It has been a while since we've had an update for the Al Rilma Open Alpha! Most of our efforts in the past ten weeks since the last patch were focused on getting the improved Lite Campaign Mode ready for its debut, which would see the Al Rilma Update switch from alpha to beta status. Unfortunately, we found many more bugs than we anticipated during closed testing, and also that several fundamental aspects of the campaign calculations needed to be changed in order to reshape and future-proof them. As a result, we have made the difficult decision to delay Campaign Mode a little more. We understand that many of you were excited for this and have been waiting patiently, but we did not want to give you a campaign that was too buggy to be enjoyable.
Muscle with a retro-modern flair, courtesy of ellie.
Instead, what we've done is we have put together a big update for you that has a vast array of fixes, improvements, and new features. It includes nearly everything else we have been working on in the meantime, including a substantial rework of suspension geometry in cars exported to BeamNG, to make cars handle more predictably and realistically across a wide range of applications.
In case you missed the discussion on this patch in the last Little Dev Update, you can catch up here:
With such a long wait and a massive "non-campaign" changelist on hold, we didn't want you to have to wait any longer. That is why we have decided to release this patch today and continue polishing up the campaign mode some more in the coming weeks!
General Fixes
Overhaul of how exhaust piping, addressing lot of issues with it and allowing multiple exits
Updated and improved AI generation car look-up table
Improved AI model body selection to now check for engine fitment
Improved stress warnings progression and colors
Fixed AI attempting to generate engines with block configurations that have not unlocked
Fixed issue with acceleration graph spiking with very tall gearing for automatics
Fixed crash that could occur AI generating a car for particular demographics and years
Fixed fixtures disappearing when morphing with sliders
Fixed sandbox car import-as-new not correctly changing to newly imported engine
Fixed memory leak that could result in out of memory crashes
Fixed negative scale moving fixture upon rotation
Fixed lua error using superchargers in scenarios
Fixed lua error importing .car and overwriting existing car
UI Improvements & Fixes
Greatly improved UI smoothness and performance when switching between parts of the game
Added data field and tooltip to quality slider to show maximum setting of other trims / variants
Added exhaust count & bypass valves tooltip
Improved demographics tooltip UI to show country flags for what regions are averaged
Updated stress warnings to only show the most severe warning per part
Removed test track being available as a graph (too many inconsistencies / UI headaches)
Revised the ordering of the demographics grid
Fixed photo mode car selection only showing SANDBOX company cars
Fixed Move Car & Engine button not moving engine in sandbox company manager
Fixed issue with information in demographics grid display mode
Fixed reset of test track not unlocking track location/variant selection
Fixed switching between tracks not stopping the simulation
Fixed knock warning flashing at 0% with an engine that doesn't flow enough
Fixed issue with UI flow after finishing a scenario
Fixed default cylinder head art potentially being a mod head
Fixed car model quality slider change not causing a recalculate
Fixed issue where different model wheelbases were grouped together
Fixed fixture list disappearing after visiting photo scene
Fixed sandbox project map lua error
Fixed sequential displaying RPM instead of Boost pressure when on stage 2
Fixed switching between flat- / crossplane crank resulting in different part list order
Fixed familiarity UI mode missing / not working \[Left-Alt]
Fixed issue where sometimes engine part stress would not display correctly
Fixed brake size slider maximum not updating until it interacted with
Fixed errors caused by pause menu's save button
Fixed compound turbo compressor maps defaulting to wrong stage map
Fixed empty power to weight and towing capacity data fields in car performance stats
Fixed multiplayer to return players to the results screen when a game finishes
Engine Sim
Implemented all new ignition timing model for pre-EFI fuel systems, centrifugal & vacuum advance
Implemented CVVL as a new variable valve lift design option
Improved valve flow utilization parameter by including drop in cam curve (torque) beyond max
Implemented a fuel cut linked to MAP levels
Removed the concept of hard knock, instead it fully relies on power & reliability penalties
Added "current effective octane used" value to assist tuning
Tweaked boost progression of lambda mapping for fuel map
Improved emissions optimization lambda = 1 area vs. slider mapping
Fixed issue with flow calculation behavior of turbo's turbine
Made boost creep not be a thing for compound / seq setups
Fixed several issues with the simulation implementation giving unexpected behaviors
Gameplay
Revamped throttle response calculations, specifically for forced induction setups
Added MPV (Minivan) demographic, removed Pony Budget demographic
Significantly altered Passenger Fleet and Pony demographics
Rebalanced delivery demographics towards more differences in car size
Tweaked balance of timing slider effect on reliability
Tweaked various demographics and the body preference penalty matrix
Changed block and piston power density progression to be more intuitive
Added PS as an option for engine power unit of measure
A selection of new variants from the all-new Rosso_86 body family. Many thanks to Kyorg for his hard work on this new family of bodies!
Content
Added Rosso_86 car bodies, 11 families, 74 variants total, replaces 90sMR_Cor bodies
Added new grm_kompetitor car bodies, replacing 00sSedan02, 1990 unlock
Added 30 new headlight families with several variants each added to game
Added new eco carb model
Many visual improvements for various header configurations
Fixed minor cosmetic issues with itl_rosso bodies
Fixed issue with z-fighting between chassis and carpet materials
Fixed issues with fixture UV problems, specifically regarding wrapping around corners
Fixed UV issue for mirrored fixtures on 1966 Sedan body
Fixed many car bodies missing accurate camera bounds boxes
Fixed 87_us body families have bonnet bounds boxes sitting below the hood
BeamNG Fixes & Improvements
Weight distribution slider now works in "soft body" mode with movable mass node
Fixed beam export starter motor not having enough torque in some instances
Fixed tyre load sensitivity data bug causing rear grip loss, fixes most oversteer issues!
Rework of all suspension export Jbeams, including:
More sane roll center heights and roll axis, should improve handling feel
Improved camber gain with roll
More stable toe gain behaviour, should make cars feel less twitchy
Greatly reduced bump steer issues
Stiffer and generally more consistent live axle link layout
Fixed wildly different amounts of maximum steering angle between suspension types
Fixed different maximum steering as wheel offset increases
Fixed sometimes inconsistent ride heights front to rear
Fixed inconsistent swaybar stiffness between suspension types and tyre widths
Fixed overly effective swaybars on live axles (often caused terrible oversteer for live axle rears)
More consistent Ackermann steering geometry between suspension types and car sizes
Better bump stops (more progressive, taller for long travel suspensions)
Fixed some suspensions having too much compression travel
Fixed MacPherson Strut suspension having very limited droop travel
Added some anti-squat and anti-dive geometry to many suspension types
Increased ABS thresholds to get closer to lock and give greater braking performance
Retuned TCS and ESC to be more effective but less intrusive
Fixed camera positions exporting under the floor for some bodies (please report issues!)
Reduced excessive tyre stiffness in wide / low profile tyres, making these tyres more forgiving
Reduced excessive sliding friction values, these are no longer needed after load sensitivity fixes
Fixed too weak FFB on MacPherson front suspension cars
Fixed chassis nodes sometimes hanging down below front and rear bumper
Improved consistency of camber and toe values vs Automation
Made damper rates more accurate to Automation (stiffer fast damp, softer slow)
Swaybars stiffness corrections to account for different roll center heights per suspension type
Centrifugal superchargers made a bit quieter (better tweaks to this coming soon too)
Improved live axle's ability to withstand the stress of locked transfer case on grippy surface
Toned down the locking strength of non race clutch LSD, and tweaked decel locking
Known Issue: Cars are exporting too heavy in comparison with their Automation weight (approximately 12 percent), which happens using the new soft body mode only. We are investigating this issue; it is a high priority fix for the next patch.
We hope there's something in this for everyone to enjoy! Campaign will be coming soon, we now have fixed all major known issues and are in the final stretches of polishing up the many little bugs.
As always, we will be keeping an eye on any issues that come up with this patch; please let us know in the discussion forums or on our Discord so we can address them. Also, be sure to follow us YouTube and the rest of our socials for up-to-date news and community happenings!
Cheers!
Changed depots in openbeta branch