Lite Campaign V2 Open Beta (B161021+) Feedback / Bugs

I am getting a few bugs on the new beta relating to trims not loading.
-Sandbox: Changing engine trims does nothing. The mechanical loading sounds/lag doesn’t trigger, and attempting to switch to different trims does nothing. Oddly, the first change that occurs when cloning an engine works, and creating clones on prior trims does show differences between two trims. Career engine trims seem to work.
-Anything: creating/changing car trim sometimes just doesn’t flat out work; just creates an error message and ruins the car you were designing. Seems to only happen after the entire trim is complete and engineering & desirability values are calculated.

All of these are on a fresh save, and I clicked yes on any of the error messages that appeared.

I’m making a new car with a new variant of an existing engine family. After working on the variant, I switched to the original (which I had cloned) to compare the stats, but now I can’t switch back to the new one. I select it in the drop down list and while the name changes there, the engine does not change. Exiting and reloading sandbox loads up the model with the older engine variant rather than the new one. Cloning the new variant does not let me change to that, but cloning the older one allows me to select between the original and the clone.

Edit: deleting the new variants and cloning the original either does or doesn’t let me use the cloned variant. It seems very inconsistent and needless to say the engine variant list in sandbux is very bugged.

When clicking on familiarity, this happens:

Lite Campaign V2 Open Beta Patch 2 (B161107)

Another quick update with more important fixes. We want to release the public version of the Lite Campaign V2 before the end of the week.

Additions & Features

  • Reopened scenarios, car scenarios roughly rebalanced
  • Added stats for average market Prestige / Reliability
  • Added techpool penalty strings to all trim designer parts

Bugfixes & Polish

  • Fixed issues with engine variant selection not selecting first item
  • Fixed instance of projects getting stuck in engineering
  • Fixed issue with running costs page in sandbox mode
  • Fixed platform designer tooltip to show techpool use
  • Fixed issue with engine production match function
  • Fixed issues with techpool not updating when unlocking part
  • Fixed old company-bound trims not showing up in sandbox
  • Fixed tool tip issues in engineering section
  • Fixed factory “assign” button displaying when it shoudn’t
  • Fixed drivetrain tech not showing in R&D panel
  • Fixed engine factory displaying empty slots initially
  • Fixed issue with region unlocking & sales
  • Fixed being able to change difficulty after sign-off

Please try out especially the fixes to sandbox mode where trims / variants were disappearing, we think this is now fixed!

Have fun, cheers!

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Lite Campaign V2 Open Beta Patch 3 (B161108)

Another few fixes and general round of polish with this quick update after the big update yesterday. We’re out of major things that need fixing or are feasible to fix for now, which means that the public release of the Lite Campaign V2 will be tomorrow in case nothing major bugs out.

Fixes & Polishing

  • Added R&D tab stats & fixed labels
  • Fixed tires blowing not setting competitiveness to zero
  • Fixed issues with testing page for incomplete car
  • Fixed issue with graphs not reopen in engine designer scenarios
  • Fixed error going into familiarity page
  • Fixed finances page in case of no spending, income, etc.
  • Fixed error on undo/reverting in engine scenarios

Please have a final go at it and see if you encounter any old issues that have not been fixed or new issues that have emerged!

Cheers!

4 Likes

I know it’s my own stupidity for not looking before clicking, but I found out that you can assign two cars in design phase to the same factory. This prevents one (or maybe both ) from being finished.

When trying to use Tech Pool to unlock Turbos early, the game double charges you. You need to spend tech pool to unlock Turbocharging (as opposed to natural aspiration) and then spend the same tech pool again to unlock the “single-turbo” set up. With this, you’d need a +8 Tech Pool to get Turbochargers 4 years early, without negative tech pool. There also seems to cause some exceptionally odd issues when you go back to revise a vehicle which has early-unlocked turbo engines, which are shown in this imgur album.

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The “double charge” is because it’s early tech, and therefore unreliable… you need to spend the extra points to make it work properly. As in : EFI that only works half of the time and loses O-rings is useless even if you get it 10 years before everyone else (that’s my understanding at any rate)

Future tech?

It only double-charges for Turbochargers, though. If I wanted to get Mechanical Injection in 60 (8 years early), I could throw +8 onto fuel systems and get it no problem. If I wanted to get Turbochargers 8 years early, I’d have to find some way to acquire +16 tech pool in aspiration.

I don’t have an issue with having a higher tech pool cost to get Turbos early if that’s intentional, but as it stands right now getting Turbos early causes a bug in which, as far as I can tell, makes you completely unable to revise that vehicle (such as changing the price it’s sold at). This bug was present when I tried to revise a vehicle made in '74 too, where I had +6 Tech pool in Aspiration after the early Turbo unlock.

At the moment, front trasverse engine appear as tech unlockable in the Drivetrain R&D line, but it will be unlocked with Chassis R&D instead.

5 valves per cylinder in DOHC configuration :stuck_out_tongue:

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Thanks, there were quite a few people getting his error from the reporter, but I wasnt sure what was causing.

I have released a hot fix to address this issue.

Designing a car in 2014 with 4 years ahead in everything, Advanced 10’s safety was fine, but Standard 10’s wanted 1 Tech Point, and Basic 10’s wanted 4 Points, car was completed in 2016.

EDIT:
It also looks like the body/engine matching function is still slightly flawed.

Something is odd with the 60s mid-engine supercar body : i made a coupe version of it and it weighed around 1100kg. Then I cloned it and made a convertible version of it and it jumped to 1800kg ! What’s up with that ?

@pHanta

  1. Obviously the mechanism for the roof
  2. The roof itself
  3. The TONS of additional chassis reinforcements and bracing that needs to be added so that chassis integrity and strength aren’t compromised. Just like IRL.
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I know that convertibles are heavier because they need a stiffer chassis but a car with a base 1100 kg needing 700kg of reinforcements to have a removable hardtop seems absurd to me

That you’re right about. Let’s wait and see. I have seen figures of nearly ~100kg added to a car but not 700.

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Probably a balancing thing, so you can’t just make a convertible and have it be competitive in both the convertible and non-convertible segments. But yeah, that much weight does seem kind of ridiculous.

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It should be heavier, but that does sound like quite a lot too much