Open Beta [B150918+] Feedback

Not so much a bug as a annoyance, I like the fact that when you make your engine too big for the car that it minimizes the stats screen to show you (thank you so much for that!) but is it possible to disable that while it’s in the test run? I sometimes design engines large enough that once they start twisting around and revving the size arrows go red and I lose the power graph until the end of the test.

love the new market demographics just 2 things that I find a bit odd

Fuel availability when car set for low quality can’t customers use better fuel if low quality not available?
Should car octane requirement or what we use in car design set the minimum fuel needed and then check availability for anything that’s at that or higher level?
mostly feel this when making cars to fit for archana

Cars made for leaded fuel in real life can use non leaded fuels if they have high enough octane levels with slightly higher maintenance costs maybe, cause new fuels are a bit more corrosive

Maybe I’m just lazy to make a new trim/ engine variant just to change fuel type in the transition years of leaded ban :slight_smile:

Old body penalty seems a bit severe at times, I thought this mechanic was more for using car new car trims with old car models, right now it feels it’s limiting choice for car body in certain years.(not saying that 1940’s car boddy should be used in 2020 :slight_smile: )

[quote=“Baxeg”]snip

Cars made for leaded fuel in real life can use non leaded fuels if they have high enough octane levels with slightly higher maintenance costs maybe, cause new fuels are a bit more corrosive

Maybe I’m just lazy to make a new trim/ engine variant just to change fuel type in the transition years of leaded ban :slight_smile:
[/quote]

A friend of mine used modern unleaded fuel in an old Volvo B20 engine, cast iron head, the exhaust valve ate into the head withing 5000km. You MUST have hardened valve seats if unleaded fuel is to be used.

A friend of mine used modern unleaded fuel in an old Volvo B20 engine, cast iron head, the exhaust valve ate into the head withing 5000km. You MUST have hardened valve seats if unleaded fuel is to be used.[/quote]

Exactly, but the hardened valve seats is due the unleaded fuel, obviously, doesn’t contain Tetraethyl lead, because this compound, besides raising the octane valves made not graze the seat.

When you go to the engine creator last tab, you can’t see the engine map (the colours map of the engine parts to look the failures) when you press start or you test manually the engine.

Um I think I broke the test track… (this is in the latest open beta release)


Heres the car and testing track files, the 1940 trim works fine but the 1945 trim doesn’t.

If you need anything else just let me know and I will get it for you. :smiley:
UMGaming - Soltra 156.zip (103 KB)
Soltra Test Track.zip (139 KB)

Been loving this update so far; feels good when several of the cars from the previous version were already showing high scores without any tweaking. Few questions though regarding future forum competition stuff

1.Is there anyway to get the market values of the cars in a competitor pack zip against one another for forum competition use, or do we have to have to load each car separately? A console debug dump command would work fine as long as the data is decipherable.

2.What happens if you look up the market for a car that is also in the competitor list? Does the game exclude the active car or the competitor car for calculations, or does something else happen that has to do with that “one million trims” problem you solved awhile back?

3.Do multiple competitor zips loaded at once get dumped in the same pool, or are they treated as separate “companies” for the “one million trims” thing, or what? What happens if their are duplicate cars in both?

Edit: Also, forgot to mention, but the list view in market has the icons overlapping text

Unfortunately there is not, the only output we had for internal testing as a csv dump was the top competitors.

It excludes itself from the competitive calculations, that’s why you can get more than 100 in that stat. The only thing that the current car is considered for is the “number of competitors” stat, which looks at the highest scoring competitor and looks how many cars are within 75% of that, your car including if you are the leader at 100+ competitiveness or above 75%.

Yes, they are all dumped in the same pool for now. The company and trim separation will first be implemented when actual sales come into the picture. :slight_smile:

Can you post a screenshot of that?

[quote=“Killrob”]

Can you post a screenshot of that?[/quote]

I can.

To replicate. Have a finnished car. Open the market tab. Switch to list view. Switch to overview for example. Then back to the market tab.


That’s true. A car made for low quality unleaded would run fine on regular unleaded. It would cost more for no benefit, but it would run fine.

[quote=“Killrob”]

[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?[/quote]

Sorry I didn’t see your reply until now.

I’ve attached a 1940 car that does it.
To reproduce:

  1. Open the car
  2. Make a note of the Driveability before clicking on anything
  3. Go to the transmission tab.
  4. Increase or decrease gear spacing by one, then change it back.
  5. Going to the suspension tab and changing camber by one and then back also works.
  6. Note that the Driveability is not the same as it was earlier.
  7. Close the car and reopen it. Note that it has the Driveability from #2 again.

Really changing any setting that gets it to recalculate does it, but I use those two because it’s easy to see the change with them. I’ve also changed quality sliders, changed the seats, etc. Changing engine settings will do it too, but then you don’t have the number on the screen in front of you.

Hope that helps.

EDIT: File removed now that Killrob saw it.

Interesting, I get that with your car too.

BUT, when I change something, save it, then exit, restart and reload the car, it doesn’t do that anymore. So how did you get to this behavior in the first place? :smiley:

[quote=“Killrob”]Interesting, I get that with your car too.

BUT, when I change something, save it, then exit, restart and reload the car, it doesn’t do that anymore. So how did you get to this behavior in the first place? :smiley:[/quote]

Hmm… Well, on mine, changing it, saving it, exiting, restarting, and reloading the car doesn’t fix the problem. I also have it happening to a varying degree on at least five cars that I’ve noticed. I’ve done a “verify cache” with Steam. Yet if it goes away on yours, then that would seem to imply that there’s something on my end. I have no mods installed. idk.

I’ll go ahead and try completely uninstalling the game and then reinstalling it and report back.

[quote=“Trifler”]

[quote=“Killrob”]Interesting, I get that with your car too.

BUT, when I change something, save it, then exit, restart and reload the car, it doesn’t do that anymore. So how did you get to this behavior in the first place? :smiley:[/quote]

Hmm… Well, on mine, changing it, saving it, exiting, restarting, and reloading the car doesn’t fix the problem. I also have it happening to a varying degree on at least five cars that I’ve noticed. I’ve done a “verify cache” with Steam. Yet if it goes away on yours, then that would seem to imply that there’s something on my end. I have no mods installed. idk.

I’ll go ahead and try completely uninstalling the game and then reinstalling it and report back.[/quote]

Well, I moved my car and engine designs elsewhere, then uninstalled Automation, and deleted the Automation folders from Steam and Documents. I then reinstalled Automation and copied my cars and engines back in. I tried opening a couple of my cars, making a change, saving it, exiting the game, restarting the game, an reopening those cars, but the issue remains. I don’t know why it went away for you. :frowning:

Tinkered with Automation for a bit for the 1st time in awhile (build 151001). Nice to see the market section in there.

Just a couple of minor things I noticed:

On the gearbox screen the current fuel consumption value is (for me) in mpg while the previous one is in litres/100 Km. (I reported this one on Steam as well - sorry).

On the aerodynamics screen when I do make changes the material cost and production units are red regardless of whether they improved or got worse.

Btw, where is the preferred place for reporting little things like this, on this forum or Steam?

Thanks, and keep up the great work!

Whenever I try to move a fixture (click, hold, then move), the fixture is duplicated rather than being selected and/or moved. Is anyone else having this problem?

You aren’t holding shift are you? Moving while holding shift creates a copy of the selected fixture.

Killrob Edit: Or CAPS LOCK

Having some issues with the tyres in the Sandbox. Widths don’t increase as they should. Sometimes the down arrow increases the sizes and altering the one axle randomly changes the other. Also keeps telling me the tyres have blown when it comes to the stats box.

No, I wasn’t holding shift (or caps lock)

no one have been posting more bugs??

i have been experiencing a bug i call
‘f*ck you fixtures’

here’s how i replicated it
pick body> morph it> put ONLY GRILLS on> design the rest of the car while saving on every step> go back and put all the fixtures on> save

nothing’s wrong up to there

then i make a new trim by cloning the first one. and then ‘f*ck you fixtures’ do their job.
all the fixtures, and only the fixtures went back to when i only put the grill on. on both the first, and the new trim

and it only happens if i clone it. if i click new trim, nothing’s wong