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This beta branch update is a major step forward for Wrench and the first release of our electrical solver simulation. The Lighting and horn circuits for the car are fully functional and nearly all of the wiring for the car is present and functional. A lot had to happen to get here and this is a big step towards making the car start and run as a complete dynamic simulation.



The biggest new interaction for players are the new flexible parts and multi ended installation objects. The new wire and hose interactions are really engaging and add a lot to the assembly process. In a future update we will polish the wire physics by adding collision for the wires and improve stiffness/damping behavior.

The electrical system is not a simple continuity check. It's a real time solver with voltage, amperage, resistance as a whole dynamic system. Fuses, relays, battery discharge curves are all represented. There is no hand waving magic to make a component work. Example: Cluster lights get voltage along the correct conductor/schematic path from whatever component is related, grounds behave as expected, components consume accurate amperage, fuses blow when amperage gets too high. The art is similarly detailed. This is our main fusebox running in engine using a translucent material to show off internal details:



Patch Notes (Build 156)


Due to internal changes, save files from previous builds are not supported. See the Roadmap for more information about what to expect with future save resets.

Add first pass interactable wiring and electrical systems to hatchback chassis with detailed connectors and ~70 interactable connections.

Features present and interactable with electrical functionality:

  • Lights: Headlights, turn signals, side lights, tail lights, etc

  • Light & turn signal controls

  • Horn and horn button

  • Gauge cluster (partial)

  • Battery

  • Fuse box & fuses

  • Relays & flasher unit

  • Chassis grounding attachments


Features present and interactable but with no electrical functionality at this time:

  • ECU

  • Fuel injectors

  • Plug wires (two-ended flexible wires)

  • Engine sensors and accessories

  • Wiper controls


Add two-ended flexible vacuum hoses

Hatchback:

  • Improvements and tweaks to the chassis, bumpers, and hatch to support wiring and lighting

  • New art content related to electrical components noted above (wiring, lights, fuses, etc)

  • Add gauge cluster

  • Add radio (not functional ... yet)

  • Improvements to dashboard models and materials

  • Improvements to carpet models and materials

  • Adjustments to hatchback carpet and materials

  • Adjustments to collision on various parts to improve gameplay


Add JIS screwdriver & several JIS screws as part of new assembly.

WIP fluid improvements

  • Track fluid mixture in containers and streams (relative amounts of different fluid types with wear)

  • Improvements to behavior of tube-attached objects

  • The engine oil and coolant bottle caps are now individual screw-on caps

  • Some visual effects have an incorrect color - will fix later

  • Some fluid bottles and interactions may not work right now


Multiplayer: Fix a bug causing the VR hand transform to be incorrect when using a Controller Type option other than RiftS on a remote client.
Fix a bug allowing physics objects to pass through the car chassis collision.
Fix a bug with the location of a nut at the OEM exhaust manifold to downpipe connection.
Desktop: Fix a bug causing the part install indicator to show the wrong install location when the target socket changes in a single frame.
Desktop: Fix a bug causing a part to install immediately when clicking to pick up an object while looking at a valid install location.

  • Changes to assembly system to support objects with multiple assembly pieces (wiring harness, two-ended wires, etc)

  - interactions
  - assembly generation
  - physics constraints
  - saving
  - multiplayer / replication

  • Expand flexible tube simulation component to support spline meshes for wire bundles

  • Migrate majority of assembly system game logic from blueprint to C++

  • Flexible tubes & wires now go to sleep when end points are not moving to save CPU usage.

  • Many other core code changes. Some old bugs may be gone and some new bugs will be present.

Wrench Content Depot 936721
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