here.
and hit the engine engineer tab got same then send me back to main menu

UPDATE: the factory panel works without problem[/quote]

I’ve noticed that this problem happens only if you change an engine or made a new variant, after you’ve been in the engineering tab once. If you make more trims with all the same engine it don’t gives you a problem (after being in the engieering tab once).

[quote=“Jastrzab1984”]The trim fixtures tab is lost. Is it intended?

Edit: And company menager do not work.[/quote]

Yes and known… both stated into the OP


#14

here’s one when i tried to pick an engineer, any engineer on the tabs that ‘has a clock inside a head as an icon’(what’s the tab name?), on the engine side.


update:
so although it shows that error, when i closed the window, and change either slider just a bit, BOOM.
the guy i picked loaded up.


#15
  • On the 1940 2.05m/80.7" car body, setting it to Front Longitudinal and then Longitudinal 4x4 doesn’t allow any engine to fit. This was reported in previous builds but still exists.

I’m also getting the same errors previous people have reported when viewing a car in a car family that uses multiple engine variants. If all of the cars in the car family have the same engine, the error message doesn’t appear.

The Space Frames look cool, especially if you go back and look after adding the engine, so you can see the driveshaft. :slight_smile:


#16

[quote=“Killrob”]

In these cases what would be super helpful would be to get your Documents\My Games\Automation folder zipped up and sent to us, caswal@camshaftsoftware.com pointing out for which car that happens. Thanks! :slight_smile:[/quote]

I have sent the Automation file to you, if it actually sends


#17

Bugs:
-The engineer select LUA error (mentioned by various users).
-The 10s hatchback body, with longitudinal v6, and awd: the v6s engines doesn’t fit with awd (and, you can make a 0.8 v6, and doesn’t fit, but a 2,5l inline 6 yes, the same for the V8s, that it fits). This error stills since the v6s release, I posted this error a few weeks ago, but it seems that isn’t solved.


#18

Notes on the mod thing: It’s more a hit-or-miss.
Most newer mods seem to work fine, however older ones will not.

Also, confirm the engineer LUA error bug, only happens with engines though.


#19

Two bugs:

(1) Bug where one trim is set to no production in factory tab when in engineering it is set to full. Attempting to set to full by clicking gear in factory tab gets this error:

Lua Error:

tolua++ dbcall failed!: [string “–client\functional\CCarEngineeringWindow.lua…”]:547: attempt to index a nil value

Fixed by setting trim to limited in engineering, loading factory tab, then going back and setting back to full trim.

(2) Bug when messing with production type with no trim selected. Get this error:

Lua Error:

tolua++ dbcall failed!: [string “–SANDBOX_DATA\CEngineeringCalculator_Car.lua…”]:75: attempt to index a nil value


#20

I came across this .lua error while trying to choose an a team leader for engines. The team leader I chose then appears after I select an engineer for another category.

And this one when removing any member of the engine engineering team.

And not sure if this will be changed with the UE port, but special characters (like the ç and ë) are missing in engineer names. I had noticed before that they didn’t work when naming cars.

So I just got a fatal error trying to launch the game…

I’ve noticed that unnamed models/engines don’t have any value filled in (instead of Car Model 1, Engine Family 1, etc), so I removed all the unnamed models/trims/engines/variants but the error persists.