Steam Open Beta B160308+ Bugs & Feedback

[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

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.

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.

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

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 Ă«) 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.

I think that is because that bug has low priority, there are other things more important to fix, like those engineers bugs and the bodies with pink boxes.

I want to congrat the devs for the job on this update. Now the game runs more smoothly in my computer, I think that have to do with the new saving process. The new bodies are cool as well, same as the new spaceframe chassis :smiley: The new engineering stuff is amazing as well (and it will be pretty cool with all the bugs solved) al thought is a little bit too complex it adds a new dimension to the game.
Oh yeah, and the v12 turbos are cool
 I guess
 [size=75]who would want to ruin a beatiful NA V12 adding turbos anyway?[/size] :laughing:

iN the meantime, If you want to use a car body but it is all pink, you should edit the lua file of that body and make sure the materials (ECS_BODY) are enclosed by “”
Something like this Materials = { "ECS_BODY", --rear body "ECS_BODY", --front body "ECS_BODY", --middle body "ECS_SEAM", --rear seam "ECS_PLASTIC", --plastic parts "ECS_GLASS", --windows "ECS_SEAM", --front seams "ECS_SEAM", --middle seams "ECS_TRANSPARENT", --lips "ECS_BODY", --rear mirrors "ECS_CHROME", --mirrors "ECS_CARGO", --cargo box in the rear "ECS_CARGO_REAR", --cargo box at the front "ECS_BOTTOM_BOX", --bottom box "ECS_TOP_BOX", --top box

1 Like

what changed in the saving process?

i do notice it seems like it runs MUCH MUCH more swiftly and smoother (although the calculation time seems not to have changed much for me)
feels like it’s been much more optimized

It is a completely new approach, the game builds a database with all cars in it so that it no longer has to load in individual files. That was saving has changed too, saving directly to the database. Overall that improves performance a lot and makes it “campaign proof”
 that is where one week of the three weeks delay came from hehe.

We just released a new open beta version with plenty of fixes! :slight_smile: Updated the OP.

Just got this error after downloading the patch, opening the game, opening an existing car, and cloning the engine. The error appeared when I clicked on the engine tab, but before I made any changes to the engine. This happens every time with one of my car families (any variant within that family), but it isn’t happening with one of my other car families. I exported one of the cars in the affected family and I will e-mail to you.


Lua Error:

tolua++ dbcall failed!: [string “–client\functional\engineWizard_delegates.lu
”]:2878: attempt to index field ‘EngineCalculatorToolTip’ (a nil value)

You can CTRL+C on this to report it.

First impressions:

Loads as fast as it did 18 months ago now!! First time starting, less than 1 minute. First restart afterwards, less than 15 seconds. (on desktop only so far) Before update
sometimes more than 2 minutes on any starts (sometimes longer than others). I think my laptop might actually like this game again now. :smiley:

Ran into lots of errors when navigating engineer and factory tabs. Without tool tips I can’t even tell you what I was doing, clicking, or looking at, so unable to say how to reproduce anything. I was just clicking shit to see what it does, so it might have just been me doing things all wrong. I’ll have to rewatch the LDU on this section so I actually understand the tabs and options before I try to explain anything. :blush:

Modded body thing which has already been mentioned a few times. I don’t use them a whole lot, but all of the ones I have saved, have issues. Also, glad to see second “trim” tab gone. Much appreciated!

Spaceframe DOES look freaking awesome! But, on the chassis tab, when you have a chassis type selected, it doesn’t show you any information about the other types when you hover over them. Didn’t they do this before like with the rest of the tabs?

sooo now it doesnt launch at all. beta or non-beta.
no error message/no lua error, just shows a windows error

Update:
seems either restarting steam/ or my computer made it go away.

although it did show the lua error everyone else was getting at first try, the second try was okay.

90sHatch5 wagon variant shows rear morphs (upper rear window, lower rear window, rear and rear bumper) but they aren’t morphable
10SwoopySedan (2.61 m/102.7" version) coupe variant had weird front window (both lower and upper window section) morphs, while other variants (3-door hatchback, 4-door sedan and 5-door hatchback) had normal front window morphs.

It runs much faster with this new Build! Great job!!!

Too bad the pink body issue


Question (maybe not important for now): we now have a perspective of the time development of a certain model, right? What happens if we want to sell a brand new 2016 model/engine, in 2016? Should we start designing it in 2014 to be available in 2016? (just an example) Should we update the year of our current models in the sandbox, taking in account the development time?

Open any engine (in the engine tab from sandbox mode), and click any factory button: the engine crashes, and it dissapears the existing engine, and only remains a inline 4 without pistons and conrods. Only with valves. And you can’t recover anymore this engine.

I am not sure if this is a bug or intentional. I was reusing an engine that I created for the small 1940 car in the full size 1940 car. The game on the engineering tabs does not seem to factor in that the engine was already engineered previously. The engineering tabs show it as if it is an entirely new engine, with no staff or anything. It also does not include the factory setup and tooling from the previous car for which the engine was made.

Thanks for any assistance and input.

Fumpy

I think that’s intentional, I read in another thread that the function that takes into account previous engines is already implemented but it’s currently turned off. It doesn’t make much sense for that to be active in the sandbox mode.

I asked that before, and that’s right. We should design cars a couple of years before the release. That’s why the techpool and research for new technology will be so important in the campaign mode.
As for the sandbox, we don’t have techpool or way to research new technology, so there’s not point for us to update the year of our lineup, otherwise we’ll end with our first turbo cars being sold at the early 80’s and the current old body penalty will shorten the lifespan of our models.

Cool. Thank you Sillyworld!

Well, you shouldn’t run into any error no matter what you do, so that needs fixing. If you find any lua errors, please post them and tell what you did to get them.


Lua Error:

tolua++ dbcall failed!: [string “–client\functional\engineWizard_delegates.lu
”]:2878: attempt to index field ‘EngineCalculatorToolTip’ (a nil value)

You can CTRL+C on this to report it.

When I opend previously build carSmooth Storm.zip (92.5 KB) and it won’t go away (error not car).
EDIT: it made the game freeze.