This is the last big polishing patch before the big merge of 4.2 with the public default branch! We're aiming to get it all wrapped up this week. Pour yourself a drink, get some snacks, and have a read of one of the longer changelogs in recent times:
General Fixes
- Fixed failed car generation not deleting the engine it made for itself
- Fixed trimslots that were not in the latest facelift not being able to be unpaused
- Fixed factory shifts going higher than supported by engine production
- Fixed factories that took 1 month to retool not get their hitpoints back
- Fixed forecaster oddites with required vs estimated shifts
- Fixed issue where you would not gain 36 months engineering bonus in first project
- Fixed cars with missing mod rims not complaining when imported
- Fixed a hardcrash from attempting to export a car with a name that is too long
- Fixed there being an explosion icon on healthy engines
- Fixed factory staff sometimes getting stuck and not increasing
- Fixed forecaster to be able to cope with non default margin modes
- Fixed specific lua error that could occur on month tick
- Fixed issues with steering options with imported cars from pre 4.2
- Fixed stopping trim preorders barring deliveries with existing stock
- Fixed hardcrash when exporting animatics at any super resolution
- Fixed procedural meshes receiving decals
- Fixed issue with transverse FWD unlocking
Gameplay Changes & Fixes
- Full revamp and fix-up of country-themed competitor companies and their lineups
- Implemented country-based company starting familiarity ratings
- Implemented engine bay filling calculations for turbos
- Implemented tech cost multipliers for R&D and in difficulty score calculation
- Implemented weight optimization slider into AI car generation
- Implemented costs, manhours, and engineering times for turbo setups
- Implemented MCost / PU / ET for springs & lifters slider
- Car generator AI now uses springs & lifters correctly
- Increased turbo oil costs in servicing by 2.5x
- Tweaked country tax rates, worker skill, and wage levels
- Tweaked how campaign setup works for awareness and dealership levels
- Tweaked familiarity gain speed and fixed various familiarity issues
- Tweaked pressure slider's effect on familiarity gain in engineering projects
- Tweaked prestige bonus for having the latest entertainment packages
- Tweaked difficulty starting defaults for campaign
- Tweaked how worker hiring speeds & XP gain depend on wages and worker quality
- Rebalanced brake cooling costs (ET / PU)
- Rebalanced market volatility
- Fixed Footprint+ / Footprint- marketing not being hooked up
- Fixed creating a facelift removing some company value
- Fixed production units not being added to car total from brake cooling slider
- Fixed steering quality not affecting comfort correctly
- Fixed turbos not experiencing mechanical stress correctly
UI Fixes & Improvements
- Added description for Factory Shifts graph in car project
- Added tooltip display of each marketing category's costs
- Added missing PU/ET numbers to quality sliders
- Added various new icons replacing placeholders
- Added a calculate button to the forecaster screen
- Added 2 buttons in photo manager to reset camera settings to default or last loaded setting
- Added list of dis-/advantages to springs & lifters slider plus its description
- Added display of price perception desirability penalty for target demographic in hub
- Added sales chart to trim sales tooltip
- Added a copy-to-all countries button for marketing choices on marketing screen
- Updated campaign welcome texts
- Updated various descriptions / tooltips and eliminated missing ones
- Polished up start menu news and socials links, fixing some UI scaling issues
- Smaller gearbox gear counts are now unlocked until the list would overflow
- Fixed and tweaked map zoom and detail levels
- Fixed negative stock levels showing as zero and sales graphs disappearing in hub
- Fixed factory production tooltips not updating correctly in hub calendar
- Fixed campaign setup top bar not updating correctly
- Fixed oddities in factory warnings and sales for paused factories in hub
- Fixed car and engine side stats formatting for non-English languages
- Fixed full lineup mode button getting stuck
- Fixed tooltip description of blue sales bars on markets screen of car designer
- Fixed factory list in hub not being sorted in meaningful way
- Fixed forecaster screen items not updating when entering forecaster first time
- Fixed hub calendar not showing model car profit correctly
- Fixed quality tooltip jumping up and down as you drag slider
- Fixed marketing tab not working with high minimum awareness settings
- Fixed setting up a factory throwing you back to the engineering tab
- Fixed drivability stat not shown correctly in car manager after generating a car
- Fixed issue with sorting of trims in the main campaign hub
- Fixed financial report not coloring income green
- Fixed issue where you'd only be able to increase deposit %
- Fixed issue display of competing trims in side stats demographics
- Fixed inconsistency with factory refresh underfunded alert pop up
- Fixed side stats demographics sorting being weird when mixing pin and target
- Fixed reset all camera settings not resetting all settings
- Fixed the desirability tooltip on hub calendar being incorrect
- Fixed UI interaction issues with hub stock manager
- Fixed the engine ET shown in car engineering not being the current value
- Fixed no engine production warning getting confused with multiple facelifts
- Fixed factory production / shifts not correctly being limited by staff availability
- Fixed top bar not updating engine model name after switching engine
- Fixed pausing production not switch icon to confirm it has done that
- Fixed downforce aero graph having switched colors for front / rear
BeamNG Exporter Changes
- Implemented progressive springs
- Added ability to export several trims as configurations of one car (configurations must be exported unpacked with the same mod and car name)
- Added electric powertrain swaps
- Added ability to export cars preconfigured as EVs (add !ev! to the car's description)
- Added manual gearbox whine now depending on trim year, quality and tech pool
- Added new main jbeam part
- Added more data to configuration files
- Added off-road mode to active sway bars
- Added that parts of cars now can ignite from collisions
- Added fire simulation adjustment sliders
- Added BeamNG physics aerodynamics and buoyancy modifier slider
- Reworked engine friction
- Split fuel tanks and transmissions into separate jbeams
- Twin-tube dampers now lose effectiveness under fast movements due to aeration
- Active springs now export with adaptive sway bars
- Increased damper stiffness
- Tweaked steering wheel lock
- Increased race final drive tuning range
- Fixed leaking parameters in suspension jbeams
- Fixed cars getting more flammable with higher safety
- Fixed leaking parameters in body and fixture jbeams
- Fixed leaking parameters in coilovers
If no big issues pop up, this might very well be the release candidate build that becomes the new normal for everyone. :) Let us know how it plays and if you run into any game-breaking issues.
Cheers!