[i]A very wedgey supercar from days gone by, courtesy of [b]Juice[/b][/i]
Here are some of the patch highlights:- Much improved AI competitors
- Added sandbox-only racing tire choices
- Reworked traction / diff tests
- Improved gearbox torque limits, its messaging, and gearing setup
- Lots of tweaks to emissions and added exhaust reactor converter
- Rebalanced many stat dependencies with better progressions
- Full rework of tires for BeamNG exports
Ellisbury Update Open Beta Patch 5 Changelog
Car Generation AI
- Car AI competitors now use as much quality as they have tech pool
- Implemented a lot of changes to car AI lookup table
- Implemented car generation AI for the new gearing setup
- Improved AI to now deal with reliability penalties of gearing setups
Art & Bodies
- Fixed 08_jpn_mpv and coupe exporting their lowering bounds boxes to beam
- Fixed UV tearing which was related to bounds box issues
- Fixed Sunflower bodies (11_jp_ute_3door_M_cpp) all being 3 row, 3/3/3
- Fixed opaque grills exporting as transparent
- Fixed all families of jpn_fatale bodies missing cameras for Beam export
- Possibly fixed 10s_CoupeSmall exporting bounds boxes to Beam
- Created LODs for 2-, 4-barrel carb, and alternator models to improve performance in Beam
- Fixed 4 barrel carb intakes sitting too low
[i]A funky, modern crossover in a series of wild colours, courtesy of [b]Westono.[/b][/i]
Various Bugfixes
- Fixed CVTs calculations asking for way too much power in test cycles
- Fixed drive type weights always thinking it was AWD
- Fixed RWD grip calcs not working correctly
- Fixed that gearboxes were not accounting for their power transmission loss
- Fixed advance gearing allowing ratios set to zero which broke car calculation
- Fixed Lua error changing gearboxes back and forth
- Fixed rear brake pads costing 1/100th of what they should
- Fixed issue where cars don't respect RPM limit on test track
- Fixed launch procedure for cars on test track
- Fixed issue where a car doesn't want to upshift even though there should be sufficient power
- Fixed turbine sizes not being clamped on load, making some cars/engines to not calculate
- Fixed an instance where engine testing would crash from an infinite loop
- Fixed issue with factory refresh costs being weird (negative or nonsensical)
Gameplay Tweaks & Additions
- Added sandbox-only racing tire choices
- Improved year-dependent tire grip multiplier progression
- Tweaked range of allowed profiles for crossply tires
- Tweaked various tire type and compound stats
- Reworked traction / diff tests to make them more stable and fit for purpose
- Improved traction calculations
- CVTs now scale torque limit with their ratio range
- Implemented CVT efficiency dependency on speed ratio range
- Changed progression of gearing spread slider
- Changed progression of top gear ratio with its slider
- Reworked drivability / sportiness factor calculations for gearing
- Implemented gearbox weight scaling depending on torque limit used
- Updated gearbox torque limit progression and values
- Tweaked CVT scaling torque limit
- Rebalanced differentials and hooked up more stat dependencies
- Implemented boost dependence in prestige to stop fake turbos giving prestige
- Implemented utility grip factor dependence
- Remove grip reserves stat from drivability calcs and detailed stats UI
- Tweaked prestige progression for top speed, power, and forced induction
- Tweaked drive height dependence in drivability and sportiness
- Rebalanced stats for springs, dampers, and swaybars
- Tweaked the sportiness car agility stat, punishing larger cars less
- Improved offroad tire base stat score calculation
- Catalytic converters have new reliability multiplier
- Increased effect of tire profile on comfort
- Added new +3 front seat row option and tweaked seating stats
- Fixed issue with single VVT not having correct effect on emissions
- Tweaked carburetor AFR precision (slight nerf) affecting emissions
- Tweaked balance of catalytic converters
- Added exhaust reactor converter
- Added dependency for HC emissions with boost
- Added emission dependencies for compression and engine load
- Added emission dependency for engine block / head design year and quality
- Fixed a bug where dynamic logos on engine parts would disappear if the camera collided with them
[i]A total revamp of how gearboxes and their torque limits affect reliability, and thus the desirability of your cars. This gearbox works well![/i]
[i]This gearbox, however, does not...[/i]
UI Fixed & Improvements
- Added engineering time & material cost breakdowns to detailed stats panel
- Increased allowed setting range of first gear speeds to higher speeds
- Fixed item list tooltips using model year instead of relevant year to part
- Rename "Light Truck Monocoque" to "Partial Monocoque"
- Fixed an issue with engine size widget behavior
- Fixed fixture button issue with flip-to-opposite-side being inconsistent
- Fixed sandbox company manager being available in campaign UI
- Fixed sandbox car / engine manger not remembering the selected company
- Fixed side panel display of material costs being broken for $100k+ costs
- Fixed inconsistency in detailed stats emissions panel display of WES standard introduction
- Fixed inconsistent coloring in emissions UI
- Fixed errors in the display of tire grip in the tire tooltip
- Fixed End key taking players to start menu when used in a text box
- Fixed fuel efficiency not being unit converted on car summary screen
- Fixed double clicking "All Fixture" or "Fixture" materials not backing out to fixture display
- Fixed unit conversion issue in gearing setup with inputs not being interpreted correctly
- Added gearbox torque limit info in power torque graph and in gearing graph
- Improved y-scale for power vs. traction graph for high grip cars
- Fixed cornering graph cutting off data as the car rolls over without warning
- Added display of 0-100 time in power vs traction graph
- Fixed power density limitation icon moving off the top of the power torque graph
- Created red warning for if the car rolls over during tests, cutting the cornering graph short
- Improved layout of graphs and their selection buttons
- Fixed issue with emissions graphs not getting data
- Added weight distribution over time to the power vs. traction graph
- Fixed engine project sign-off screen not correctly updating after adjusting engineering sliders
- Fixed retooling a car factory's minor tooling not saving defaults correctly when facelifting a car
[i]With the tire rework and over a decade of being asked for them, we've finally added slick tires to Automation![/i]
BeamNG Exporter
- Massive rework of tires, wheels, and hubs for exported cars for greatly improved driving feel
- Fixed using both fixture cameras resulting in 1 not working
- Implemented On-Demand AWD sensitivity progression by year and quality
- Added lockup in off-road drive mode for modern On-Demand AWD
- Fixed bounding box issues with tiny meshes
- Fixed issues with invisible car bodies
- Added scaling to experimental props
- Fixed torque curve extrapolation runaway when engine doesn't hit peak torque before limiter
- Moved advanced car tuning sliders to separate parts
- Fixed a crash caused by the engine sound thread when the export fails
- Tweaked lowShiftDownRPM
- Made the wheel hub stiffness slider affect beamDamp
- Tweaked FFB strengths for different steering and tyre setups
- Added a max FFB weight for power steering
- Added dependencies to tyre grip and front wheel load to FFB
- Fixed multiple bugs causing inconsistent weight and stiffness of wheels, tyres and suspension
- Adjusted default tyre pressures (mostly higher, lower for off road, higher still for utility)
- Lots of performance improvements from level of detail adjustments
- [b]Note:[/b] Drag tires are still WIP and currently replaced with race soft on export!
