Update Patch B200130 & B200131 & B100203
We just released a new patch that should be the final one for LCV3.7. We're now switching over to the new game engine version in our dev build and finish implementing the remaining features for the LCV4.0. This build is now on the default public branch! :) Here is the full changelog of the recent patches:B200203 Fixes & Improvements
- Made engine friction progression for exports non-linear to fix many engine lock-up issues
- Fixed sandbox top bar year-change prompts to only open once
B200131 Fixes & Improvements
- Made car section of photo manager collapsable when no car is selected
- Added button to replicate hitting Tab when no vehicle is selected in photoscene
- Improved engine fit widgets to better work with new engine bay size calculations
- Improved engine bay clearance warnings to be more specific
- Fixed empty white warehouse not loading in photo mode
- Fixed screenshots not saving and 4k screenshot taking crashing the game
- Fixed engine headers not glowing with high power output
B200130 Fixes & Improvements
- Improved engine bay size and fitting calculations
- Improved state tooltips on trim and variants in campaign project managers
- Improved engine friciton and inertia for BeamNG exports
- Added ability to disable blur & transparency for improved performance on potatoes
- Added option to ignore / enable design warning flasher items
- Added demographic description to markets demographic tooltips
- Added ability to open .car export folder when exporting .car files, file selected
- Added mechanic of checking how close an engine is to the engine bay walls
- Added display of hand-made / limited production flags in text form for item lists
- Removed mid transverse AWD as it doesn't make sense
- Limited lastest campaign starting year to 2019 instead of 2020
- Fixed gearboxes and drivetrain items not exporting to beam
- Fixed engine bay size widget being visible when collapsed through UI
- Fixed intake tooltip's service cost being coloured backwards
- Fixed engine project manager's markets button for opening markets screen
- Fixed engine description widget not correctly loading data in some locations
- Fixed light truck monocoques being able to have mid and rear engines
- Fixed the bypass valve option also bypassing catalytic converters
- Fixed turbos not glowing on one side of V engines
- Fixed turbos overheating for BeamNG exports
- Fixed FWD transmission mesh actually being the AWD mesh
- Fixed some material slots on Taillight_10 not being editable
Original Post, Patch B200117
Happy new decade! :) We just released a new patch for Lite Campaign V3.7 that addresses an assortment of bugs and adds a few pieces of content. You can find the patch log below. At this point we're on track for the first LCV4.0 release coming into open beta in early February.
Note for AMD GPU users: The recent driver incompatibility issues with versions 19.12.2, 19.12.3, and 20.1.1 have been resolved with version 20.1.2, update to the latest optional drivers and any startup issues linked to that should disappear.

Development Outlook 2020+
In a recent video we show our development outlook for 2020 and beyond. You can check it out here:The summary of our timeline is as follows:
Lite Campaign V4
LC V4.0 Factory Improvements (Coming in February)LC V4.1 New Sales Model
LC V4.2 Turbo Revamp
Lite Campaign V5
LC V5.0 Superchargers & EngineersLC V5.1 Improved Competitors
LC V5.2 Prototyping & Limited Production
Grand Campaign V1
GC V1.0 Multiplayer & Big MapOur FAQ covers most of the common questions regarding what will be in those updates and in Automation 1.0 in general, have a look!
B200117 Changelog
- Added factory screen dedicated to selection of what to produce in it
- Added factory side and addon requirements to engine bottom end item tooltips
- Improved factory size and addon requirement tooltips for item lists
- Made sales decrease linearly with lower than 100 competitiveness instead of quadratically
- Improved synergies / familiarity between safety packages (requires new save)
- Improved synergies / familiarity between engine configs (requires new save)
- Body mophing fixtures are now mirrored by default
- Four new car bodies have been added
- Game launcher now detects if required Media Feature Pack is installed
- Fixed demographics scores being weird when switching cars in sandbox
- Fixed Inline 5, Boxer 4 & 6 engines giving magic octane requirement reductions
- Fixed engine bay issues with generated cars
- Fixed blank vehicle name text box in the BeamNG exporter screen
- Fixed 5V valvetrain being selectable or listed before it should be available
- Fixed tooltip for comparison to top competitors being worded wrong
- Fixed tooltip for rear suspension type having compactness go the wrong way
- Fixed 71 melting body to not do that anymore
- Fixed issue where changing engine year would unexpectedly jump to 2012
- Fixed changing year in sandbox not always being saved properly
Exciting times lie ahead for Automation players! Thank you for your continued support.
Cheers!
Changed files in this update