[img src="https://clan.akamai.steamstatic.com/images/8118030/071482bc74c29abc3f9f00d483eb6883bf5786da.png"][/img][i]A wild, Group 5-inspired truck build, by [b]perhap_s![/b][/i]
With this update we have addressed the most pressing issues that have been found since release. With this patch, we are entering the next larger development cycle, the "[b]Terso Update[/b]", which is going to be the final massive update that will take the core game to being considered complete. More on that below.
Of course, should issues pop up with this patch, we'll hotfix it before moving on. And now, the changelog:
Al Rilma Update - Patch 4 - Changelog
General & UI
Added new button to create new trim from a currently held trim
Added trim names to part list tooltip for "used in other trim" function
Added missing description string for CVVL
Fixed oscillation issue in twincharging when turbo overpowers supercharger
Fixed all drivers being powerlifters when it comes to manual steering weight penalties
Fixed default turbo & centrifugal supercharger sizing not working
Fixed boxer engines not generating with auto generated engines
Fixed .cars added while in the car designer causing lua error going to main menu
Fixed creating new engine variant from held in sandbox setting variant year to 2012
Fixed not going into designer when generating engine for "none" sandbox company
Campaign
Added familiarity gain dependence on the difference between Quality and Tech Pool
Added button to collapse all cars/engines in campaign hub calendar
Moved core shifts to come before max shifts in factory setup
Fixed HQ loans to now pay out over time instead of directly in one sum
Fixed message for annual taxes not coming up at the start of the year
Fixed new engine factory construction time on hub UI scaling wrong
Fixed color of non-production engine variants being wrong in campaign hub
Fixed car body unlock research tab not considering HQ Region tech offset
Content & Art
Added replacement body for 90sLuxuryCoupe, "Goodman", '86, with 72 variants
Added new car body, '45, with 42 variants
Added new new piston crowns
Fixed pistonheads drifting away from the engine in cars
Fixed piston crowns being flipped on one side of Vs and Flats
Fixed 4 and 5 valves colliding with cylinder walls
Fixed brake caliper paint not refreshing when switching brake or piston types
BeamNG Exporter
Fixed issue with inconsisent idle RPM depending on selected gearbox
Fixed issue with offset chassis generation with new soft body export
Fixed issue with wobbly interior fixture constructions in exports
Fixed exhaust fixture meshes not exporting properly
Fixed fixture collision issues when exported to beam
Fixed issue with collisions for engine parts
If you run into any issues, please report them on our Discord or on the Steam Forums so we can address them.
[img src="https://clan.akamai.steamstatic.com/images/8118030/c1a5cdab92cc8acf722475b57f021c37d8365669.jpg"][/img][i]It's not AI, just a very carefully-photographed 90s SUV, by [b]ChilPollins.[/b][/i]
Terso Update - An Early Outlook
We have big plans, and those who have been with us for a while might remember our Supercharger Suite Update Outlook which included mention of the three updates Ellisbury, Al Rilma, and Terso. The first two are now struck off the ToDo list - or almost.
There is one important point still missing from the Al Rilma Update, the standalone [b]Track Editor[/b]! It is almost done, really powerful and user friendly as a tool, and only needs some final testing and a wee bit of polishing. It will directly integrate the tracks you export into both Automation and optionally the Steam Workshop for easy sharing of your track creations.
Due to how big an update Terso will be, we are planning on releasing one first set of hand-picked features quite early as a first step. These would be going into an open-alpha, opt-in branch of the game accessible to anyone who dares join it. The first set of features we currently want to implement in this early version are:
First Terso Features
Revamped campaign production methods and engineering mechanics
Competitors using actual factories, plus optional factory selection for sandbox cars
Test Track improvements and UI overhaul for telemetry and data analysis
Revamp of engine outsourcing factories with several companies to choose from
Rework of car body design year limitations
A full rework of the tire model in terms of grip and friction
Improved support for animated fixtures for BeamNG exports
Of course that is but a small fraction of what is coming to Automation with the Terso update!
On the side, we are aiming to get out a demo version of Automation, based on the Al Rilma Update, to allow players to try out the game before they buy.
[img src="https://clan.akamai.steamstatic.com/images/8118030/cc94aa32344802079da11aebb3d02762bc35a75b.png"][/img][i]A sensible luxury car, for sensible people, by [b]Kartoha.[/b][/i]
As we are progressing into the full development of the Terso update, we will share with you a more detailed outlook on what is to come in the updates ahead. Until then, enjoy the all new Al Rilma version of Automation!
Cheers!
