About the Game
Automation is an automotive design simulator, featuring vehicles and technologies from 1946 to 2020. Use Automation’s unparalleled engine and car design tools to create your perfect car, then build and market them to a car-hungry public in the Campaign Mode! Export your creations to BeamNG.drive (sold separately) with the one-click export tool and share them with others, or experience them for yourself on the road and on track!
Realise your dreams with one-of-a-kind car design tools.
In Automation, players use the comprehensive engine and car design tools to turn their ideas into reality; shape, cut, re-shape and adorn thousands of car bodies with a wide variety of lights, mouldings and other parts to achieve the style you want. Design the perfect engine to go in your car; whether it is a large, powerful V12 or a small, efficient inline-3, nearly all common engine layouts are possible!
Test your business skills by selling your designs in Campaign Mode.
Automation’s Campaign Mode starts in 1946, where players test their design skills in a deep simulation of the automotive industry. Build factories and equip them with the facilities and equipment they need, and research cutting-edge technologies to turn your fledgling company into a titan of the industry, by catering to the needs and desires of dynamically-simulated market demographics.
Export your cars to BeamNG.drive.
Export your creations to BeamNG.drive (sold separately) with Automation’s easy-to-use car exporter to drive, race and crash them yourself!
Compare your lap times against Automation's AI and your friends in BeamNG.drive with the co-developed Automation Test Track featured in both games, and share your creations in the BeamNG.drive Mod Repository.
Participate in Automation’s passionate and active community.
Automation has a large community of 3D modellers creating mod content for the game, with hundreds of free mods available on the Steam Workshop, and more being added every day. Additionally, the Automation community runs a wide variety of exciting, community-designed and led competitions, where cars are evaluated on styling, performance and other traits. Build a car and join the community today, to see how your creations measure up against your new friends!

Screenshots
20 images
Version Information
Steam Patch Notes
Official update history
With this little update we are patching a few issues that have cropped up in the live version of the game, including one which was supposed to be fixed in Patch 5.
Al Rilma Update - Patch 6 Changelog
Fixed the freecam reseting its orientation on interaction with the fixture menu
Fixed the Automation Test Track being the wrong scale
(Re-)Fixed not being able to sign off a project when the engine is not being produced
Improved some live axle instability in BeamNG exports
Fixed inconsistent parts spawning with incomplete engine
Fixed DCOEs spawning intake when partially completed
Fixed hiding the engine using advanced trim settings not hiding an exhaust flange
Fixed intake spawning issue when options become disabled with MFI
Updated the game credits
Currently we are working on the first bigger features of the next major update! More info on that once we have things to show you.
Cheers!
With today's small patch we are cleaning out a few more issues that recently were discovered with the current release. We are already in the swing of things, working on some of the new big features for the next big update, Terso.
Al Rilma Patch 5 Changelog
Fixed campaign bug where awareness sometimes would drop to 0 after trim price change
Fixed production issue where some engines would be produced but not used
Fixed automatic factory alignment issue sticking to an irrelevant newest facelift
Fixed not being able to sign off a project when the engine is not being produced
Fixed exploit in loan consolidations
Fixed hiding the engine using advanced trim settings not hiding an exhaust flange
Fixed transverse V90 V8 missing their headers
Fixed trumpets showing with air filters on incomplete engines
Fixed brake rotor material not matching on beam export
Updated game credits
And that it, let us know if you run into any issues with this patch.
Cheers!
[img src="{STEAM_CLAN_IMAGE}/8118030/071482bc74c29abc3f9f00d483eb6883bf5786da.png"]A wild, Group 5-inspired truck build, by perhap_s!
With this update we have addressed the most pressing issues that have been found since release. With this patch, we are entering the next larger development cycle, the "Terso Update", which is going to be the final massive update that will take the core game to being considered complete. More on that below.
Of course, should issues pop up with this patch, we'll hotfix it before moving on. And now, the changelog:
Al Rilma Update - Patch 4 - Changelog
General & UI
Added new button to create new trim from a currently held trim
Added trim names to part list tooltip for "used in other trim" function
Added missing description string for CVVL
Fixed oscillation issue in twincharging when turbo overpowers supercharger
Fixed all drivers being powerlifters when it comes to manual steering weight penalties
Fixed default turbo & centrifugal supercharger sizing not working
Fixed boxer engines not generating with auto generated engines
Fixed .cars added while in the car designer causing lua error going to main menu
Fixed creating new engine variant from held in sandbox setting variant year to 2012
Fixed not going into designer when generating engine for "none" sandbox company
Campaign
Added familiarity gain dependence on the difference between Quality and Tech Pool
Added button to collapse all cars/engines in campaign hub calendar
Moved core shifts to come before max shifts in factory setup
Fixed HQ loans to now pay out over time instead of directly in one sum
Fixed message for annual taxes not coming up at the start of the year
Fixed new engine factory construction time on hub UI scaling wrong
Fixed color of non-production engine variants being wrong in campaign hub
Fixed car body unlock research tab not considering HQ Region tech offset
Content & Art
Added replacement body for 90sLuxuryCoupe, "Goodman", '86, with 72 variants
Added new car body, '45, with 42 variants
Added new new piston crowns
Fixed pistonheads drifting away from the engine in cars
Fixed piston crowns being flipped on one side of Vs and Flats
Fixed 4 and 5 valves colliding with cylinder walls
Fixed brake caliper paint not refreshing when switching brake or piston types
BeamNG Exporter
Fixed issue with inconsisent idle RPM depending on selected gearbox
Fixed issue with offset chassis generation with new soft body export
Fixed issue with wobbly interior fixture constructions in exports
Fixed exhaust fixture meshes not exporting properly
Fixed fixture collision issues when exported to beam
Fixed issue with collisions for engine parts
If you run into any issues, please report them on our Discord or on the Steam Forums so we can address them.
[img src="{STEAM_CLAN_IMAGE}/8118030/c1a5cdab92cc8acf722475b57f021c37d8365669.jpg"]It's not AI, just a very carefully-photographed 90s SUV, by ChilPollins.
Terso Update - An Early Outlook
We have big plans, and those who have been with us for a while might remember our Supercharger Suite Update Outlook which included mention of the three updates Ellisbury, Al Rilma, and Terso. The first two are now struck off the ToDo list - or almost.
There is one important point still missing from the Al Rilma Update, the standalone Track Editor! It is almost done, really powerful and user friendly as a tool, and only needs some final testing and a wee bit of polishing. It will directly integrate the tracks you export into both Automation and optionally the Steam Workshop for easy sharing of your track creations.
Due to how big an update Terso will be, we are planning on releasing one first set of hand-picked features quite early as a first step. These would be going into an open-alpha, opt-in branch of the game accessible to anyone who dares join it. The first set of features we currently want to implement in this early version are:
First Terso Features
Revamped campaign production methods and engineering mechanics
Competitors using actual factories, plus optional factory selection for sandbox cars
Test Track improvements and UI overhaul for telemetry and data analysis
Revamp of engine outsourcing factories with several companies to choose from
Rework of car body design year limitations
A full rework of the tire model in terms of grip and friction
Improved support for animated fixtures for BeamNG exports
Of course that is but a small fraction of what is coming to Automation with the Terso update!
On the side, we are aiming to get out a demo version of Automation, based on the Al Rilma Update, to allow players to try out the game before they buy.
[img src="{STEAM_CLAN_IMAGE}/8118030/cc94aa32344802079da11aebb3d02762bc35a75b.png"]A sensible luxury car, for sensible people, by Kartoha.
As we are progressing into the full development of the Terso update, we will share with you a more detailed outlook on what is to come in the updates ahead. Until then, enjoy the all new Al Rilma version of Automation!
Cheers!
This patch mainly is being put out as soon as possible to address the major exploit discovered in campaign gameplay where "no loans" would mean "free money" instead. Certainly wouldn't be a good thing for inflation in the Automation game world if that stayed in for too long!
We also got around to adding a few more things that will round off this release, and some fixes that will stop annoyances.
AMD Radeon RX 7000 Driver Issues
We've had an influx of Automation players the last few weeks using AMD Radeon RX 7000-series GPUs, who are experiencing significant numbers of crashes in Automation. This issue is caused by a driver issue with AMD's latest GPU drivers. The only way to remedy this, until AMD releases an updated driver, is to roll back your drivers to an earlier version, either by using the Device Manager in Windows or by uninstalling your GPU drivers with Display Driver Uninstall, and then reinstalling a known-good driver. The GPU driver we currently recommend you use is 25.9.1, which you can find by going to
https://www.amd.com/en/support/download/drivers.html
, then entering in your GPU product line and model into the proper fields, then from the Driver Download page, go to "Previous Versions", choose your operating system, then find the 25.9.1 option to download and install.
Al Rilma Patch 2 - Changelog
Added a text field for manual input of custom starting campaign cash
Changed fixture depth offset mouse wheel step from 1cm to 0.1cm
Replaced the eco carb model with an all new more detailed model
Fixed bug where "no loan" option would give you free money for engineering projects
Fixed a lua error hovering over roots and screw superchargers when disabled
Fixed items disabled from lists messing with list's alternating colours
Fixed cost pie chart in car factory sometimes being empty
Fixed part of the UI not disabling correctly when selecting turbo race headers with a pre cat
Fixed the project map not redirecting to the selected section engine / car
Fixed tubing issue with eco carbs combined with superchargers
Fixed timing sector naming being wrong for Narnilla layouts old and junior
We are continuing to gather your feedback and reports of bugs to address what we can before going into the winter break.
Cheers!
[img src="{STEAM_CLAN_IMAGE}/8118030/d816d44e039357d74248479168f86551ae5713fa.png"]Our Al Rilma Update cover car came to us courtesy of Ivan. Congratulations!
After a very lengthy development process, we are thrilled to share the latest update to Automation with all our players; the Al Rilma Update! It's not much of an exaggeration to say that virtually all aspects of Automation have been improved in some way in the Al Rilma Update; even before we get to the staggering amount of new content we've added, just about everyone will find a cleaner, faster and much more stable version of Automation with this release.
Let's dive in, shall we?
Car and Engine Designer
Superchargers and More Turbochargers
[img src="{STEAM_CLAN_IMAGE}/8118030/19499a7f3c15e4237144466ec821e8bc1dbb305c.png"]Superchargers can be used on any engine layout.
One of the core features of the Al Rilma Update was, after more than a decade of promises, to finally add superchargers to Automation; we are happy to deliver them to you for the first time in Automation's history! You have the option of three different types of superchargers - Roots, twin-screw and centrifugal - each one with their own benefits and drawbacks for you to balance in your engine builds. Moreover, superchargers are available from the earliest date in the game, which gives you a forced induction option far earlier than you had with turbocharging.
[img src="{STEAM_CLAN_IMAGE}/8118030/e63d9c0a73509edc878408092c1b9d82e2d23371.png"]Twincharging gives you the ability to help reduce turbo lag and boost thresholds, among other things.
With superchargers - specifically, with the Roots supercharger - you also have the ability to access another new feature of Automation... twincharging! With a combination of turbocharger and supercharger, it gives players the ability to hit big horsepower numbers out of very small engines, with a much more usable power curve - or if that's not to your taste, just to hit massive power numbers, period.
With all the work that came with adding a second stage of forced induction to Automation as a result of adding twincharging, we've also added in sequential turbochargers, for those of you who want to run big boost at high RPM but also not lose out on low RPM performance as well. Additionally, compound turbocharging - where one turbocharger feeds into a second turbocharger - has been added too, for those who relish the challenge of hitting huge horsepower numbers in their drag racer builds!
[img src="{STEAM_CLAN_IMAGE}/8118030/9dac53e6ac9d2fcdfec92793b66977a4f42a831c.png"]When one turbocharger just isn't enough.
Improved Engine Simulation
[img src="{STEAM_CLAN_IMAGE}/8118030/fc3af8190e0fb4eb37f1f3ccf9550b018000b7fa.png"]The new throttle simulation creating a lot more realistic throttle vs. RPM maps for ignition timing and fuel efficiency.
A lot has changed under the hood of the engine simulation. Throttle is now simulated properly for the first time, bringing significant improvements to engine flow calculations as a whole, but especially for the behavior of fuel economy and emissions.
Both the engine's volumetric efficiency and combustion efficiency have been revisited to make for even more realistic engine outputs. Lots of calculations have been fixed or improved, while more nuances for the various component choices you are making were added. Another neat little new feature is that CVVL has been added as a modern, fuel economy focused VVL option.
Carburetors have been fully revamped in the calculations, which now simulates their vacuum and mechanical advance mechanics with different levels of sophistication, depending on the chosen fuel system! Also, ignition timing simulation was improved, as it previously always chose the perfect timing, a feature which now has been relegated to only the most modern direct injection fuel system in the game.
New Engine Art
[img src="{STEAM_CLAN_IMAGE}/8118030/90ca193e756cbf39874fc4e41442cf93bea8f969.png"]New carburetors, new headers and more!
We've revamped a lot of Automation's engine visual art for the Al Rilma Update, with virtually no aspect going untouched. New carburetor models based on photogrammetry greatly improve the quality of our visuals, enhanced by new models, textures and materials on almost everything else. Every engine gets new header layouts; some engine layouts have had a complete overhaul of their headers during this process. Lots of small details have been changed and improved, all in an effort to make Automation engine art more believable and pleasing to the eye.
All-New Reliability System
[img src="{STEAM_CLAN_IMAGE}/8118030/cb226adb5a06522e25a0beb790b5f6d91ff4d839.png"]Reliability calculations have been revamped, and opened up wide for all to see. That is the base for cars too, not just engines.
For a long time, Automation's reliability calculations were very opaque to the player. Not only that, but there was a lot of technical debt in those calculations; aspects of the reliability calculation did not play nicely, parts of it ignored very important aspects of car or engine design, and other parts of it were just broken. With the Al Rilma Update, we've made huge improvements in the aspect of reliability by rebuilding a solid system from the ground up, and break it all down - item by item - for the player to visualize exactly where they are doing well in their reliability, or are doing poorly. In the example above, it is easy to spot that the pistons and the materials mix are the worst aspects, but also that their importance is lower than for example the fuel system or the valvetrain due to their smaller rectangle area.
Multiplayer
[img src="{STEAM_CLAN_IMAGE}/8118030/ba2168aca2c19670b7c1b2f0a48e98be981fe209.png"]A whole new way of playing Automation awaits... maybe we'll see your server here soon!
Scenario-based multiplayer has returned to Automation, after a very long absence - before we were even on Steam, actually! In this game mode, you are presented with a scenario of certain stats you need to achieve, and others you either need to match or exceed, all while dealing with restrictions, all chosen either randomly, or from parameters set by the host. You then have a limited amount of time to build either a car, or a car and an engine to match these parameters! This gameplay mode is fast-paced, and it will absolutely make you a better, more well-rounded and knowledgeable Automation player. Not feeling confident in your abilities just yet? You can always try Practice Mode instead, where you get the same experience, but it's only you competing against the scenario parameters!
For now, the only option is to run custom games with random players or your friends in open or password protected games. In future iterations of this mode we are going to add ranked play, as well as other, more flavorful game modes to the multiplayer roster!
Campaign Mode
Campaign Mode got a lot of attention with the Al Rilma Update, to say the least. Much of Campaign Mode has been reworked in this update, with the progression through your car projects being a lot more streamlined than before while giving you more options as to what to produce. Moreover, we've done a lot of work on performance in Campaign Mode as well, so the late-game slowdowns are almost a thing of the past now!
Company Headquarters and Add-ons
[img src="{STEAM_CLAN_IMAGE}/8118030/8bf96eeb43407de79cd6eb2391e95a0f6e4cd623.png"]The new company headquarters mechanic. Customise your company to suit your needs, increase your ability to engineer new cars and more...all for a cost, though!
The biggest Campaign Mode change in this update is the addition of the company headquarters and a series of add-ons, to give a more believable sense of managing limited resources, as well as improving aspects of your company that you feel are most important. In this new Campaign Mode, your company is now limited in terms of how many factories and engineering projects you can have operating at any given time, through the new company level and logistics points mechanic.
While you can exceed the soft limits for your marketing, R&D, and logistics capacity, there are penalties for that, so do so at your own risk! Expanding your company headquarters will give you more logistics points and expand your R&D and marketing departments to work on various projects, while building HQ addons will boost your baseline research and give unique benefits to production and engineering, while also coming at a cost of logistics points. These can help you a bunch in specific areas of running your car company - but you need to choose wisely to not stretch yourself too thin financially or expand too quickly!
New Time Progression
[img src="{STEAM_CLAN_IMAGE}/8118030/1f088f0de610caa2890ca6b192258cce83e938ee.png"]Time progression is completely different in Campaign Mode now.
A major change in terms of gameplay in Campaign Mode is the complete rethink of time progression in Campaign Mode. Where before, time would progress in a linear fashion, ticking constantly from month to month while unpaused, we have gone to a system now where time only progresses when and where you want it to, with the default state of Campaign time progression being stopped. This is a lot smoother and more intuitive than the old, clunky timer system, and we feel like it's a major improvement in how Campaign Mode plays!
Regulations Overview and Capacity Taxes
[img src="{STEAM_CLAN_IMAGE}/8118030/2bf3f6cd67108425bd721e608cc55171affbfc43.png"]An automotive world without regulatory hoops to jump through doesn't feel very believable...
Governments all over the world put all kinds of rules and stipulations on all aspects of cars, from how they are taxed, to specifying emissions or efficiency standards and so on. Even in jurisdictions where it feels like the car market is largely "free", there are in fact hundreds of thousands of pages of regulations, tax codes, safety standards and more that must be complied with in order to sell your cars there. We've taken yet another step to simulate this, with the addition of engine capacity taxes in the various countries of the Automation world. Some countries have a pretty shallow progression in taxation from small engines to large engines, while others are incredibly steep - and these change over time too; you'll just have to play to find out for yourself and adapt to the meta these taxes imply for engine sizes. Fortunately, with all the new forced induction options, size certainly doesn't limit power all that much anymore!
With this, we've also added in a central place to view all of this information. In the new Regulations screen, you can see upcoming changes to emissions and safety standards, leaded fuel status as well as the current and future capacity taxes. In addition, the Regulations screen also shows you the compliance status of each of your car trims, including those in development, which should remove a lot of the guesswork about whether or not your cars are rules-compliant, and (hopefully) stop you from making the often-fatal error of spending billions to develop a car that can't be sold in your target market.
BeamNG Exporter
[img src="{STEAM_CLAN_IMAGE}/8118030/11aa498820d114efacdca2313464c2f72b637f1f.png"]Our Al Rilma cover car, once again!
The BeamNG exporter has had many improvements made to it for the Al Rilma Update. First and foremost is that you will notice the new Soft-Body export; we've had a complete re-think of how the beams are generated in the exporter, with a greatly improved mesh all over and throughout your exported car models, which dramatically improves the properties they exhibit in BeamNG.drive.
A major change under the hood is that we now use our own custom engine simulation with our BeamNG exports that makes use of all that 2D engine data we now properly calculate (throttle vs. RPM). This makes Automation engines in BeamNG behave a lot closer to how you designed them and makes Automation engines more complex and complete performance integrations into the BeamNG simulation than even their engines at this point.
Additionally, we spent a lot of time working on suspension geometry in exported cars, reworking a number of assumptions and errors we found along the way, as well as spending a lot of time figuring out how to better ensure that exported cars have masses and mass distribution that is as close to the Automation car as possible. Sounds simple, but it was a major focus for our beta testers to go through literally hundreds of cars in testing, to make sure we got all of the progressions and behaviour correct! This has the effect that any car exported to BeamNG.drive from this version of Automation will drive much more realistically and predictably; something that will no doubt we welcomed by a good part of the community!
Compatibility Notes
[img src="{STEAM_CLAN_IMAGE}/8118030/a765e78abfc76b2f9897369a9d3deefe21331bea.png"]A stylish JDM sedan, by Kartoha.
All Sandbox cars from the current public build will continue to work just fine, though their engines will need a bit of re-engineering with the new fuel selection tab in the Engine Designer, and new cylinder head types chosen from the new options. All publicly-listed mod content on the Steam Workshop that is compatible with the current public build will continue to work seamlessly in the Al Rilma Update.
Due to the number of new body families/variants in this update, we strongly recommend you subscribe to the Legacy Car Bodies mod if you have an extensive library of cars built in earlier versions. This is where we put all of the old, retired and otherwise broken bodies we remove from Automation; this will at least preserve your existing builds that are on these bodies. If any of your builds are missing bodies, please report them to us; we've retired and added so many bodies in the Al Rilma Update that we're bound to have missed a family in the process! Also note, that we do not recommend building any new cars on the Legacy Car Bodies in the mod, as they all have been replaced by newer, improved version of these car bodies.
Campaign Mode saves from the Ellisbury Update (the just-replaced version of Automation) are not compatible with the Al Rilma Update. If you wish to complete your existing Ellisbury Update Campaign saves, you will need to opt in to the "ellisbury_final" beta branch in the beta version selection, accessible by right-clicking on Automation in your Steam library, then going to Properties -> Betas.
If You Have Lost Your Cars With The Al Rilma Update.
We have had a number of players who have contacted us in the last little while, stating that they had opted in to the Al Rilma open alpha or beta at some point, then rolled back to the old public version.
If you have done this, and you've lost all of your cars, it's a relatively straightforward process to get them back:
Step 1 - In Steam, right-click on Automation and go to Properties. In that tab that opens up (General), click the button in the Steam Cloud tab to turn OFF cloud saves. If it's already off, that's fine, go to Step 2.
Step 2 - Go to %localappdata%\\AutomationGame\\Saved\\UserData (copy this pathway into your taskbar search in Windows, and it will take you to the appropriate folder), and delete your Sandbox_241218.db file.
Step 3 - Once that's done, Start Automation; this will re-generate an Al Rilma save database from your existing Ellisbury save database.
Step 4 - Exit Automation, then go back into your Properties for Automation and turn Cloud Saving back ON. You will get a sync error prompt from Steam; choose the local option to overwrite the save files on your cloud save.
What's Next?
[img src="{STEAM_CLAN_IMAGE}/8118030/930cc4a753981d1476354fbe45fddf05189fe368.png"]The cars our community comes up with never cease to amaze, such as this wonderful vintage race car from sureascanbe.
Test Track Editor
[img src="{STEAM_CLAN_IMAGE}/8118030/985a78271f3afe2fa8d379e8442f9c736d33ae0f.png"]A bit of a behind-the-scenes look at one of the new tracks in Automation, as seen in our soon-to-be-released, standalone track editor.
You may have seen us talking about the upcoming standalone track editor for Automation. With the new test track simulation we introduced in the Ellisbury Update, which was up until today the public version of Automation, we decided that it would be time to release a proper, standalone track editing tool for Automation. With this tool, you will have full access to the tool that we now use for building your very own custom tracks in Automation, and you will be able to share them with your friends and the Automation playerbase with Steam Workshop integration. While we can't wait to see all the tracks the community makes with this, the editor does need a few more weeks in the oven to iron out bugs and UI issues so that you get the smoothest launch experience possible!
As always, please be sure to report any bugs or issues you may encounter to us, so that we can address them quickly! We've spent a lot of time testing the Al-Rilma Update in closed and open beta testing, and we're pretty confident that your experience with the new version will be a marked improvement over the previous public build.
We look forward to all of your feedback on this new update, please comment and leave your feedback for us here, or in any of our community hubs below.
Cheers, and have fun!
With the release of BeamNG 0.37 which changes file paths, we are releasing this patch in tandem with the BeamNG update.
An update has been made to the stable Ellisbury branch as well to support the latest BeamNG version.
Despite the short time since the last patch, we've been cooking and this one contains really important and impactful fixes and tweaks! Below, you find the full changelog.
Changelog Al Rilma Open Beta Patch 4
General Fixes
Fixed another instance of designer glowing with raytracing
Fixed AI generating cars being able to overwrite family / model Information
Fixed undertray tooltips missing some data
Fixed fixtures inverting when interacted with from the mirrored fixture
Fixed default mirrored fixtures not showing up until clicked off
Fixed aerodynamics PU not displayed in relative cost widget
Fixed closing game and reopening ending up with incorrect material costs for trims
Fixed a tooltip being wrong for compresser exducer
Fixed wrong icons in demographic / market pop-out
Fixed missing icon for 0-100 stat in demographic tooltip
Fixed a client that is timed out not being able to rejoin game through steam
Fixed extra wheel fixture no longer getting tire tread
Fixed two exhaust flanges spawning on headers of all non-turbo engines
Fixed a wrongly assigned morph on 40_EU_Van body
Fixed a gap in HD ladder chassis art
Campaign Fixes
Added payments left field to finances loan tab
Added ability to change engine factory shift adjustments from the main hub
Added factory size requirement to all part tooltips with addons recommendations
Tweaked sales algorithm to remove one-cheap-car exploit
Removed irrelevant health & staff bars for outsource factories
Fixed engineering status not changing when car project finishes engineering
Fixed some colour grading inconsistencies for shift counts
Fixed consolidating a single loan deleting all other loans
Fixed outsource factories showing 100% slowdown but running fine
Fixed outsourced production only running a maximum of 0.5 shifts
Fixed issues with production balancing between trims
Fixed a lua error occurring when deleting a project
Fixed block and head material missing factory requirements in tooltip
BeamNG Fixes
Updated BeamNG integration file paths for V0.37
Fixed ABS light not functioning in exports
Further overhaul of engine inertia
Balancing mass should have a bigger impact on exports
Plenty more issues to get to and polish to be done, so it won't be too long before the next patch. Let us know what issues you are running into and what you think we can improve!
Cheers
Current Release
28062024
Uploaded Jan 04, 2025
System Requirements
How to Install
Automation_Shipping_Steam.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
9.7 GB
28062024
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