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!
In this update we do have a mixed bag UI polish, improvements, and general fixes, as well as some new fixtures.
Al Rilma Update - Patch 3 Changelog
Added new headlights, indicators, and taillights
Added double-click to hub calendar engineering sections to open associated project
Changed forecaster to display avg. cars/month instead cumulative yearly
Disabled mouse wheel scrolling on horizontal scroll bars to avoid accidental changes. Added option to user interface menu in game settings to turn on that mouse wheel behavior again if that is preferable.
Allowed adjustment of deposit % while in production without preorders
Removed sandbox company management from campaign company museum
Improved UI and messaging in the car designer market screen
Older .car file now import considering body tech for unlocking bodies
Improved UI clarity of project status in main hub calendar
Upped maximum boost pressure setting for twincharging supercharger stage from 2 to 5 Bar
Fixed twincharging having a hidden supercharger boost limiter without advanced control
Fixed supercharger stage in twincharged setup not using corrected mass flow for compressor map
Fixed car bodies showing incorrect tooltips when disabled
Fixed factory shifts visualization in main hub not loading in correct current shifts
Fixed factory showing 1 billion people employed when no factory size is selected
Fixed non-default sandbox companies not producing sales
Fixed issue with familiarity view mode consistency
Let us know if you run into any issues with this latest build or have feedback in general.
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!
Al Rilma - Patch 1 Changelog
In this first patch to the now fully-released Al Rilma update, we have fixed several important issues that have come to light with so many new eyes on the new update. Fixes to campaign-wrecking returned deposits, cheating banks out of part of their hard-earned interest payments, awful turbo intercoolers, and limited test track acceleration, are some highlights.
General
Increased load margin for tires blowing in regards to popping in tests
Added random country button to new engine / car ui
Added new tutorial videos to tutorials tab
Removed "Open Beta" text from game version
Fixed turbo intercooler having way too low efficiency
Fixed test track sim not getting correct acceleration behavior
Fixed deselected catalytic converter leading to a lua error
Fixed advanced supercharger control not providing clutch benefits
Fixed being able to scroll the variant / trim year up to 2021
Fixed AI tuning of engines not properly tuning spring stiffness
Fixed reliability stat showing in gearbox info to the correct one
Fixed spawning a car twice in photoscenes only spawning suspension
Fixed effective body tech date saying "Declemba? year"
Campaign
Fixed a major bug in the calculation of preorders deposit refund costs
Fixed loan interest rates not being correct after being signed off
Fixed UI issue where % margin price of trims would reset in forecaster
Fixed a load balancing issue with outsourced factories vs own
Fixed factory overstaffing warnings not triggering correctly
Fixed factory items produced per month only updating to lower numbers
Art
Fixed MFI box fuel connectors not connecting
Fixed pipes not despawning when selection made invalid
Fixed machined surfaces missing from SOHC V60 heads
Multiplayer
Added regulations panel access in multiplayer scenarios from the top bar
Added WES requirements appearing on generated scenarios
Fixed player rank UI not updating correctly
Fixed issue with scenario generation of 0-100 time in early years
We will continue to fix bugs and polish up the game some more before the winter holidays!
Cheers
With this patch we are preparing for the main release of the Al Rilma Update as a whole. More polish, more fixes, and ready to be stresstested in multiplayer for a bit as well. Starting early next week, we'll start producing release candidates with final fixes!
Changelog Al Rilma Open Beta Patch 9
General
Fixed intercooler weight for superchargers missing
Added grades to aspiration types for reliability and loudness
Moved challenge mode to practice mode on multiplayer tab
Added throttle response dependencies on number of carbs and fuel system type
Fixed safety part list not taking techpool into account for selected decade
Tweaked multi-carb reliability progression and buffed DCOE reliability
Changed new softbody exporting option to now be the default
Fixed the trim name not being displayed in the compare car selection screen
Fixed issue with engine size arrows not appearing when turned on
Fixed negative throttle response values being possible
Fixed gearbox sometimes being stuck below 1 kph with manual / sequential
Fixed fundamental chassis node shaking in BeamNG exports
General UI
Fixed some tooltips missing in research section campaign hub
Fixed engine reliability calculation being behind one step on part change
Fixed text for responsiveness calculation showing wrong in detailed stats
Campaign
Added factory size info to factory shifts tooltip in main hub
Fixed micro factory not registering as a factory in beginning dialogue
Fixed factory efficiency not being displayed in new facelift setup
Limit cash loans to a maximum one per month
Fixed sorting of trims on markets screen tooltip to sort by sales
Fixed UI layering issues with stock manager in main hub
Fixed false positive warning for no project assigned to factory
Improved strings in trim stock graph and add datafield for stock
Fixed calculations sometimes getting stuck in forecaster
Fixed project warning flashers to only trigger on a complete project
Fixed issue with regulation screen region selection behavior
Art
Fixed dump pipes twisting on single turbo front engined rear wheel drives
Fixed wrong headers loading for v10 turbo on incomplete engine
Fixed part of MFI fuel system not hiding when using advanced trim settings to hide engine
Added animatic offset, rotation, scale, copy/pasting, automatic loading of last animatic
Fixed the tire shader having a big performance impact on low-end machines
Scenarios & Multiplayer
Fixed some car scenarios getting price perception penalties
Fixed UI colors not updating when returning from practice scenario
Fixed crash in multiplayer practice mode when selecting difficulty
Fixed multiplayer server not launching properly on first open of multiplayer screen
Fixed wrong password not sending you back to main menu
Almost ready for this release, but not almost done, as there is a lot more to come in general after all.
Cheers!
Another big patch, another big step closer to getting Al Rilma released to the public as the new default version! Today's patch is addressing a wide range of issues you helped us find and is summarized in the full changelog below:
Al Rilma Open Beta Patch 8 Changelog
General
Improved various car and engine warning trigger levels and logic
Added movement speed controls to designer freeroam camera
Competitors now use turbos and superchargers, improved competitors regenerated
Fixed inconsistent undo / saving behaviour of mirrored fixtures
Fixed calling market calcs when calculating change to finished car causing major slowdown
Fixed twin scroll turbo option showing up for both stages in compound turbos
Fixed understeer warning to have a little bit of margin
Fixed AI generating cars not having access to newest unlocked car bodies
Campaign
Fixed refunding of preorders calculation not working correctly
Fixed plot value add to company valuation not matching plot sales price
Fixed UI inconsistencies in company evaluation in different locations
Fixed issue with low prestige cars bouncing between preorders and no desirability
Fixed issue with calculation of delivery delay penalty
Fixed company valuation taking into account unbuilt factory
Fixed projects in engineering being possible to be produced before project end
Fixed engineering sliders not initializing correctly
Fixed project total months display inconsistencies
Fixed car / engine production balance graph being empty in some situations
Fixed issue where a new factory config would not hire any staff
Fixed issue with combined car sales showing up wrong in yearly financial report
Fixed factory start delay not taking into account very low core shift settings
Fixed data displayed in preproduction graph in engine project
Fixed behavior of staffing delays effect on factory timing
Fixed issue where factories had both overstafffed and understaffed warning
Expanded R&D tech timeline to start from 1940 to accommodate for negative tech pool
Improved staffing employment UI in campaign hub and its tooltip
Improved factory staffing time warnings
UI
Added model name to markets screen sales figures in car designer
Added slow-mode keyboard shortcut to reduce freeroam camera speed (Left Shift)
Improved trim sales list filtering in markets tab sales breakdown in Car Designer
Changed name of balancing mass "None" to "Counterweights" for clarity
Fixed some inconsistencies in help tooltip cosmetics
Fixed HD ladder is missing its title tooltip
Fixed clone UI not correctly pulling demographic unlock dates
Fixed right click not clearing graph left-click value display
Fixed various issues with markets tab UI in car designer
Fixed revenue & expenses graph hover not aligning with correct month
Art
Added new 1942 car body uk_maurice_42 with 7 wheelbases and 65 variants total
Updated airbox plenum models for turbocharged SDFT carburated on V engines
Fixed missing 2nd row of seats for 88_eu2_SUT body
Fixed Sochaux chassis poking through body
Fixed SWedge variant missing convertible hard top tag
Fixed 5 valve piston that needed to be flipped
Fixed white underbody among Bossa Nova car body variants
Fixed a bumper fixture family not having a material slot
Fixed supercharger airbox to use Supercharger text
Fixed hole in rear engined ladder chassis
Fixed piston head not changing upon choosing a new head type or valve count
Fixed spark plugs being outside the cylinder circle area of heads
Fixed pistons having debug colors depending on compression
Fixed issues with various eco carb setups
Fixed some visual chassis issues with space frame mid and rear engine
Multiplayer
Implemented multiplayer games to use the host's DLCs for all players in lobby
Fixed a crash in multiplayer
Fixed a lua error happening upon finishing a car in multiplayer
BeamNG Exporter
Overhauled and improved exported materials for lights
We're continuing improving and polishing what got and currently are aiming at a full release around end of November or early December.
Cheers!
After being in the cooker for three weeks, this patch for the ongoing Al Rilma Open Beta is a chunky one with improvements throughout the game! Let's get right to the full changelog.
Al Rilma Open Beta Patch 7 Changelog
General
Improved brake quality's effect on brake fade factors
Rebalanced Ladder and HD Ladder chassis weight, PU, and material costs
Unlocked scenario controls, added demographic validation for single- and multiplayer
Some additional single turbo configurations can now use twinscroll
Fixed issues with the over- / understeer warning system
Fixed props spawning at 0 when changing type
Fixed scenarios (SP & MP) sometimes being locked on body selection panel
Fixed and improved the test track UI
Fixed inconsistencies in exhaust header weights
Fixed clone in place hotkey not setting 3D state correctly
Fixed fixture changing altering state between 2D and 3D defaults
Fixed challenges menu throwing lua errors
UI
Fixed various issues with the markets tab in the car designer
Fixed inconsistency in Model Body vs Chassis Tab locking state
Fixed prop UI not showing currently selected type
Reformatted car photo scene UI to allow access to animatics without scrolling
Fixed markets screen not initializing with pie graphs on the demographics
Fixed turbo bearing tooltip showing supercharger control tooltip
Fixed issue where you could get stuck in pop-up for clone AI tune and cancel
Fixed multi-stage turbo referencing wrong stage tooltip
Content & Art
Added new 1940s car body SoChaux40 with 6 families and 57 variants
Added new car body Bossa Nova with 32 total variants - replaces 90sMidcoupe
Added new fixtures - taillights, moldings, bumpers, and scoops
Added 2 new racetrack HDRI spheres
Split art for cast headers into Cast Low and Cast Mid
Improved several turbo race headers
Improved some cast mid headers that had "looping" bits
Improved cast V90 / V60 headers
Fixed rim_venom_classic7 not offsetting dish correctly
Fixed various issues with E90 Hatchback
Fixed transverse 4x4 and AWD with live axle spawning wrong meshes
Fixed some 94_jpn_permafrost variants missing D-pillar morph
Fixed JD1974_E3-E9_Coupe_270cm_BP body crunching on morphing
Campaign
Implemented a mechanic for refunding of preorders of trims with significant delivery delays
Added factory addon specific logistics point costs
Expanded Offices -3, Maintenance +1, Staff Facilities +1"
Fixed Expanded Offices addon not reducing material costs by 10%
Improved how the Focused Market slider changes demographic desires
Improved forecaster projection accuracy
Improved forecaster to cope with more complex facelift situations
Fixed outsourced factories charging paused staff costs
Fixed issue where chassis material would be changed and removed upon facelift
Fixed there being no delivery delay penalty for trims in paused production
Fixed adjusting price in car designer not affecting preorders
Fixed negative value project creating massive loans
Fixed a crash moving between factories in Car Project
Fixed trim base price not being set on car projects without factories
Fixed some odd marketing behaviors where numbers would be inconsistent
Fixed car factories sometimes not running if the effective shifts is below 0.5
Changed campaign Hard difficulty preset to be HQ lvl 2
Campaign UI
Added facelift number to markets tab in Car Designer
Added the "All" option to the Sales Breakdown Graph \
Added scrolling to the trims list in the markets tab
Improved factory staffing UI and tooltip in main company hub UI
Improved factory utilization UI in main hub tooltips
Improved factory overstaffing warning thresholds
Disabled delete facelift / trim buttons during forecasting to avoid errors
Fixed placement issues of UI labels on finances tab
Fixed a UI scaling issue in Sales Breakdown tab for long company names
Fixed false positive warning of no engine production with factory assigned
Fixed scroll inputs not resulting in scrolling facelift UI
Fixed loan state confused messaging when turning off loan
Fixed issue with demographic selection filtering in Sales Breakdown tooltips
Fixed there being a "Sold Factory Company" in Sales Breakdown
Fixed error when moving between factories too quickly
Fixed issue where forecaster would not display cost ratio for in production trims
Fixed main hub factory shift UI not updating when switching between its instances
Fixed engine project disappearing from hub UI upon engineering completion
Fixed factory not unloading when using project map to go to car or engine designer
Fixed factory utilization to now be based on max shifts
Fixed total cost of factory being wrong on sign off screen
BeamNG Exporter
Fixed wheel wobble in Beam exports with MacPherson suspension
This mostly concludes what we have planned for the campaign for the Al Rilma update, barring any new or previously hidden issues that need fixing. From here we are going to mostly focus on giving the multiplayer aspect some much needed love before being ready to release the update out of beta into the public default branch.
Cheers!
In this patch we have fixed two important issues with the sales model that went unnoticed for the longest of time but have a huge impact in specific situations, especially for small premium manufacturers. In addition to those, there are plenty of other nice fixes in here, have a look!
General Fixes
Changed ABS and TC unlock years to 1979 and 1985 respectively
Changed UI to now show unlocked but unavailable VVL options greyed out
Fixed multiple exhaust tips not connecting correctly
Fixed tooltips for geometry and bearing not updating with stage reference
Fixed wiggling in acceleration graph in 1st gear
Fixed toe effect not being included in tire service costs multiplier in UI
Fixed WES standards showing inconsistent color if they get better / worse
Fixed scenario ready screen not coping gracefully with connection dropping out
Campaign Fixes
Fixed issue with sales model were your dealership level would limit sales in an unintended way. This means much better sales for small companies with highly competitive cars.
Fixed competitor dealership levels being locked at 10, now depend on awareness. This makes competitors entering new regions ramp up as one would expect instead of instantly having full presence.
Polished up the HQ level and addon purchase UI
Fixed loan costs sometimes being displayed wrong
Fixed inconsistent display of emissions credit numbers
Fixed gear ratios tech unlock not showing the number of gears
Fixed factories shutting down for a month even with no actual changes to tooling
Fixed cash loan percentage to always go up to 100%
Fixed engines disappearing from hub UI after engineering is done
Fixed over-staffing costs being applied for in-design factory shift settings
We're very much closing in on the final stretch of the open beta now, only a few more polishing patches to go before it should be ready for everyone to enjoy.
Cheers!
Another patch focused on ironing out remaining issues with the campaign and the beta in general. With this update, all bigger known issues with the campaign have been addressed - which means that if you run into anything that is terribly broken, you need to let us know!
Here is the full changelog for Al Rilma Open Beta Patch 5:
General Fixes
Added a tooltip to locked camber adjustments
Cat, turbo count & traction aids list now show invalid options with a tooltip
Fixed not-mirrored text fixtures showing up mirrored
Fixed the safety stat in the side stats & detailed stats to be floored instead of rounded
Fixed missing short string for twincharged configuration
Fixed undo causing fixtures that needed moving to be deleted
Fixed a lua error related to the dual exhaust option
Fixed and rebalanced load capacity stats of suspension types
Fixed missing lowest category in emissions regulations UI for Fruinia
Fixed aero tab production units not changing with quality setting
Fixed fixture text discarding text when it couldn't be placed
Fixed the wrong tooltip showing for harmonic dampers
Fixed turbo piping issues with turbo V60 engines
Fixed wrong amount of doors 1100 simple hatch
Fixed the Bento wagon having wrong doorcount
Campaign Fixes
Added functions for certain parts to gain familiarity, now affecting:
Aspiration types
Turbo manifolds
Tire compounds
Rim materials
Added facelift number to trims in sales breakdown graph
Added closing X button to hub UI shifts controller
Added a tooltip for logistics points to show what they are used for
Added a familiarity toggle button to the aspiration tab
Added "Copy to Region" functionality on marketing tab
Added ability to take out a cash loan from finance panel
Quality sliders now show section engineering time considering part familiarities
Tweaked difficulty presets' HQ starting levels
Improved clarity of company prestige and reputation tooltip
Fixed possible negative project costs due to factory plots
Fixed a major bug where you were not paid for some cars on delivery
Fixed all optional production addons (carbon plant, leatherworks, SMC) not functioning
Fixed engineering costs being zero at game start with zero engineering time
Fixed engine parts potentially not unlocking correctly with facelifted engines
Fixed yearly financial report not showing all relevant data
Fixed out of production engines not hiding in the main hub
Fixed engine factories aiming for shifts above max shifts
Fixed there being no warning for underproduction due to lack of engines
Fixed engine project event severity category in calendar
Fixed engine designer only showing one tab when accessed from sign off screen
Fixed the average cost calculation in the pre production UI being shown wrong
Fixed sign off screen not showing negative factory costs and not including tooling
Fixed scaling down your factory resulting in negative loans
Fixed wrong production start year being shown in factory configuration
Fixed forecaster not fetching the correct price and production cost split
Fixed trim stock display issue main hub
Fixed 50% not being accessible on the loan amount slider
Fixed new factory events not being added to time skip calendar
The plans are to do some more polishing, tweaking, and fixing of the campaign, then focus on getting the multiplayer part polished up, and then we're ready to kick this open beta over to the main branch to finally replace the Ellisbury Update - which in turn will become an opt-in version.
Make sure you let us know when you find bugs or other issues that need to be addressed!
Cheers
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
After another few days worth of fixing and polishing, we have been able to address many of the larger issues players have encountered in the open beta version of the game and its campaign. As such, you find a pretty comprehensive changelog down below!
Al Rilma Open Beta Patch 3 Changelog
General Fixes
Added campaign regulations page drop down to sandbox
Fixed issue with text fixture rendering in some situations
Fixed tire stats to now update when entering the wheels tab
Fixed forced induction prestige bonus listed as Fuel Injected in detailed stats
Fixed issue with acceleration graph data
Fixed car designer glowing bright white with raytracing turned on
Fixed negative techpool with major positive quality not adding appropriate costs
Fixed techpool for body unlocks not being displayed correctly
Fixed lua error resulting from a deleted engine in a completed car
Fixed sandbox car/engine search query being applied to campaign
Fixed relative cost widget calculation being one step behind
Fixed roof set to Glass instead of Body for car body 05-EU
Fixed typo in 2D fixture offset value textbox
Campaign Fixes
Tweaked strength of score multiplier progression for demographic market focus
Changed emissions credits to be applied right now on month instead of next year
Removed legacy difficulty multipliers for plot and factory size
Updated factory "Item Selection" bottom UI and info text
Updated campaign setup info display to show new relevant settings
Fixed issue where engineering time became sky high for no apparent reason
Fixed engineering time calculation issues changing to different trim bodies
Fixed facelifts that are not yet signed off affecting sales
Fixed issue where factories would not hire extra required staff
Fixed an issue where preorders would change upon facelift creation
Fixed electronics lab HQ addon not adding to driver assist tech correctly
Fixed issue where revenue & expenses displays wrong in some months
Fixed emissions credits missing from finances pie chart
Fixed logic around deleting the last trim / variant in a facelift
Fixed a lua error where a car's base price would be Null in a car project
Fixed sorting issue with transactions list for details and amount
Fixed HQ addon tooltips to now display unlock year
Fixed a lua error occurring when refinancing a factory
Fixed negative factory retooling costs showing refresh cost warning
Fixed scaling down your factory resulting in a negative loan
Fixed base and current tech title tooltip in R&D screen being old
BeamNG Exporter
Improved automatic clutch to avoid synchro damage
Fixed engine inertia increasing with boost
More fixes and changes are already in the pipeline, but we think it is a priority to get these fixes out to you before the weekend first.
As always, please let us know what issues you are running into and we'll try to address them asap!
Cheers
Current Release
Build 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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