The rear seams are transparent, the chrome is black plastic, and the transparent areas at the bottom on the bumpers are black.
A minor issue, really. Figured I’d mention it so it doesn’t go unnoticed with the Unreal migration
Is there anyway to convert the campaign .bin files to the .lua files recognizable by the sandbox, or at least make them readable by Notepad++? There’s a few cars in my campaign that I want to give decorative fixtures to for a new company I’m working on.
@LoSboccacc: No, that is a core limitation of the Kee engine version, which will be “fixed” with the UE4 version of Automation… then yes, you will directly see how your car is affected by engine changes.
@randomone: I doubt there is an easy way of doing that.
After assigned the factory and just before sign off, I think my car need more work for better markting. So I went back to trim panel and work. I then find that the estimate price will not change under this condition unless I went back to sign off panel. Thus I could hardly fine tune the car based on market research.
That is something that is fixed in the new version on open beta, or rather the source of the problem is fixed (being able to choose factories already assigned to a new project). It will be released to default branch soon.
So I ran into this error and I’m not sure what the game is expecting from me. If I try to advance past this screen the game just gives me the message “Please select a valid factory for this plot”. I don’t know what the 2/1 engine factories even means? My car has 2 trims and both trims use the same engine. There is only one engine and one engine variant. This is my 3rd car in this campaign and it has worked up until now.
The only thing I can think of that may be different is that I built the car with an engine, then created a new engine and changed the trims to use the new engine and deleted the old engine family.
Should the car bodies be available anywhere from 3 to 5 years before the car bodies’ year, cause we are working on concept cars in the editor before they are signed off on, and by the time the car comes out, there is going to be an old car body penalty. I’ve had that happen. And we could use market predictions (the real world uses them and businesses failed cause the US economy was still terrible for about 8 years and very few people even predicted the Housing Market crash and the fall of the rest of the economy out here (Unemployement when you look at total employed is over 50% in the USA)).
Also to add to my above point I cancelled the entire car and went to go design another one and the game will now just crash. Every time, I re-load, re-start, verify files, etc, it just crashes as I’m trying to pick a body for the new model or name it. I can probably provide a save if needed.
Providing the save file would be great! Your description of what you did along with the save file should make it possible for us to recreate and fix the issue. please send the save to contact@camshaftsoftware.com with reference to this post of yours.
Sent it (I understand how frustrating it is to recreate issues sometimes, I deal with the same problem),
Also one complaint/feedback I have is when I’m trying to set up a factory it’s kind of hard to figure out what capital costs I should choose to incur from tooling and automation. The game shows the production cost on the car but it looks like tooling quality affects the actual material cost of the car as well. In order to figure out how long it will take to get an ROI on a tooling/automation improvement I need to set my desired % on each bar, then skip ahead to the production split slider screen where it tells me and calculate the full cost savings per vehicle * number of vehicles * years I plan to produce to figure out whether I should do the improvement.
It’s a little clunky because I need to pull out my phone and do all of these calculations and if I want to compare multiple situations it’s just a lot of busy work. I’d like to see them just displayed on the factory screen (either tell me how many cars I need to make to ROI based on production costs, or show my monthly or yearly cost to actually build the cars it says the factory can produce, including all material, labor, etc.) The “Callback %” and “Slowdown %” doesn’t have much explanation either, maybe because I haven’t seen it result in an event, it feels vague because I can’t figure a cost or estimated cost impact to production.
I’m probably not explaining this the best but the gist of the point is just that when I’m setting up a factory I want to know more quickly and with less screen skipping if it’s worth investing in better automation/tooling. I understand this is still not finished I just don’t know what’s planned for these screens.
That is fair criticism and good feedback. Yes, those screens do need more info displayed such that production can be planned in more detail. Don’t worry about the slowdown of the callback chance though, those are not implemented yet. These were possible options to be included with V2 of the Lite Campaign, but people wanted to see other aspects instead. (for now).
I’m playing campaign on a savegame from the V1, and despite initially bugged tech pool (which then fixed itself as soon as the month ticked over) everything was working ok. Until now - 3 of 4 variants of one of my models suddenly stopped selling at all (and that cannot be the case of the safety requirements or sth like that). What’s more, when I tried to revise the car, this happened:
Then if I proceed it shows me a bugged screen of another car and shows error prompt every few seconds. I can only close this by clicking the X button, but this closes the whole campaign mode (fortunately asking for save). If I try to get back into the campaign mode, it may run or it may show some other error prompt and close the game - I’ve observed no rule for this.