Made a car in 1965, convertible, looks a bit like a Aston Martin DB5(?). I could fit a 5.3l I6 (100x113.4) , but the V6 5.3l (100x113.4) was to long.
WTF?
Something seems a bit wonky with the size calculations for the V6 engine.
Using 150925 beta (and before), I have tried deleting the automation folder (and a clean install) get this error on startup in the cmd box : Creating Log File: /hoth/Storage/FolderRedirect/CrashMaster/My Documents/My Game
s/Automation/\GameLog.txt Failed to create log file. Please report this to …
Then when I get into the game and try to create a new car I get errors like this " tolua++ dbcall failed!: [string " --client\start scripts\init.lua…"]:42: attempt to index local ‘file’ (a nil value)
As you can tell this computer has redirected documents to a network location. So I am wondering if that is what is causing the other issues in game?
Once I am in the game the 2nd error happens so much that It is not possible to play. (yes it is a work computer that I get to play during my lunch and have since the early days of this game)
CrashMaster
Please check that you’re using the right unit, it sounds like you’re using the new km/L, where 5 km/L = 20 L/100km, which would fit your description.
can i have a reminder in how to enable the beta version?
can i have a reminder in how to enable the beta version?
Open steam
Right click automation from library
Select properties
Beta tab
Follow instructions
I am loving this so far. Perfect way to get back into the game after an absence! Brother had a few crashes though, but I suspect that has more to do with Pyrlix’s modpack than anything else.
One issue I have noticed is that occasionally, I’ll try to clone a car and then delete it after cloning the wrong one, then I can’t clone any more. Also, deletion doesn’t work when you select the trim and go back to another one. Piddlinh errors, but annoying nonetheless.
After yet another frustrating trio of Steam failures, I am seriously considering switching to the Stand Alone version if Steam.exe doesn’t get it’s act together: I even tried verifying Automation’s game cache and do you know what happened? It stopped responding right in the middle of the task. And then when I finally got the game to successfully boot, Steam froze on me yet again, causing the game to crash as well. Gaah! I’m sorry, and this isn’t the fault of Automation itself, but this is just so damn frustrating. 
Nor is it Steam’s fault. Post your computer specs or something.
In the update 5, when you modify the year of a saved car, the years doesn’t change 1 to 1, changes 2 to 2, and, if you press the button to advance or retry years, goes 20 to 20 years.
Okay, so I’ve got 8 gigs of RAM and an AMD Radeon A8-5550 APU, 2.1 Ghz/4 cores. And I don’t recall having that many major issues running Automation, if any at all, prior to moving to Steam(not at this moment, anyway).
So I’m not convinced that it’s my computer hardware: all the evidence I have right now points to Steam being the root of the problem, or at least much of it.
What operating system are you running, though?
Whoops. Sorry about the omission. I’m running Windows 8.1 to play this game, by the way.
Edit: I do have to wonder if part of the problem I’ve been having is also due to some sort of issue with Windows as well.
[quote=“AlternateSteve90”]
Whoops. Sorry about the omission. I’m running Windows 8.1 to play this game, by the way.
Edit: I do have to wonder if part of the problem I’ve been having is also due to some sort of issue with Windows as well.[/quote]
Hearing about your problems it does sound a bit like some other software is interfering, like you’re running an (anti-) virus software or something? Have you tried switching that off in that case? Also: there is no way to switch back to standalone, so lets try to get your problems with Steam sorted out
have you installed all the latest drivers (audio and graphics) for your machine, too?
Great job on all the fast and efficient bug fixes, guys!!!
Playing with a 2009 5 door hatchback, I noticed adding a front lip or a spoiler on the roof doesn’t affect down-force at all. The Front and Rear sliders do nothing.
I was going to test it with another new car before posting this, so I started clicking through the build of a car in 2015 with the 2 door Charger style body, and the game error-ed and crash as soon as I tried to put on the front lip. Rebooted, tried again, it did work. Decided to make a HUGE V6 to see if encountered the problem of another poster of it being to long. The length arrow was yellow, but the 8.1 liter turbo V6 wasn’t too long, just to tall. Raising the hood and adding a hood “lump” didn’t help either. Shouldn’t it? Anyways, using Throttle-body per cylinder fixed it. While tuning it, I reached the bottom end torque limit, but the indicators for that part stayed green, going straight to blinking as I added power, instead of gradually turning to yellow, orange, then red.
Anyways, got all the way through finishing that car, and the down force front/rear from lip and spoiler DID work.
So, I tried recreating a car quickly with the 5 door body style in 2009 again. Front/Rear downforce works! It’s almost like the first one I made will not detect spoilers no matter what. I noticed the active spoiler button stopped working.
I’ve exported the car build with the issue and attached it. It’s actually an attempt at recreating a 2009 Mazdaspeed 3. Now, when I try to add a front lip, I get a LUA error. Didn’t do that when I started this post. 
I hope this was helpful!
carskick - Mazdaspeed 3.zip (120 KB)
I’ve been encountering a curious bug where when I first open up an existing car, the stats are slightly higher than they are once they get recalculated. For example, when I open a car, it might say 35.7 Driveability, but if I switch tabs or change a setting and then change it back, it becomes 35.2 Driveability and stays there. If I close the car again and then reopen it, it says 35.7 again until I do something that let’s it recalculate. This occurs on most of my cars. Maybe all of them. At first I thought maybe it was running the first calculation with the car body template instead of the variant, but the issue still occurs on models that only have one variant.
Has anyone else noticed this issue? Up until now I’ve just kind of been ignoring it, but it’s a bug so I decided I’d better report it.
I set the fuel cons. To l/100km, but in the fuel tab, the units are in km/l .
Rear engined and trying to select 5d variant of this body results in this message. Also a minor notice that the 70’s muscle seems to have different default morph’s on front end between 2d and 4d.
Here the units switch perfectly fine between km/L and L/100km. Can you show an instance (how to reproduce) where what you observe happens?
[quote=“Trifler”]I’ve been encountering a curious bug where when I first open up an existing car, the stats are slightly higher than they are once they get recalculated. For example, when I open a car, it might say 35.7 Driveability, but if I switch tabs or change a setting and then change it back, it becomes 35.2 Driveability and stays there. If I close the car again and then reopen it, it says 35.7 again until I do something that let’s it recalculate. This occurs on most of my cars. Maybe all of them. At first I thought maybe it was running the first calculation with the car body template instead of the variant, but the issue still occurs on models that only have one variant.
Has anyone else noticed this issue? Up until now I’ve just kind of been ignoring it, but it’s a bug so I decided I’d better report it.[/quote]
I see the same thing here but without any values actually changing, some get colored, others stay yellow.
Could you upload one of the cars that does that for you (export, upload zip) and tell us exactly what you do to get the effect you describe?
