Just wanted to pop in to say that I really enjoy your content. Been watching the Cisalpina campaign and it's great. Was wondering, though, if you had any plans or wouldn't mind releasing a designer "tutorial" video? I'm good with the engineering side of things, but I have no idea what I'm doing with the designer apart from the body mold sliders, and a guide would be much appreciated given how great all your cars look. Cheers!
I’m so glad I was a super early backer to this company. Definitely got my moneys worth 100 times over. Those early competitions on the old forums are some fond memories
I remember I was still in high school when I was able to buy the game. That was 10 years ago. Can't even guess how many hours I've put into this game. Finally seeing the light 😂🎉
Thank you for all of this, this is beyond what I could ever have hoped for for Automation!! I cant wait to smash my head against my desk multiple times while making my own circuits XD
The editor will be easy enough to use for it to not be the editor's fault that you smash your head in though :D At least that's the hope haha. Brush up on your art skills to make some pretties!
@ Yeah that’s what I meant. To be honest I wrote this about 15 minutes in. I just got to the bit about start lines and pits so it’s much more obvious haha.
This game increasingly feels like a fantasy with every update, especially when you factor in BeamNG integration. There would always be things I'd like to see (you alluded to the possibility of test track races, to which I'd like to give my full support), but it seems almost ridiculous to want more than what this game manages to deliver. I hope it's not lost on you folks just how cool and unique this thing you've made really is. Can't wait for the update to finally drop. I have a bunch of track maps for a top-down F1 game I play that are in the exact same style as the new track that I will definitely be using for custom test tracks. Might need to play around with file formats to make them work in Automation, I'm not sure, but if anyone is looking for track maps you can look in the tracks selection for MiniRacingOnline; once downloaded each file folder should contain an image for the track map that should be able to be used in Automation. Won't know for sure until the update is released, but if it does it will be an _amazing_ resource for track maps, as they are generally of similar quality to the new official track environment.
That does sound like a very good resource for track maps :) will depend on their resolution though, I doubt they are 8k? :D But even when not, can always work with somewhat smaller at lower fidelity.
@@AutomationGame Resolution varies a little bit, as they're all made by independent creators, but they're in the ballpark of like 4Kx3K - 6Kx4K, some larger, some smaller. And there are typically multiple versions of each track, so there are plenty of options. They also have things like rally and kart tracks, too. I may have missed it in the video, but does the new test track support surface types or varying elevation?
Despite how complex the editor is, I understood how it works quite quickly. This might be a bit of a stretch, but being able to use a full elevation sprite to simulate weather more accurately should take it another level further. Can't wait for the beta!
It is pretty straightforward to work with :) takes a little while and effort to master. That feature definitely won't be a thing xD that's rather advanced!
Fantastic! Looks very intuitive and, like I commented in another video, I'll probably spend hours making tracks of my own. Really looking forward to this update! Keep up the good work, guys! The game is worth every penny!
They'd be trying to take the same line, that is just not something we can implement (you don't want to wait minutes of calculations for the AI to figure out how to drive a track :)
Can not wait one day to having racing event in single player to earn company prestige and reputation. Also will create some Drag tracks. Thank you and love for all of you❤ ❤❤❤
@@AutomationGameif applying prestige and reputation boosts for various sport segments in sales for more or less spec series racing would be a great tie-in to the everyday racing/performance enthusiast community. Nobody sane is buying a Porsche GT3 to haul groceries or their families, so a prestige and reputation bump to certain customer categories would be very cool. Great way to single player reach even more into the real world as a sim, and/or bring back over real multiplayer experience to the single player tycoon side of the game. It’s just like getting a boost for having the better technology or having better gas mileage and safer emissions, it matters to certain customer categories more than others. As an early early supporter of this game and seeing it evolve, I think this would be a killer implement for those waiting to be sold on the tycoon side of the game, and then some. Keep it up I love what the team is doing!
8:59 Imagine this new system trying to deal with those 30' bus mods, or even just limos. Another question i got is, will there be an option to do off-road (not rock crawling, more like light or medium rally) testing for cars, or is the onoy plan for track/street testcorses?
That is something we're considering and I do have a rough design draft for how that would work in spreadsheet. Definitely won't be there for Al Rilma, but maybe for Terso?
Great to see so many updates in november. I've been waiting on doing another "racing" playthrough specifically because of how the ai takes turn 3 of the Ellisbury Tri-oval
Being able to race in campaign to earn prestige and advertise for your cars would really bring the game to a whole new level and could make the game into one of the best tycoons of all time.
Now this is a question to AssasinateBob: Is it in the cards to connect multiplayer scenarios to the track sim? so you could build cars with friends and then make the track sim decide who wins, then the scenario rules could act more like homologation rules Then again just being able to bit two cars against each other in the track sim would be a fun standalone feature Edit: well.... I should had just listened to the end of the video xd
Id love to have the tri-oval test track to become an actual map in beaming, but thats in the hands of beamng to do. I guess this isnt gonna happen, we'll get that narnilla map instead. Which is even better
The Ellisbury Tri-Oval was pitched to the BeamNG devs by us as well, they said it's an awesome track complex... but the time / effort it takes means "not now" or any time soon :( The Narnilla track is lovely! All four variations have unique character :)
At first the idea of track editor did not catch my attention whatsoever, but after watching this LDE I must admit I got a little bit excited about the potential of what might come :D On a side note: I remember that you've previously mentioned that currently the team does not consider implementing racing into campaign mode and I understand that. But with detailed tracks that have defined starting grids, pit lanes, etc. it got me thinking that it would be a shame to not use that in main campaign. I think familiarizing with racetracks through racing during campaign is a good way to introduce and prepare new players for possible multiplayer races that you mention towards the end of the video. Or vice versa. Someone who have jumped straight into racing multiplayer and had fun with friends or random community members may find the idea of playing a campaign as a Ferrari-like brand pretty appealing. I think that re-using existing game mechanics in different game modes with added different context is what makes the entire game feel more... complete? (if that makes any sense). I have a couple of ideas on how this concept can be implemented into a campaign but I'll probably stop rambling before this comment grows into a full blown essay :) Anyway, can't wait for open-beta to try out everything that this update got!
Absolutely there are many cool things one could do with racing in campaign mode. However, that would have to be fleshed out quite a bit and we have no concrete plans for that just yet. It remains a maybe!
FWIW I managed to break the old track lap time simulator thingy once by making a car with the biggest V8 possible on the narrowest tyres possible (maxed quality, lots of cheese and I think a 9 speed box lol). The car would just endlessly accelerate, pull like 20G no questions asked, and complete a lap of the Automation track in roughly 30 odd seconds. Hopefully this update won't ruin my fun with that!
Quick question! Will we be able to run the track sim (on user's cars, or some preset cars perhaps) directly in the track editor? While the corner radius graph is pretty helpful, I can imagine having difficulty with deciding whether to use the geometric line, or do some late apex thing to go faster on the following straight (and how late should it be for a given corner) - in which case, straight up having an option of running the car through the line could help.
7:40 In real life you need to drive different racing lines with different cars, depending their braking, acceleration and grip capabilities. This mechanism will handle this?
Finding optimal lines depending on cars is something for supercomputers to figure out through loads of iteration work. It is not something you can expect us doing :) unless you maybe want to wait 10min every time you want your car driving on the track xD If you know the track and the line that a certain race series takes, then you can make that as a variation of the track though.
I do have a design draft for that, so it is being considered with everything from dirt and gravel to mud, snow and ice. If that is going to make it remains to be seen, definitely not with this first iteration of things :)
speed up with the update, ive been waiting for this for a loooong while. I already have Nordchlife, Pikes peak and Trento-Bondone along with some other minor stuff ready to go with all the necessary data.
@@AutomationGame Absolutely, i have literally everything ready to go. Just have been very anxiously waiting for this update to drop, for well over a year now.
@@AutomationGame Something like another form of "marketing" that involves funding a race team could be a suitable half-measure to a full racing mode if implementing such a thing is beyond the scale of what you're looking to do. Have success determined by car performance and funding, and have it contribute to certain marketing scores, and maybe even provide a bit of R&D? Wouldn't need to get into anything too comprehensive and could provide another avenue of marketing and development that mirrors what real-world companies do. Just an idea that might be able to piggy-back off systems already in the game.
Is there any chance for the weather simulation to be something where we can have different times of day having different weather values? Something like a desert track should expect to have consistent massive falls when going from day to night, while some locations have consistent variance in wind direction by day - for instance, if we have a relatively straight coastline, there's a characteristic pattern of breezes from inland in the morning and from the ocean in the afternoon.
No, that is definitely overcomplicating things :) races will be reasonably short and there are no day/night cycles. The artwork would get horrendously complicated with that!
Hi there! Just one small suggestion/question: is there any chance of renaming "camber" to "banking"? A "camber limit" makes it sound like the track has a limit on how much camber the cars are allowed to have on their wheels, in my opinion. Again, just my opinion, but I think having a "turn banking limit" would be a lot clearer, as it's usually what inclined/banked/cambered corners such as the Caracciola-Karussell are described as in popular speech (even if, after a bit of research, it technically isn't the correct term). Cheers in advance! Much love to you guys; I've racked up almost 2900 hours of gameplay since way back in the Kee days and haven't regretted a second of it.
Is there a possibility of getting the new type of tracks imported into the cyclist tactics (or even an expansion). it would be so cool to make real world stages (with imagery) in that game too.
Now that is an out-there request I didn't have on my bingo card! :D The answer is no due to how the tracks in TCT work, it is way to abstracted. Also you already have a track editor for TCT :)
I wouldn't expect to ever see them. It would basically require making an entirely new engine builder because diesel engines are fundamentally different. I'm not sure if any of the new calcs are applicable to diesels or not, but if they are that might be the one glimmer of hope for them coming in a later update.
There's someone in our community already who has the requisite new artwork just waiting for the new Track Editor to be released as it is; the dev team jokes around that it will be an hour tops! xD
BTW im sure this is a bug with the current track simulation but I found that if you have oversteer, the driver wont crash, he will just not lose any speed no matter the turn, so the more oversteer, the less speed you lose when turning, which isn't very realistic. I recommend (and I'm sure this is what yo are working on) is that you simualte an actual track and simualte the car driving around the track with ai rather than a set path so you can see how the car actually handles.
There are a lot of bugs with the current track system, that's for sure. Pretty much all of it is being thrown out in favour of the new one though...so we are pretty sure it will be better than the old one, but probably also come with a fresh and exciting set of new bugs too! xD
is this possible for you guys to make engine sounds more randomized? Usually all engines sound pretty much the same. WOuld be cool if there was some random differences so 2 excatly the same engines can sound different
Unfortunately not :) adding more variation (I assume you mean that and not actually random) is something that would be great, but currently not really possible with the simple sound system we use.
could this lead to me partnering with race car constructors in campaign mode and building homologation specials? I also remember you mentioning we could eventually play through the entire campaign just making and selling engines. Is that still going to be a thing?
@@AutomationGame I didn't think that was half assed, I was thinking of things like "you can sell engines to this race team but you have to design them to fit a specific ruleset and you have to to have build 200 road cars using the same engine family as the racing engine" or "you have to build x number of a road legal version of whatever race car you want to enter" which would become a challenge of how race-oriented you can make your production car before it becomes a nightmare to drive in stop and go traffic. That way the racing can be offscreen while the game focuses on the supplier side of motorsport.
@@AutomationGame Torsen implies a variation of torque from axis to axis in a small range. But automation has a fixed power distribution setting, which is more relevant to 4WD, isn't it? In fact, the question is more about the capabilities of the car differential when exporting to BeamNG
We don't do exact dates for updates; but if you pay attention to Steam news in your library, or follow us on any of our socials, you'll know when it happens!
I hope this update will decrease the amount of inconsistencies between testing the cat in automation vs beam ng drive. This game is still amazing when paired with beam tho!
We are always working on reducing inconsistencies, but bear in mind that BeamNG does a lot of things very differently to Automation, so it's very difficult to have things translate across completely - or even mostly, in some cases - accurately.
@@AutomationGame that is definetely true, and also the reason why my automation cars never handle well in beam ng drive, the downforce is calculated differently across both games
Downforce is one of the areas where there really isn't a great way of handling it in the export process. In fact, the method we use right now - which is basically the least problematic option - was developed in close conjunction with our friends over at BeamNG.
It would be sick if you guys made some irl tracks. I mean heck, if you made it a DLC to be able to purchase all of the F1 tracks faithfully reproduced I'd buy it
That's what Steam Workshop is for :) Just wait for release of this update + few days more and there will be a bunch of real life racing tracks on Steam already (probably)
We'd like to, and the Beam devs would really like to as well, but they are so busy with everything on their end there's no time in the foreseeable future for them to make the Ellisbury Tri-Oval a reality in their game!
custom materials are broken as when i add .01 normal, the entire normal texture turns into 0000FF and it doesnt work and beamng uses srgb and as you said ue ues srgb so you can fix it according to my peanut brain. also can we have the old version of the title screen where its 3d and uses the 80s engine and design room? also fix the ultra modern steering wheel as the paddle shifter's texture is inverted if the texture is double sided which i hate and some of the headlight textures and other textures are broken in beamng which i hate too and would like to be fixed. also the chassis has missing textures. would appreciate if these are fixed!
The chassis texture thing has apparently been fixed, but we'll double-check that it has been when we get a chance! Normals are challenging with the export process, we recommend not using them if at all possible. As for the fixture issues, we are compiling a list of things to fix with them, but as you can imagine it's quite a long list, and not all of them are straightforward, but we'll see what we can do!
@@AutomationGame also forgot im trying to make a mod for automation and i cant find the GetFixtureMaterialsFromSlot thingy and im confused as the wiki says its there but its not
i'm gonna take a high-res screenshot of the tf2 map dm_mariokart3_v1 and make a track out of it. edit: i can't reply but yes it's the one from that famous gmod video
Imo there is a lot of more important things that you can work with than this unnessesery track mode because we use beamng to test our cars. Your workforce in this should go to prombems with bugs. Currently, for example, I have a problem that I have to create engines and bodies separately because when I do them together, it removes my cars, which is very horrible
That issue you're having is not something we've ever seen from anyone else. Make a support ticket for that, it either is some sort of database corruption or you maybe misunderstanding how variants and trims work with cloning.
Can't wait to create my daily commute as a track and see how fast of a commuter I could create XD Or play Automation like Enzo Ferrari would have done : Focus on races and neglect customer service !
Honestly, having racing at all will be incredible, reminds me of some old forum challenge where there was a racing sim coded for the event... I can't remember if it was in the Kee engine days though
I haven't really kept up with the game the past couple years, started playing again today and I'll say the engine side of things seems pretty broken now. Depending on the type of engine I run into engine knock for zero reason. Regardless of compression or fuel type. Timing advance or retardation also doesn't help with knock. I'll even get knock for something like shortening the stroke of an engine, it makes no sense. Then the turbo side of things also seems broken now. Compressor surge, turbo sizing vs performance. Starting this video after I comment, but I wanted to give my opinion while the things were fresh in my mind.
There have been a lot of changes, but overall the simulation is much tighter and more accurate now. You pretty much have to throw out what you knew before (because most of what was there was inaccurate!) and approach engines in an entirely different way. We recommend going through our LDUs from the last 2-3 years, which will help explain where these changes came from.
@AutomationGame I understand what you're saying. However, the problems I'm encountering with things like engine knock have zero correlation with knock conditions in real life. For example, I use Methanol on a 3.4 straight 6 with 10:1 compression and a turbo, yet I'm experiencing knock at 5psi of boost? And that's with the fuel map rich and timing backed way off. Yeah, that's not a realistic scenario in the slightest. Methanol Stoich IRL is in the 5.0s. In short. You're not going to get straight Methanol to knock at all. You will smash a rod or a piston irl before you get something like Methanol to knock, heck it's almost the same thing with E85.
Would love to see engine wear over longer races as well, then you cant just make a super unreliable engine with tons of power (my friends have problems with this and it makes beamng races impossible cause i got 500hp and they got 900)
Ich hasse euch weil ihr keinen Spass versteht ;D Nee, warte mal, die Logik stimmt nicht, bin ja selber Deutscher und ich hasse mich nicht, und ich verstehe Spass... du aber vielleicht nicht ;)
Bro i really really like the game but i cant afford it pleeaase lower the price a bit i know you guys need money for the developement but in some countries like egypt and turkey we cant afford games
Thank you very much for the trust and the opportunity! And of course for the plug 🙂
Always welcome! Very much looking forward to the track stuff ourselves!
Just wanted to pop in to say that I really enjoy your content. Been watching the Cisalpina campaign and it's great. Was wondering, though, if you had any plans or wouldn't mind releasing a designer "tutorial" video? I'm good with the engineering side of things, but I have no idea what I'm doing with the designer apart from the body mold sliders, and a guide would be much appreciated given how great all your cars look.
Cheers!
Love your content
damn, didn't know you were working with automation
Der Bayer makes the Best Automation content around.
I’m so glad I was a super early backer to this company. Definitely got my moneys worth 100 times over. Those early competitions on the old forums are some fond memories
That is a long time ago :) will be fantastic to potentially have them available right in the game!
I remember I was still in high school when I was able to buy the game. That was 10 years ago. Can't even guess how many hours I've put into this game. Finally seeing the light 😂🎉
Thank you for all of this, this is beyond what I could ever have hoped for for Automation!! I cant wait to smash my head against my desk multiple times while making my own circuits XD
The editor will be easy enough to use for it to not be the editor's fault that you smash your head in though :D At least that's the hope haha. Brush up on your art skills to make some pretties!
@@AutomationGame that will be the aim, I mean that also in the nicest way possible! I'm so thankful for this and I love every bit of it! 😁
I see we are getting closer to Raceomation. Especially with this new non-spline system for the car.
Still a spline system, but only as a point of reference for the driver. So when the track maker is shit, the driver will crap all over the place.
@ Yeah that’s what I meant.
To be honest I wrote this about 15 minutes in. I just got to the bit about start lines and pits so it’s much more obvious haha.
This game increasingly feels like a fantasy with every update, especially when you factor in BeamNG integration. There would always be things I'd like to see (you alluded to the possibility of test track races, to which I'd like to give my full support), but it seems almost ridiculous to want more than what this game manages to deliver. I hope it's not lost on you folks just how cool and unique this thing you've made really is. Can't wait for the update to finally drop.
I have a bunch of track maps for a top-down F1 game I play that are in the exact same style as the new track that I will definitely be using for custom test tracks. Might need to play around with file formats to make them work in Automation, I'm not sure, but if anyone is looking for track maps you can look in the tracks selection for MiniRacingOnline; once downloaded each file folder should contain an image for the track map that should be able to be used in Automation. Won't know for sure until the update is released, but if it does it will be an _amazing_ resource for track maps, as they are generally of similar quality to the new official track environment.
That does sound like a very good resource for track maps :) will depend on their resolution though, I doubt they are 8k? :D But even when not, can always work with somewhat smaller at lower fidelity.
@@AutomationGame Resolution varies a little bit, as they're all made by independent creators, but they're in the ballpark of like 4Kx3K - 6Kx4K, some larger, some smaller. And there are typically multiple versions of each track, so there are plenty of options. They also have things like rally and kart tracks, too. I may have missed it in the video, but does the new test track support surface types or varying elevation?
We're still looking into having different surface types, but elevation was in the video, yes!
Despite how complex the editor is, I understood how it works quite quickly. This might be a bit of a stretch, but being able to use a full elevation sprite to simulate weather more accurately should take it another level further. Can't wait for the beta!
It is pretty straightforward to work with :) takes a little while and effort to master.
That feature definitely won't be a thing xD that's rather advanced!
Fantastic! Looks very intuitive and, like I commented in another video, I'll probably spend hours making tracks of my own. Really looking forward to this update!
Keep up the good work, guys! The game is worth every penny!
Thank you! Much appreciated :)
Yes, the editor is really quite user friendly and intuitive... still will need a tutorial though :D
Love seeing a bunch of content creators here
This is giving me hope for an automation spin off sort of like Motorsport Manager
That is something we'd like to do very long term, yes.
@@AutomationGame🙏
Being able to see how different cars take different lines is going to be great. Also can't wait to finally get the Handling Course in-game!
They'd be trying to take the same line, that is just not something we can implement (you don't want to wait minutes of calculations for the AI to figure out how to drive a track :)
Can not wait one day to having racing event in single player to earn company prestige and reputation. Also will create some Drag tracks.
Thank you and love for all of you❤ ❤❤❤
That would be a lot of fun :) currently we have no plans for a campaign implementation of racing, but we'll definitely not say "never" to that.
@@AutomationGameif applying prestige and reputation boosts for various sport segments in sales for more or less spec series racing would be a great tie-in to the everyday racing/performance enthusiast community. Nobody sane is buying a Porsche GT3 to haul groceries or their families, so a prestige and reputation bump to certain customer categories would be very cool. Great way to single player reach even more into the real world as a sim, and/or bring back over real multiplayer experience to the single player tycoon side of the game. It’s just like getting a boost for having the better technology or having better gas mileage and safer emissions, it matters to certain customer categories more than others. As an early early supporter of this game and seeing it evolve, I think this would be a killer implement for those waiting to be sold on the tycoon side of the game, and then some. Keep it up I love what the team is doing!
oh my... yes. this is exactly what I have been wanting from this game in my wildest dreams :D
We do have big plans for awesome stuff :) Let's see where it leads us!
I really, really hope all of this pans out. This is currently pointing somewhere very awesome :D
It sure is :) but can't promise anything yet!
A racing vs. build mode would be the hypest thing to me. I hope all goes well towards that, but yall have me hooked regardless
That would be a lot of fun, yes! :)
I cant wait for the open beta
Automation dev team is the definition of overengineering ( in the best way possible )
Unfortunately, you're not wrong xD there are many reasons for why after 13 years we're still not done.
If i dont watch this the second it comes out ill be probably asleep or outside
8:59 Imagine this new system trying to deal with those 30' bus mods, or even just limos.
Another question i got is, will there be an option to do off-road (not rock crawling, more like light or medium rally) testing for cars, or is the onoy plan for track/street testcorses?
That is something we're considering and I do have a rough design draft for how that would work in spreadsheet. Definitely won't be there for Al Rilma, but maybe for Terso?
Great to see so many updates in november. I've been waiting on doing another "racing" playthrough specifically because of how the ai takes turn 3 of the Ellisbury Tri-oval
Editor is looking awesome.
I have to agree, it is really damn good and smooth to use, too :) just needs good tutorials and best-practices help to make the tracks good.
Being able to race in campaign to earn prestige and advertise for your cars would really bring the game to a whole new level and could make the game into one of the best tycoons of all time.
That is something we consider, yes :) won't happen any time soon though!
@@AutomationGame hey if it's even a consideration I'm thrilled!
I cannot wait… well I mean I can and will but holy freaking crap, I am so excited for this update!
Plenty of cool shit to look forward to indeed xD
Now this is a question to AssasinateBob:
Is it in the cards to connect multiplayer scenarios to the track sim? so you could build cars with friends and then make the track sim decide who wins, then the scenario rules could act more like homologation rules
Then again just being able to bit two cars against each other in the track sim would be a fun standalone feature
Edit: well.... I should had just listened to the end of the video xd
Glad the video answered your question... YES! :D
Id love to have the tri-oval test track to become an actual map in beaming, but thats in the hands of beamng to do.
I guess this isnt gonna happen, we'll get that narnilla map instead. Which is even better
The Ellisbury Tri-Oval was pitched to the BeamNG devs by us as well, they said it's an awesome track complex... but the time / effort it takes means "not now" or any time soon :(
The Narnilla track is lovely! All four variations have unique character :)
Will there be any plans of allowing 2 or more cars to simutaneously test on a track?
Yes :) Racing one or more ghosts is something we consider!
@@AutomationGamethat's going to be awesome
Im glad that i buy supporter pack, you can clearly see the devs really listen do community and make game like people want
Or we're making things we're passionate about and the players who like it come along for the ride? ;D
I wonder if we will be able to finally see the effect of Sportiness Brake Fade with our own eyes now, outside BeamNG export.
That is something the car sim will need to be able to track, yes :) not in this first version but certainly for the Terso update.
Are you gonna add edits for the superchargers in the files? Ex. pulley ratio? Kinda like the turbos?
Thx automation game ❤❤❤🎉🎉🎉
At first the idea of track editor did not catch my attention whatsoever, but after watching this LDE I must admit I got a little bit excited about the potential of what might come :D
On a side note: I remember that you've previously mentioned that currently the team does not consider implementing racing into campaign mode and I understand that. But with detailed tracks that have defined starting grids, pit lanes, etc. it got me thinking that it would be a shame to not use that in main campaign. I think familiarizing with racetracks through racing during campaign is a good way to introduce and prepare new players for possible multiplayer races that you mention towards the end of the video. Or vice versa. Someone who have jumped straight into racing multiplayer and had fun with friends or random community members may find the idea of playing a campaign as a Ferrari-like brand pretty appealing. I think that re-using existing game mechanics in different game modes with added different context is what makes the entire game feel more... complete? (if that makes any sense). I have a couple of ideas on how this concept can be implemented into a campaign but I'll probably stop rambling before this comment grows into a full blown essay :)
Anyway, can't wait for open-beta to try out everything that this update got!
Absolutely there are many cool things one could do with racing in campaign mode. However, that would have to be fleshed out quite a bit and we have no concrete plans for that just yet. It remains a maybe!
FWIW I managed to break the old track lap time simulator thingy once by making a car with the biggest V8 possible on the narrowest tyres possible (maxed quality, lots of cheese and I think a 9 speed box lol). The car would just endlessly accelerate, pull like 20G no questions asked, and complete a lap of the Automation track in roughly 30 odd seconds. Hopefully this update won't ruin my fun with that!
That bug is pretty high on our priority list to fix, sorry!
Quick question! Will we be able to run the track sim (on user's cars, or some preset cars perhaps) directly in the track editor? While the corner radius graph is pretty helpful, I can imagine having difficulty with deciding whether to use the geometric line, or do some late apex thing to go faster on the following straight (and how late should it be for a given corner) - in which case, straight up having an option of running the car through the line could help.
The test track simulation from the main game is far too complex to run inside the Track Editor.
7:40 In real life you need to drive different racing lines with different cars, depending their braking, acceleration and grip capabilities. This mechanism will handle this?
Finding optimal lines depending on cars is something for supercomputers to figure out through loads of iteration work. It is not something you can expect us doing :) unless you maybe want to wait 10min every time you want your car driving on the track xD
If you know the track and the line that a certain race series takes, then you can make that as a variation of the track though.
9:39 Woah😮
Are different track surface types supported? Like a dirt oval or a gravel rally stage or will it just be tarmac?
I do have a design draft for that, so it is being considered with everything from dirt and gravel to mud, snow and ice. If that is going to make it remains to be seen, definitely not with this first iteration of things :)
@AutomationGame I'm glad to hear that it's at least being attempted. Would be cool to see what people create with the tools
speed up with the update, ive been waiting for this for a loooong while. I already have Nordchlife, Pikes peak and Trento-Bondone along with some other minor stuff ready to go with all the necessary data.
Data is one thing, the bigger thing is the art to go along with it. Do you have that ready too? :D
@@AutomationGame Absolutely, i have literally everything ready to go. Just have been very anxiously waiting for this update to drop, for well over a year now.
Awesome! Looking forward to seeing the tracks you make :) there will be track workshop support for easy sharing.
Please! Add a "racing" mode to career ! 😢
That is a different kettle of fish for now :) maybe eventually, can't rule it out.
@@AutomationGame Something like another form of "marketing" that involves funding a race team could be a suitable half-measure to a full racing mode if implementing such a thing is beyond the scale of what you're looking to do. Have success determined by car performance and funding, and have it contribute to certain marketing scores, and maybe even provide a bit of R&D? Wouldn't need to get into anything too comprehensive and could provide another avenue of marketing and development that mirrors what real-world companies do. Just an idea that might be able to piggy-back off systems already in the game.
Is there any chance for the weather simulation to be something where we can have different times of day having different weather values? Something like a desert track should expect to have consistent massive falls when going from day to night, while some locations have consistent variance in wind direction by day - for instance, if we have a relatively straight coastline, there's a characteristic pattern of breezes from inland in the morning and from the ocean in the afternoon.
No, that is definitely overcomplicating things :) races will be reasonably short and there are no day/night cycles. The artwork would get horrendously complicated with that!
Hi there! Just one small suggestion/question: is there any chance of renaming "camber" to "banking"? A "camber limit" makes it sound like the track has a limit on how much camber the cars are allowed to have on their wheels, in my opinion. Again, just my opinion, but I think having a "turn banking limit" would be a lot clearer, as it's usually what inclined/banked/cambered corners such as the Caracciola-Karussell are described as in popular speech (even if, after a bit of research, it technically isn't the correct term).
Cheers in advance! Much love to you guys; I've racked up almost 2900 hours of gameplay since way back in the Kee days and haven't regretted a second of it.
Something to think about, perhaps. Thanks for sticking with us all this time!
Is there a possibility of getting the new type of tracks imported into the cyclist tactics (or even an expansion). it would be so cool to make real world stages (with imagery) in that game too.
Now that is an out-there request I didn't have on my bingo card! :D The answer is no due to how the tracks in TCT work, it is way to abstracted. Also you already have a track editor for TCT :)
When is the beta comming out?
Before the end of the year, so within the next month or so.
I need those splines and bezier curves for fixtures 😂
Such things get complicated very quickly xD
I'm hyped and afraid - this will be a time sink for me
Haha yes, a good problem to have though :D if indeed it is as much fun as we think it'll be.
Diesel engines when?
Don't be silly
No time soon. I don't even think they're planned.
FAQ
@@Nismo11 well maybe in the distant future.
I wouldn't expect to ever see them. It would basically require making an entirely new engine builder because diesel engines are fundamentally different. I'm not sure if any of the new calcs are applicable to diesels or not, but if they are that might be the one glimmer of hope for them coming in a later update.
I’m so excited for this update I’m ready to make the most unrealistic engines possible😂.
You mean putting a 75L V16 ontop a Kei Car?
@ ready to see how absurd I can be when given compound turbos and superchargers 😂. Gotta make that Kei car outta carbon fiber and make it awd as well.
Wondering how quickly we will see a serviceable Nordschleife copy pop up.. Will probably be so fast it’ll make my head spin..
There's someone in our community already who has the requisite new artwork just waiting for the new Track Editor to be released as it is; the dev team jokes around that it will be an hour tops! xD
BTW im sure this is a bug with the current track simulation but I found that if you have oversteer, the driver wont crash, he will just not lose any speed no matter the turn, so the more oversteer, the less speed you lose when turning, which isn't very realistic. I recommend (and I'm sure this is what yo are working on) is that you simualte an actual track and simualte the car driving around the track with ai rather than a set path so you can see how the car actually handles.
There are a lot of bugs with the current track system, that's for sure. Pretty much all of it is being thrown out in favour of the new one though...so we are pretty sure it will be better than the old one, but probably also come with a fresh and exciting set of new bugs too! xD
Great update, something id like to know, what would a decentish laptop be that can run this game, not to expensive though
Yeah, not great, but should be able to run it on medium or low settings, probably on medium settings with a dedicated graphics card inside.
Would it be possible to make tracks where start and finish aren't on the same place? Example would be rally stages
Yeah, A to B tracks will be possible!
Shades of Bob's Trackbuilder!
is this possible for you guys to make engine sounds more randomized? Usually all engines sound pretty much the same. WOuld be cool if there was some random differences so 2 excatly the same engines can sound different
Unfortunately not :) adding more variation (I assume you mean that and not actually random) is something that would be great, but currently not really possible with the simple sound system we use.
could this lead to me partnering with race car constructors in campaign mode and building homologation specials? I also remember you mentioning we could eventually play through the entire campaign just making and selling engines. Is that still going to be a thing?
Racing in Campaign Mode would be fun, but there are a lot of obstacles in the way of that, unfortunately!
@@AutomationGame even if it's all offscreen and the campaign represents it with boosted sales and familiarity?
@@phoenix-l4i Why would we want to do something that half-arsed? :D
@@AutomationGame I didn't think that was half assed, I was thinking of things like "you can sell engines to this race team but you have to design them to fit a specific ruleset and you have to to have build 200 road cars using the same engine family as the racing engine" or "you have to build x number of a road legal version of whatever race car you want to enter" which would become a challenge of how race-oriented you can make your production car before it becomes a nightmare to drive in stop and go traffic. That way the racing can be offscreen while the game focuses on the supplier side of motorsport.
Will center differentials of the torsen type or others be added?
They already are added, Helical is the option.
@@AutomationGame Torsen implies a variation of torque from axis to axis in a small range. But automation has a fixed power distribution setting, which is more relevant to 4WD, isn't it? In fact, the question is more about the capabilities of the car differential when exporting to BeamNG
when is the exact realise update or some day of noticing the exact day of the realise
We don't do exact dates for updates; but if you pay attention to Steam news in your library, or follow us on any of our socials, you'll know when it happens!
Can you make city circuits with the track editor?
Sure, why wouldn't you? :)
Does anyone know any more news of the date we get al rilma ??
We don't do dates.
hell yeah
😎
I hope this update will decrease the amount of inconsistencies between testing the cat in automation vs beam ng drive. This game is still amazing when paired with beam tho!
We are always working on reducing inconsistencies, but bear in mind that BeamNG does a lot of things very differently to Automation, so it's very difficult to have things translate across completely - or even mostly, in some cases - accurately.
@@AutomationGame that is definetely true, and also the reason why my automation cars never handle well in beam ng drive, the downforce is calculated differently across both games
Downforce is one of the areas where there really isn't a great way of handling it in the export process. In fact, the method we use right now - which is basically the least problematic option - was developed in close conjunction with our friends over at BeamNG.
It would be sick if you guys made some irl tracks. I mean heck, if you made it a DLC to be able to purchase all of the F1 tracks faithfully reproduced I'd buy it
That's what Steam Workshop is for :)
Just wait for release of this update + few days more and there will be a bunch of real life racing tracks on Steam already (probably)
Making IRL tracks means buying the license to do so, that is not really feasible! But yes... there is a track editor :P
That's great and all.
So are championships coming then?
No plans for that at the moment :)
will there be ofroad races too?
Maybe eventually, that is not planned for Al Rilma, but different road surfaces might become a thing in the farther future.
What data released update all rima?
Not yet!
When we getting those superchargers 😩
Little????
Medium, maybe? :D
is this game going to stay on pc? if yes i understand why, but it's just a thought (:
Windows PC and Mac :)
how do we get into the beta team?
Our beta testing team is full at the moment, sorry!
awesome game
Glad you think so!
do we still get the beta this year?
It's looking pretty good at the moment!
@AutomationGame it's been 84 years. i hope so
Will it be possible to export the tracks to beamng like the cars?
It will not be possible, no; Automation tracks will always be top-down, 2D tracks visually, so that doesn't exactly mesh well with BeamNG!
@@AutomationGame I mean, *technically* there is/was a top-down camera in BeamNG, so... 😏
Add the ellisbury tracks to beam
We'd like to, and the Beam devs would really like to as well, but they are so busy with everything on their end there's no time in the foreseeable future for them to make the Ellisbury Tri-Oval a reality in their game!
How can i help to translate the game to brazilian portuguese? i wanna do that
All of our translations are done on a CrowdIn; you can check the FAQ in our video description for a link to that.
Rainbow road in Automation when?
Probably not long after someone creates the first Nordschliefe! xD
if one day diesels get added the first thing im making is a 1.9 tdi and putting it into a civic
Will there ever be A.I. assisted design for the bodies and fixtures?
No, we have no plans for that at all.
when will this update launch?
Mentioned at the start of the video. End of December is the opt-in open beta.
@AutomationGame thanks you i was not at the beggining at the beggining at the video sorry my bad
Sorry, what?....at 38:07 I heard a near perfect Australian accent!
Neat
custom materials are broken as when i add .01 normal, the entire normal texture turns into 0000FF and it doesnt work and beamng uses srgb and as you said ue ues srgb so you can fix it according to my peanut brain. also can we have the old version of the title screen where its 3d and uses the 80s engine and design room? also fix the ultra modern steering wheel as the paddle shifter's texture is inverted if the texture is double sided which i hate and some of the headlight textures and other textures are broken in beamng which i hate too and would like to be fixed. also the chassis has missing textures. would appreciate if these are fixed!
The chassis texture thing has apparently been fixed, but we'll double-check that it has been when we get a chance! Normals are challenging with the export process, we recommend not using them if at all possible. As for the fixture issues, we are compiling a list of things to fix with them, but as you can imagine it's quite a long list, and not all of them are straightforward, but we'll see what we can do!
@@AutomationGame also forgot im trying to make a mod for automation and i cant find the GetFixtureMaterialsFromSlot thingy and im confused as the wiki says its there but its not
i'm gonna take a high-res screenshot of the tf2 map dm_mariokart3_v1 and make a track out of it.
edit: i can't reply but yes it's the one from that famous gmod video
Sure can do that :)
Is it this map where this one famous gmod animation was made?
You can made other judging?. Greetings!
Imo there is a lot of more important things that you can work with than this unnessesery track mode because we use beamng to test our cars. Your workforce in this should go to prombems with bugs. Currently, for example, I have a problem that I have to create engines and bodies separately because when I do them together, it removes my cars, which is very horrible
That issue you're having is not something we've ever seen from anyone else. Make a support ticket for that, it either is some sort of database corruption or you maybe misunderstanding how variants and trims work with cloning.
Can't wait to create my daily commute as a track and see how fast of a commuter I could create XD
Or play Automation like Enzo Ferrari would have done : Focus on races and neglect customer service !
Haha, well, getting racing into campaign would be neat :) no direct plans for that yet though!
Honestly, having racing at all will be incredible, reminds me of some old forum challenge where there was a racing sim coded for the event... I can't remember if it was in the Kee engine days though
BRC, run by Martin, yes!
I haven't really kept up with the game the past couple years, started playing again today and I'll say the engine side of things seems pretty broken now. Depending on the type of engine I run into engine knock for zero reason. Regardless of compression or fuel type. Timing advance or retardation also doesn't help with knock. I'll even get knock for something like shortening the stroke of an engine, it makes no sense. Then the turbo side of things also seems broken now. Compressor surge, turbo sizing vs performance. Starting this video after I comment, but I wanted to give my opinion while the things were fresh in my mind.
There have been a lot of changes, but overall the simulation is much tighter and more accurate now. You pretty much have to throw out what you knew before (because most of what was there was inaccurate!) and approach engines in an entirely different way.
We recommend going through our LDUs from the last 2-3 years, which will help explain where these changes came from.
@AutomationGame I understand what you're saying. However, the problems I'm encountering with things like engine knock have zero correlation with knock conditions in real life. For example, I use Methanol on a 3.4 straight 6 with 10:1 compression and a turbo, yet I'm experiencing knock at 5psi of boost? And that's with the fuel map rich and timing backed way off. Yeah, that's not a realistic scenario in the slightest. Methanol Stoich IRL is in the 5.0s. In short. You're not going to get straight Methanol to knock at all. You will smash a rod or a piston irl before you get something like Methanol to knock, heck it's almost the same thing with E85.
Would love to see engine wear over longer races as well, then you cant just make a super unreliable engine with tons of power (my friends have problems with this and it makes beamng races impossible cause i got 500hp and they got 900)
Yes, reliability will play a role in the races, and the new reliability system will make it more difficult to make reliable high power engines.
What did bob do to u 😭
He knows what he did :P
10:52 why do you hate us germans? I'm not dumb.
Warum hasst du uns deutsche? Ich bin nicht doof.
Ich hasse euch weil ihr keinen Spass versteht ;D
Nee, warte mal, die Logik stimmt nicht, bin ja selber Deutscher und ich hasse mich nicht, und ich verstehe Spass... du aber vielleicht nicht ;)
Nö ich verstehe spaß. Ich wäre interessiert bist du der einzige deutsche im Team oder auch nicht?
Und gingen "Entwickler erzählt was mann in ein paar Wochen bis Jahrmillionen selber machen kann" auf Deutsch?
Ja, der einzige Deutsche im Team, seit Ende 2011 dabei. Aber jetzt könnte man Martin auch dazuzählen, als Nebenjob, damit sind wir zwei!
There is a little update proceeds to make 3 40 minute videos about it😅
Yeah, lots to talk about xD I think I'll do one more before the opt-in open beta to cover some of the things I've missed so far.
@AutomationGame i think you can rightly remove all the little's from the titles
Bro i really really like the game but i cant afford it pleeaase lower the price a bit i know you guys need money for the developement but in some countries like egypt and turkey we cant afford games
I dunno if its true but i Heard something like you can lower the priconly for the countries that got their currencies removed from steam