A very wedgey supercar from days gone by, courtesy of Juice
Here are some of the patch highlights:
- Much improved AI competitors
- Added sandbox-only racing tire choices
- Reworked traction / diff tests
- Improved gearbox torque limits, its messaging, and gearing setup
- Lots of tweaks to emissions and added exhaust reactor converter
- Rebalanced many stat dependencies with better progressions
- Full rework of tires for BeamNG exports
And for those of you curious what else there is, here you go!
Ellisbury Update Open Beta Patch 5 Changelog
Car Generation AI
- Car AI competitors now use as much quality as they have tech pool
- Implemented a lot of changes to car AI lookup table
- Implemented car generation AI for the new gearing setup
- Improved AI to now deal with reliability penalties of gearing setups
Art & Bodies
- Fixed 08_jpn_mpv and coupe exporting their lowering bounds boxes to beam
- Fixed UV tearing which was related to bounds box issues
- Fixed Sunflower bodies (11_jp_ute_3door_M_cpp) all being 3 row, 3/3/3
- Fixed opaque grills exporting as transparent
- Fixed all families of jpn_fatale bodies missing cameras for Beam export
- Possibly fixed 10s_CoupeSmall exporting bounds boxes to Beam
- Created LODs for 2-, 4-barrel carb, and alternator models to improve performance in Beam
- Fixed 4 barrel carb intakes sitting too low
A funky, modern crossover in a series of wild colours, courtesy of Westono.
Various Bugfixes
- Fixed CVTs calculations asking for way too much power in test cycles
- Fixed drive type weights always thinking it was AWD
- Fixed RWD grip calcs not working correctly
- Fixed that gearboxes were not accounting for their power transmission loss
- Fixed advance gearing allowing ratios set to zero which broke car calculation
- Fixed Lua error changing gearboxes back and forth
- Fixed rear brake pads costing 1/100th of what they should
- Fixed issue where cars don't respect RPM limit on test track
- Fixed launch procedure for cars on test track
- Fixed issue where a car doesn't want to upshift even though there should be sufficient power
- Fixed turbine sizes not being clamped on load, making some cars/engines to not calculate
- Fixed an instance where engine testing would crash from an infinite loop
- Fixed issue with factory refresh costs being weird (negative or nonsensical)
Gameplay Tweaks & Additions
- Added sandbox-only racing tire choices
- Improved year-dependent tire grip multiplier progression
- Tweaked range of allowed profiles for crossply tires
- Tweaked various tire type and compound stats
- Reworked traction / diff tests to make them more stable and fit for purpose
- Improved traction calculations
- CVTs now scale torque limit with their ratio range
- Implemented CVT efficiency dependency on speed ratio range
- Changed progression of gearing spread slider
- Changed progression of top gear ratio with its slider
- Reworked drivability / sportiness factor calculations for gearing
- Implemented gearbox weight scaling depending on torque limit used
- Updated gearbox torque limit progression and values
- Tweaked CVT scaling torque limit
- Rebalanced differentials and hooked up more stat dependencies
- Implemented boost dependence in prestige to stop fake turbos giving prestige
- Implemented utility grip factor dependence
- Remove grip reserves stat from drivability calcs and detailed stats UI
- Tweaked prestige progression for top speed, power, and forced induction
- Tweaked drive height dependence in drivability and sportiness
- Rebalanced stats for springs, dampers, and swaybars
- Tweaked the sportiness car agility stat, punishing larger cars less
- Improved offroad tire base stat score calculation
- Catalytic converters have new reliability multiplier
- Increased effect of tire profile on comfort
- Added new +3 front seat row option and tweaked seating stats
- Fixed issue with single VVT not having correct effect on emissions
- Tweaked carburetor AFR precision (slight nerf) affecting emissions
- Tweaked balance of catalytic converters
- Added exhaust reactor converter
- Added dependency for HC emissions with boost
- Added emission dependencies for compression and engine load
- Added emission dependency for engine block / head design year and quality
- Fixed a bug where dynamic logos on engine parts would disappear if the camera collided with them
A total revamp of how gearboxes and their torque limits affect reliability, and thus the desirability of your cars. This gearbox works well!
This gearbox, however, does not...
UI Fixed & Improvements
- Added engineering time & material cost breakdowns to detailed stats panel
- Increased allowed setting range of first gear speeds to higher speeds
- Fixed item list tooltips using model year instead of relevant year to part
- Rename "Light Truck Monocoque" to "Partial Monocoque"
- Fixed an issue with engine size widget behavior
- Fixed fixture button issue with flip-to-opposite-side being inconsistent
- Fixed sandbox company manager being available in campaign UI
- Fixed sandbox car / engine manger not remembering the selected company
- Fixed side panel display of material costs being broken for $100k+ costs
- Fixed inconsistency in detailed stats emissions panel display of WES standard introduction
- Fixed inconsistent coloring in emissions UI
- Fixed errors in the display of tire grip in the tire tooltip
- Fixed End key taking players to start menu when used in a text box
- Fixed fuel efficiency not being unit converted on car summary screen
- Fixed double clicking "All Fixture" or "Fixture" materials not backing out to fixture display
- Fixed unit conversion issue in gearing setup with inputs not being interpreted correctly
- Added gearbox torque limit info in power torque graph and in gearing graph
- Improved y-scale for power vs. traction graph for high grip cars
- Fixed cornering graph cutting off data as the car rolls over without warning
- Added display of 0-100 time in power vs traction graph
- Fixed power density limitation icon moving off the top of the power torque graph
- Created red warning for if the car rolls over during tests, cutting the cornering graph short
- Improved layout of graphs and their selection buttons
- Fixed issue with emissions graphs not getting data
- Added weight distribution over time to the power vs. traction graph
- Fixed engine project sign-off screen not correctly updating after adjusting engineering sliders
- Fixed retooling a car factory's minor tooling not saving defaults correctly when facelifting a car
With the tire rework and over a decade of being asked for them, we've finally added slick tires to Automation!
BeamNG Exporter
- Massive rework of tires, wheels, and hubs for exported cars for greatly improved driving feel
- Fixed using both fixture cameras resulting in 1 not working
- Implemented On-Demand AWD sensitivity progression by year and quality
- Added lockup in off-road drive mode for modern On-Demand AWD
- Fixed bounding box issues with tiny meshes
- Fixed issues with invisible car bodies
- Added scaling to experimental props
- Fixed torque curve extrapolation runaway when engine doesn't hit peak torque before limiter
- Moved advanced car tuning sliders to separate parts
- Fixed a crash caused by the engine sound thread when the export fails
- Tweaked lowShiftDownRPM
- Made the wheel hub stiffness slider affect beamDamp
- Tweaked FFB strengths for different steering and tyre setups
- Added a max FFB weight for power steering
- Added dependencies to tyre grip and front wheel load to FFB
- Fixed multiple bugs causing inconsistent weight and stiffness of wheels, tyres and suspension
- Adjusted default tyre pressures (mostly higher, lower for off road, higher still for utility)
- Lots of performance improvements from level of detail adjustments
- Note: Drag tires are still WIP and currently replaced with race soft on export!
In the coming days we will address any issues that pop up with quick patches, gearing up for the main release of this big update so that we can move on to the next big update cycle before the end of the year.
Cheers!
Header image credit: ChilPollins1982 (Reddit)