Came here to skip through, stayed to watch it all: Not only is this the optimal communication between devs and players, but killrob is doing an awesome job of making the dev updates a pleasant watch. You guys are awesome!
I love how this game is slowly evolving into something which can be used by actual companies to test out their engines and designs. Keep it up, Camshaft!
Simply superb, you guys are really firing on all cylinders -also, out of all the features what stood out to me is being able to make straw sized exhaust for my tiny eco engines xd
@@AutomationGame *cough* 2cylinders like Fiat 500? Have really enjoyed making turbo I3 at 152cc with 162hp (73ftlb from 6,000-12,000rpm perfectly flat). If you wanna raise the RPM limit to 18,000 I've love to build motorbike and F1 engines. it's impressive to see how this game has evolved since buying in 2013.
I still look forward to the day where I can finally stick a V4 into a modern hatchback, but what I'm seeing here are still improvements and I'll just have to be patient for that bit. Also got surprised by the size limits, maybe not be able to make a Griffon V12, but certainly a Meteor would be possible. Great job to the whole Dev team
Thank y'all so much for working y'alls butts off on this game, it's become such a masterpiece! There's literally no other game where I can build my own race car, and then drive it around a track. Truly exceptional!
Bro i don't want to wait another six months just to see what you've done. ive waited so long just to play with all this new stuff But keep i up. i still love the game I haven't played it for a long time now as I'm waiting!
5:30 with this way of having the UI people are much more likely to remember to switch to the next fuel type as age progresses i imagine. its something i often forget atleast
Der bayer is gonna have a blast with all the little extra tuning and the variety of new engines and boosts applications. im beyond excited to see the new campaigns that come when this update comes out
I've always liked the idea of superchargers over turbos, so I can't wait to try this out. (I still don't understand what makes a good car in the campaign, but oh well.)
150mm (hopefully 180) bore let's goooooo! Very excited to see supercharged engines, finally, and of course, the track editor (which I will probably use for way longer than the average player, lol). Something I'd like to see is a demographic centered around retro styles (I don't know if that would be too niche, though). Also, something that was on my mind was an "engine bay dimensions" data type in the body style selection. Say you want to make something with a rather big engine, now you know which bodies you can use. I've had to go back to the body selection several times because of this.
Yeah, the track editor is pretty amazing, so much one can do with that already :) that will be an entire separate LDU video in the coming weeks. Engine bay dimensions would now be possible (I think) to show because the actual drive type is selected beforehand, so yes, something to look into!
Hyped, ready and waiting for the SC update to finally drop! It's been so long :3 I like the new streamlined selection boxes, consistent with the rest of UI but they also guide the selection process better than before. Ditto on body selection, it's so much better than before. One question: wouldn't it make more sense to have basic properties of the fuel system all in one tab and all fuel tuning stuff in another tab? Logic being that for most builds, the basics like fuel type, octane rating, fuel system type/sub type, manifold type and quality slider would be set once, then maybe tweaked slightly over time, while things like timing, fuel map, carb size, manifold size etc require nearly constant adjustments whenever anything changes. It would reduce the need to flip back and forth between tabs when tweaking parameters and would justify having only one quality slider in the hardware selection tab - it would be needed in the 'fuel system' tab but not in a 'mapping/tuning' tab. And I'm very much pro relaxing the bore/stroke size limits, going up to 180mm would allow creation of semi-realistic semi engines. Big hype! You just know someone will cram that into a hatchback
Our logic to have it this way with the fuel system is the following: The FS choice has a major impact on the fuel map and emissions tuning requirements, so all those options should go on the same page. The fuel choice is not part of that due to the automatic tuning of timing to avoid knock, so it is a secondary choice. Manifold size act similar to header size, which also is on a different tab and not considered a problem. Hence, the combination of options we have on that first tab at the moment! :) Haha yes, there will be lots of big chungus engine memes out there when the update drops.
Unlikely, their only advantage is packaging and a little weight savings, while having slightly worse performance and smoothness. Really only a nuanced difference to what is in the game already. The bad part is that they'd require many months of work to get the art done for them, which requires a lot of new assets. Hence, it is not feasible for us to implement those.
Looking pretty good! and lol if that was a little update I wonder what a big one will be hahahaha it's going to require a 3 part 4 hour long video sequence I suppose lol. Keep it up man! I know there is a lot done in the background too that we can't see. But this is already pretty impressive. I'm sure AngeTheGreat the creator of steam engine simulator would dig this too!
I wish we could do weird and non-standard engine layouts. Inline 2, Inline-8, Flat-8/Boxer-8, V4, and also being able to change stuff with a slider like the bank angle, and make adjustments to the crank that would effect the firing order etc. Also having Hemi's etc. would go hilariously with the different fuel types.
The engine layouts you've mentioned are being considered for "Small Engine" and "Large Engine" DLC packs, after the full release of Automation! Adjusting bank angle is not something we have planned, nor is it even feasible; it might look simple but the engine piping systems and all the semi-procedural art that goes into intakes, exhausts, etc. is one of the most complex systems in the game, even with the limited options we do have!
Will we be able to add some Blower Surge to these new supercharged engines? That would be so sick, especially for Hot rod and drag builds. Also, it would be great if you could see other peoples builds when a Multiplayer match has ended. Just seeing a score is kinda boring. Being able to see how they got that score and what strategy/ideas they had would make it so much better.
The head configurations is exciting, as well as the more advanced induction types. Looking forward to this update! P.S. After 500+ hours, 1,000,000% worth buying this game
It would be great to actually make engines for some base BeamNG Cars. Like the Ibishu’s (Covet, the BX, …), the Gavril’s (H, D Series, …) as well as the ETK’s…just would need the engine compartment Dimensions and conversion make them appear in the engine bay.
That would be great! Some direct engine swap feature with BeamNG cars. That has been discussed in general with the BeamNG side too, but so far we're all too busy to make that happen :D
The only thing I think the game really is missing now in terms of making actual street cars is diesel engines so I could get my fix of making a Lupo 3L with an entirely carbon fibre construction for that sweet increased fuel economy lol. Also for nitromethane I'd add 98% and 90% mixtures to the table. 100% really isn't used for anything other than making improvised bombs as 98% is the maximum you can get where you still get some sort of deflagration instead of a straight up explosion lol. 90% is the maximum allowed for top fuel dragsters now since 98% made too much power.
150mm bore and stroke is a nice addition, rhere has been a surprising amount of times i want to _borrow_ designs or layors from irl engines, or want to make crazy light engine, but was undersized in bore or stroke.
The replies might get messy, but I'm going to add further questions here- First off, with he in and coming Angie the greats engine sim 2, any plans to implement that into automation, or would it be too difficult to do with the way everything is set up?
39:45 will we be getting the ability to export whole groups of trims as one 'model' to beaming, and will they also show up as one car, in the selection menu, with sub categories for the different models (aka, will I be able to have 7 cars that are physically one mod/export, with different bodies and engines I can interchange?)
We'd be keeping our eyes peeled for opportunities to implement Ange's sim for sound generation purposes for sure :) have been in contact with him back when he started.
Was just thinking the other day, "I have not seen signs of live from killrob in a bit." Glad hes just toiling away, cant wait for the release of a new update and/or a new play through.
I have a few suggestions. 1. I would like to be able to make a police car in an automation game. (BeamNG seems to recognize police cars with police car interiors. It requires a prop setting that allows the AI to recognize the player as a police officer), and add some warning light options. 2. There are not many selectable light options in the game right now! Honestly, considering that the taillight and brakelight fixes were done a long time ago, I think this suggestion will be accepted late. First, please add some light options. For example, make all combinations possible, such as running + indicator + headlight. 3. The mode exported from automation to beamng does not have light fade in-out (halogen light simulation). I would like to ask if this part can be updated jointly with BeamNG. That's all. All I asked was a question that left me with a little disappointment. Honestly, the basic user requests and essential updates were delayed too much. Optimization is also needed........... Anyway, I apologize if you feel offended. Please be advised that there may be some mistranslations due to the limitations of the translator. I have one confession: your game is my dream game, so please continue to develop without rest!
1. If you type !police! into your car's Description field in Automation, it will be recognised as a police car in BeamNG. It doesn't add any functional police equipment though! 2. We are investigating the possibility of a slight expansion of the lighting system, but nothing earth-shattering. Something similar to what you're suggesting potentially. 3. Light fading in/out to mimic an incandescent bulb is probably not going to happen unfortunately; it sounds simple but it's outrageously complicated to do!
5:47 Not sure if it would make sense to move the quality slider to the other tab, but it would look better. Or add an additional quality slider for the intakes as I mentioned in a reply.
Could there be 2 interconnected sliders, so 2 sliders but the are the same sliderand go up and down together. But I don't know how you would communicate that 🤔
i have an item , that i feel can add quality of life in the game! in the TEST engine page maybe we can add a "Gearshift simulation" so we can hear how the engine is when shifting up or down . kinda add alittle nice touch to iy
Hi I love the simulator so much and just thought of something that you can do to "add" space to get more sliders in the future if needed. You could add the number that are next to sliders inside of the slider on the button thingy. Of course there could be some problems when moving the slider but I think with smart and thoughtful design it would be perfect
I can't wait for the multiplayer engine design. I imagine funny youtuber challenges where contestants design engines, then have to do another challenge making cars with the other player's engines.
TH-camrs could do massive games with their audience, they custom design a scenario (once we have that activated) and then go into it playing or observing with (up to) hundreds of players :)
in before everyone starts asking about twin-charging lol I'm particularly interested in the multiplayer though. But I would have liked to be able to set my own custom limitations overall I'm excited :)
Loving the updates and new options for engines, can't wait to play around with them (and inevitably get confused)! Got a question, any plans for a "cheat mode" in Sandbox, where the bottom end is indestructible, turbos can't explode, headers can't overheat etc. and engine bay size limits are disabled, so we can create 10000+hp 21L V16 monsters and chuck them into a Mini body? For... scientific reasons, obviously. 😉
That is not planned, no :) because this is a game about engineering, not about magic xD I think you can do sufficiently stupid things in the game already, no?
I’ve been excited about this for a while now, especially for creation of lore-accurate Top-Fuel Dragster engines (and maybe so I could go about creating an accurate representation of a turbo variant that runs on gasoline). Don’t get me wrong, having a ~300cc turbocharged I3 making ~350 HP is fun too, but that’s more like 3 RC engines hooked together with a turbo than it is a realistic engine lmao. Also, IDK if it’s just me not discovering all this game has to offer, but when I tried recreating the Pikes Peak Escudo’s engine, it still sounds like a typical V6 compared to how it sounds in reality (there are videos on TH-cam, as well as its depiction in GT7). Don’t get me wrong, I’m not complaining about how engines sound in general (most other engine replicas I’ve made sound close to, if not identical to their source material), I’m hoping there are more tunes for engines to sing, if not now, then soon after all this is said and done.
Improving on the engine sounds or making them more tunable is very difficult with what we have. Maybe eventually at some point we can get the whole engine sounds revamped somehow. Cheers!
Superb work, just astonished at the depth of simulation you've achieved already. I wonder can we add a BeamNG export option for fuel tank size and Hydrogen to the compressed gas fuel type?
Thank you! Fuel tank size is something we would consider adding to the export screen or some command for the description. Hydrogen I looked into and it was more complicated, can't remember in what way, but it didn't work the way I thought it did :D
@@AutomationGame Been faking it so far with compressed gas LNG th-cam.com/video/UgfmGi8OI3U/w-d-xo.htmlsi=oeGoW7y1RUky_Am4 but that's just the RON (over 130 as compression is the norm rather than something to only do nearing bang time) but the energy density is the hard part. As for FCEV?.....no....would require another world of calculations, and the existing ones were hard enough
Yeah, it certainly has very little "game" at the moment, but that is going to change too :) with these multiplayer modes and the ones that will come with the big update thereafter, the return of scenarios / challenges in general.
I would think Nitromethane would have progressively higher octane as it goes from 10% to 25%, 50%, and 100% Nitromethane. Now it says 100% Nitromethane is 1 RON Point lower than 100% Ethanol and all variants of blended Nitromethane. Are these a typo error that will be fixed, or has the fuel be nerfed?
I'm playing on Hard, which has a decently strict time limit. Easy is much more relaxed, but not too much so. If you want to have even longer games, you can play custom games with your friends where you can set custom time limits :)
Me see the possibility of creating a 42L V16 engine - me get lots of funny brain chemicals. Okay, jokes aside, very good dev update. Higher variety of bore and stroke is cool, especially the fact that we will get them not only longer, but also SHORTER. Really hope that smaller engines will work in BeamNG. The car/engine designers starting windows is cool. I really liked that now all the engines and cars will be randomly named from the start, because sometimes i just too lazy to name the engine, but i don't want it to be called just "Family 1 - Variant 1". The only thing i want to suggest - is to make some of the naming patterns just a mishmash of letters and numbers, like "JH56F3B", because real engines is often called something like this (maybie it's for the future update, maybie not). The UI in general now making more sense, especially with new fuel type choosing system. The only thing i don't quite understand in it - why are we placing fixtures before the engine? It feels kinda strange for me, that we are placing design things before the major tech things sorted out. But it's not a big deal, you can just skip that step and return to it after the car is done, like before. Also i liked that you can now pick a random model year with a button, and also i liked that now you will be able to make the car yourself, and let the AI to create an engine for this car, because sometimes you wanna just mess with pre-made engine, sometimes you give the controls to a friend, who doesn't know anything about the engines, and sometimes you just not feeling like you want to create an engine. Many different kinds of air-succing devices for the engine! Can't wait to mess with them, pretending to know what i'm doing (i don't, i will just be jorking the sliders back and fourth untill the power become big and engine will stop making boom outside of the cylinders). BTW i want to ask: will some of the superchargers be higher than the hood, like on the american muscle cars, so we will need to cut a hole in it with specific fixture, or they all will be fit under the hood? The new head design is also cool, love the idea of such fine-tuning. Multiplayer for me is not that interesting for me, but i glad it is here. I like the idea of limited-time challenges for multiplayer, so there will be no situations like in Gartic Phone, where the whole squad is waiting for that one man, who decided to draw a masterpiece in a game, where the main goal is to laugh at what people have drawn based on your description of the previous art. Also, i like the idea of limited-time challenges in general, so maybie i will give it a shot, or maybie even more shots. The things i didn't mentioned is good too, i just either don't have something to say about it or i forgor.
Thanks for the feedback! :) I'm sure you'll have some fun in the multiplayer practice mode where you can play these timed challenges or set up your own! Cheers
So no more creating a single I6 engine and having different versions for your sports cars, luxury cars, utility vehicles... cant wait for the release of Al Rilma, lots of exciting changes
You sure can still do that, but now it will no longer be optimal to do so for a wide range of tasks. The family sedan engine can't be made into a hypercar engine and be as good as it as the purpose built one.
3:55 In my game I don't get that variety of aspiration systems, only turbocharger, is it a DLC?, a MOD? hasn't it come out yet?, and there are adjustments that can be made to the engine that I don't get either, please help me.
You could have helped yourself by listening to what I say at the start of the video: open beta coming towards the end of 2024! So no, you don't have access to this yet :D
Have you considered making bodies so you can actually choose the wheelbase and width with a slider? (or have options for width) I like it much more the way it is rn btw. Also have you considered making so narrow bodies can't fit 3 abreast seats? It seems a bit unfair for the larger cars. (also 4 abreast for people movers could be interesting)
Of course we have considered that, unfortunately that is technically not possible with how we've built the game from the ground up. Seating being dependent on body width is not something we've considered though, complicates things quite a bit and might seem arbitrary as 1mm extra would suddenly unlock a whole new seat!
One last thing. Rear transverse hatchback microcars when? (Smart Fourtwo, Twingo III, Mitsubishi i, Tata Nano) There's also the mid-engine Honda Z and if you need an earlier example.
When "inline 5" didn't register in my brain as an interesting engine initially, I had a chuckle. Sometimes I forget my daily's engine isn't considered "normal"
Are you considering adding diesel fuel at some point in the future as well? I assume it will completely change the model of the engine simulation, but it would be sooo sick.
You are correct, it basically requires a major rewrite of the engine sim calcs and a different engine designer. So it is a massive project to make that happen :) Also have a look at the FAQ :) Link in the video description!
Logically shouldn't the tab to select what fuel type you are using come before the fuel system tab? It would also, the way you have the menus laid out, mean that the quality slider would be at the end of both things that are effected by it, rather than in the middle.
Also in the "Block, Family capacity, Valvetrain and Head" menu, instead of having a single menu block saying "X Eco, X Std, X Perf, Y Eco, Y Std" would it not make more sense to have that menu split into two smaller boxes? IE you pick a material and then you pick an optimisation? It gives you more room for newer material types and newer optimisation types in the future.
I did consider that in the design, even going as far as thinking about making the eco-to-race a slider. I opted for this in the end as it keeps complexity down and makes for truly different valid options. :) The quality slider in the fuel system affects mostly those items on the first page, so you'd want to have it there from a usability standpoint.
Would the head design (eg. Alu std) be bound to 1 design per family, or can I swap it between variants. Just thinking of how multiple engines or just most american ones have many head types on the same type of family like the LS, BBC, Ford Modular engines, and the Ford Ecoboost engines.
For gameplay reasons, yes, they are bound to the Engine Family. We want players to make meaningful decisions. We value fun (meaningful choices) higher than realism wherever those two oppose each other.
Regarding the bodies, in the past, if you modified the trim's size after you finish the engine and you increased the size of the hood, you could increase the engine capacity. Would that be the case again? Mainly since you can morph the body *before* you select/create the engine.
More engine sounds are probably not going to happen; we would have to start over completely with new sounds for EVERY engine, because the contractor we used back in the day has all but vanished into thin air! And no, flat-plane V6s are not a thing ;)
I like the new body selection flow, but my preference would be that it not mix bodies from different years on the same row. I'd rather it started a new row if the body year changes.
Since you've been looking at the non-standard fuel types, I was wondering if there was any chance of a low power density fuel type? Nitro and Methanol both have much greater power than gasoline but we don't have an option for a weaker fuel yet. Off the top of my head, I know that Hydrogen ICE engines would work like that (they technically could be more powerful but in practice they would need to be run very lean to keep their emissions in the near-zero range). Engineering Explained did a video on it several years back, a NA hydrogen engine would be roughly half as powerful as a gasoline one. It could be interesting gameplay-wise as it would force manufacturers to return to the era of large engines that don't make a ton of power again. You could even make it a part of the lore, since Automation is unlikely to ever feature hybrids or EVs, you could say that Hydrogen ICE engines actually managed to become successful reducing interest in other ideas.
Just a problem with that is that hydrogen ICEs are not feasible tech with the tech we know of today. Has there even been a single production car with that? Fuel cells, yes, but not as ICE tech, which I think was used by one prototype race car or so?
@AutomationGame the technology to actually make them exists and has for quite a long time (the first ever ICE was a hydrogen/oxygen engine) they just aren't considered feasible when compared to fuel cell vehicles because the overall efficiency is lower. Which is a problem because its difficult to make a high capacity hydrogen fuel tank so a low range hydrogen vehicle isn't useful without serious hydrogen infrastructure. The actual engine is very close to a normal ICE, it just runs much leaner to keep emissions at near-zero. The issues are about fuel storage and infrastructure more than anything else. En.wikipedia.org/wiki/hydrogen_internal_combustion_engine_vehicle In a theoretical alternate world without EVs or hybrids, they definitely could have become widespread. Regardless I just think it would be great to have a low-power density fuel, gameplay-wise to match the high-density fuels already present. If you know of an easier fuel like that, that would be awesome too.
Diesel engines are not planned for the base Automation game. We might possibly do them as a DLC post-release, but that is a question to be answered much later.
Maybe quality slider at end of second fuel tab would be better? Imo then it would mean its for both tabs. Right now it looks like second fuel tab doesnt have quality slider.
There are only bad options as far as I know: 1) (like now) Has the problem you are pointing out. 2) Having two sliders would imply that you have different quality settings for the two tabs, but one would change the other. 3) Having two sliders but one is locked would imply that you need to do something to unlock it.
@@AutomationGame Sorry, should have been more specific - move slider from first tab to second. imo it would naturaly imply it affects both. And it would use some of empty space in second tab.
Head designs in this case are far more than just valve sizes; there are a lot of other factors like port size, combustion chamber shape, etc. that have been parameterised into the various options.
Would it be possible to get aluminium connecting rods to be able to make big power drag racing engines. Also, it could be helpful for suspension tuning to add the ability to change the anti squat on the rear suspension.
Why would you want aluminium conrods if you already have titanium ones in game? That should be better? Do you mean some automatic system that stiffens the rear during acceleration?
@AutomationGame The reason aluminium rods are used in drag racing is because you can get a very thick cross section for a similar weight to both steel and titanium rods, making the overall stronger. Also, aluminium being a bit softer makes them act as a shock absorber in the combustion event, taking a bit of shock loading of the crank. The only downside to them is the fatigue life, but modern alloys mitigate that a fair bit eg the proline hemi can do about ~30 passes at 5400hp before needing the rods replaced or looking at the SMX they are a drag and drive 481X and are capable of thousands of miles and plenty of passes without changing rods.
Ahh, I see, that makes sense :) but considering we're simulating none of that and they are not used in factory cars, that doesn't seem to be a viable thing to add to the game? The UI is full with viable choices already! :D
@AutomationGame fair enough just seeing if I could get a better connecting rod to try and cope with high power methanol and nitro cars. FYI, %100 nitro is not really a thing it's to explosive. Top fuel drag cars use at most ~%80 nitro ~%20 methanol and they make well over 10000hp
@AutomationGame forgot to reply the 2nd part. No anti squat has to do with suspension bar angles in 4 link, trailing arm and multi link suspension that either help by pushing the tire down into the pavement (anti squat) or up into the wheel well (squat)
SUPERCHARGERS FINALLY LETS FUCKING GOOOOOOOO Also are we getting new engine sounds at some point? I really want to make a drag racing V8 that sounds very close to something like a Top Fuel V8
I think the Top Fuel sound is basically just massive cam with loads of microphone clipping xD But no, at this point we'll not make all new sounds unless we somehow find a feasible way of doing that.
@@AutomationGame ok fair enough, what about new engine layouts? There are production cars out there with W8/12/16 engines and flat engines bigger than 6 cylinders, although even if that takes a long time it'd be amazing to see
Gotta love how the “little dev update” is 40 mins long, these guys are mad
Hi Grog!
Hello grog, i hope there will be videos about stupid new videos with the new stuff.
Less mad than me Who Will make a fake LMH car with Both Turbo and Supercharger with an open top spec
@@Cmin_Zaps both won't be possible, maybe it will be possible with changing files
@@myxvcx2988 they are going to add twin charging (I think It means Both supercharger and Turbo I think It Is)
Please let us make cam go glub glub glub with the new superchargers.
I hope they port to BeamNG just as easy as the turbos do now! I honestly can't wait to try out my tuning ability at all the new FI methods.
The 2-stage setups can be a real bitch to tune xD which makes it fun... as long as it isn't under multiplayer time pressure
This is something we've been missing since the Kee Game Engine. I want my cam lope back!
@@joespeed1952real
We need the ability to make street legal drag cars!
Came here to skip through, stayed to watch it all: Not only is this the optimal communication between devs and players, but killrob is doing an awesome job of making the dev updates a pleasant watch. You guys are awesome!
Thanks so much! Glad this content is appreciated :) cheers!
I love how this game is slowly evolving into something which can be used by actual companies to test out their engines and designs. Keep it up, Camshaft!
It certainly allows for quick drafts :D Car makers have their own much more detailed software of course, which costs just a little bit more haha
@@AutomationGame(insert car company) and automation collab would go crazy lmao
So excited for the new engine simulation! That will be such a huge improvement!
Indeed it will! The throttle simulation along with the changes to volumetric efficiency and combustion efficiency will be felt everywhere :)
Definitely what I'm most excited for.
Simply superb, you guys are really firing on all cylinders
-also, out of all the features what stood out to me is being able to make straw sized exhaust for my tiny eco engines xd
Haha yes, especially considering we're extending the bore/stroke ranges down, too! So even smaller engines are possible.
@@AutomationGame *cough* 2cylinders like Fiat 500?
Have really enjoyed making turbo I3 at 152cc with 162hp (73ftlb from 6,000-12,000rpm perfectly flat).
If you wanna raise the RPM limit to 18,000 I've love to build motorbike and F1 engines. it's impressive to see how this game has evolved since buying in 2013.
@@AutomationGameso hype to make a 0.1L supercharged v16 to power an SUV
😂😂😂😂 literally what im gunna do smallest i3 with the biggest supercharger
I always get so excited when I see these, because I always know I'm a little closer to the open beta, nice to get a timeframe to hope for too
Indeed, we're getting a lot closer and most of the hard stuff is implemented :)
the tooltip animations are so smooth
Ohh yes, it does look way smoother now!
I still look forward to the day where I can finally stick a V4 into a modern hatchback, but what I'm seeing here are still improvements and I'll just have to be patient for that bit.
Also got surprised by the size limits, maybe not be able to make a Griffon V12, but certainly a Meteor would be possible. Great job to the whole Dev team
Not just any v4, a V4 diesel.
@@callumpearce9242 I'm happy with a petrol, that would be quirky enough
@@MuscleCarLoverwould need an flatplane crossplane on the crank (crossplane will sound sick)
Can't wait to have skill based matchmaking for competitive car designing. That'll be the next big e-sport for sure.
That'd be pretty fun for sure!
This is a beautiful update and I'm glad to see the community's patience has a whole has paid off. Hats off to ya
Thank you for that! :) Indeed there has been lots of waiting on the players' end, but we're trying our very best to make it worth it! :D
Thank y'all so much for working y'alls butts off on this game, it's become such a masterpiece! There's literally no other game where I can build my own race car, and then drive it around a track. Truly exceptional!
That tiny exhaust will be great for micro-cars :)
Big RC cars... :D
Quad bikes with cabins🤣
Bro i don't want to wait another six months just to see what you've done. ive waited so long just to play with all this new stuff
But keep i up. i still love the game I haven't played it for a long time now as I'm waiting!
Unfortunately, we can't change the reality of it taking a long time :) but it will be good stuff.
5:30 with this way of having the UI people are much more likely to remember to switch to the next fuel type as age progresses i imagine. its something i often forget atleast
Yes, the additional clarity will help with that for sure!
Cant wait to see this in action, thanks for all your hard work guys! Love this game
Plenty of new things to play around with! Cheers :)
I'm so glad the engine building system is more indepth and complex.
It is getting pretty insane actually xD
@AutomationGame Even better! Can't wait for more options for valves, egr, etc.
Diesels when ;) Great dev update, lots to digest!
Chevy Cobalt SS awaits us
Agreed
This was fantastic! I loved the commentary and humor like at 20:02 and 22:00
Glad you enjoyed it :) Cheers!
Der bayer is gonna have a blast with all the little extra tuning and the variety of new engines and boosts applications. im beyond excited to see the new campaigns that come when this update comes out
He's going to have to build some nice sequential and compound turbo setups for his racing adventures xD
Multiplayer is gonna be so much fun
Absolutely! Very much looking forward to seeing big games with 30+ people in ranked mode :D
@@AutomationGame competitive engine design.... now that's a way to beat the EVs.
Love the update. Wish I will live to day when there will be campain multi. Thanks for your hard work :D
That would be awesome, yes! I hope we at some point find a really good solution for that :)
I've always liked the idea of superchargers over turbos, so I can't wait to try this out.
(I still don't understand what makes a good car in the campaign, but oh well.)
Maybe you get to that once we have actual tutorials for how the campaign works... eventually! xD
150mm (hopefully 180) bore let's goooooo! Very excited to see supercharged engines, finally, and of course, the track editor (which I will probably use for way longer than the average player, lol).
Something I'd like to see is a demographic centered around retro styles (I don't know if that would be too niche, though).
Also, something that was on my mind was an "engine bay dimensions" data type in the body style selection. Say you want to make something with a rather big engine, now you know which bodies you can use. I've had to go back to the body selection several times because of this.
Yeah, the track editor is pretty amazing, so much one can do with that already :) that will be an entire separate LDU video in the coming weeks.
Engine bay dimensions would now be possible (I think) to show because the actual drive type is selected beforehand, so yes, something to look into!
This looks very exciting with many helpful improvements! Thanks for sharing this update!
Lots of new interesting things to play around with for sure! :) Cheers
Hyped, ready and waiting for the SC update to finally drop! It's been so long :3
I like the new streamlined selection boxes, consistent with the rest of UI but they also guide the selection process better than before. Ditto on body selection, it's so much better than before.
One question: wouldn't it make more sense to have basic properties of the fuel system all in one tab and all fuel tuning stuff in another tab?
Logic being that for most builds, the basics like fuel type, octane rating, fuel system type/sub type, manifold type and quality slider would be set once, then maybe tweaked slightly over time, while things like timing, fuel map, carb size, manifold size etc require nearly constant adjustments whenever anything changes. It would reduce the need to flip back and forth between tabs when tweaking parameters and would justify having only one quality slider in the hardware selection tab - it would be needed in the 'fuel system' tab but not in a 'mapping/tuning' tab.
And I'm very much pro relaxing the bore/stroke size limits, going up to 180mm would allow creation of semi-realistic semi engines. Big hype! You just know someone will cram that into a hatchback
Our logic to have it this way with the fuel system is the following:
The FS choice has a major impact on the fuel map and emissions tuning requirements, so all those options should go on the same page. The fuel choice is not part of that due to the automatic tuning of timing to avoid knock, so it is a secondary choice. Manifold size act similar to header size, which also is on a different tab and not considered a problem. Hence, the combination of options we have on that first tab at the moment! :)
Haha yes, there will be lots of big chungus engine memes out there when the update drops.
I did buy the v16 DLC to help support the update.
Thank you for the support :) much appreciated!
@@AutomationGame Would VR engine layouts like from the VW group be added to the game?
Unlikely, their only advantage is packaging and a little weight savings, while having slightly worse performance and smoothness. Really only a nuanced difference to what is in the game already. The bad part is that they'd require many months of work to get the art done for them, which requires a lot of new assets. Hence, it is not feasible for us to implement those.
@@AutomationGame That's understandable .
Looking pretty good! and lol if that was a little update I wonder what a big one will be hahahaha it's going to require a 3 part 4 hour long video sequence I suppose lol. Keep it up man! I know there is a lot done in the background too that we can't see. But this is already pretty impressive. I'm sure AngeTheGreat the creator of steam engine simulator would dig this too!
Thank you! :) Yeah, Ange would dig this too if he actually had time to check it out / play xD
This is incredibly exciting, keep it up!
Thanks for the support! It will be a great update :)
Would be good to see AMD FSR added in, seeing as Nvidia DLSS has been in for ages.
If that is something feasible for us to do we will! It certainly will be looked into.
I wish we could do weird and non-standard engine layouts. Inline 2, Inline-8, Flat-8/Boxer-8, V4, and also being able to change stuff with a slider like the bank angle, and make adjustments to the crank that would effect the firing order etc. Also having Hemi's etc. would go hilariously with the different fuel types.
The engine layouts you've mentioned are being considered for "Small Engine" and "Large Engine" DLC packs, after the full release of Automation! Adjusting bank angle is not something we have planned, nor is it even feasible; it might look simple but the engine piping systems and all the semi-procedural art that goes into intakes, exhausts, etc. is one of the most complex systems in the game, even with the limited options we do have!
@@AutomationGame That's awesome. I'd pay for DLC like that!
Boxer 8 and Boxer 12 are my wet Dream ngl, Imagine making the ultimate 70's Like Road car with the Ferrari 312T B12 engine
Will we be able to add some Blower Surge to these new supercharged engines? That would be so sick, especially for Hot rod and drag builds.
Also, it would be great if you could see other peoples builds when a Multiplayer match has ended. Just seeing a score is kinda boring. Being able to see how they got that score and what strategy/ideas they had would make it so much better.
Yes, we're working on an observer mode and that would probably let players check out the top solution of other players.
@@AutomationGame That sounds great!
And what about the Blower Surge question?
The head configurations is exciting, as well as the more advanced induction types. Looking forward to this update!
P.S. After 500+ hours, 1,000,000% worth buying this game
Cheers for that! The new forced induction types will keep you tuning for a some more hours with how complex those are :D
It would be great to actually make engines for some base BeamNG Cars. Like the Ibishu’s (Covet, the BX, …), the Gavril’s (H, D Series, …) as well as the ETK’s…just would need the engine compartment Dimensions and conversion make them appear in the engine bay.
That would be great! Some direct engine swap feature with BeamNG cars. That has been discussed in general with the BeamNG side too, but so far we're all too busy to make that happen :D
I was quite happy you guys finally got the Mac version working. Runs well on M1 and Alright on 2015 Macbook Pro 15
Glad to hear that! We'll soon start to officially support MacOS, so good that the test version is working well for you :)
The only thing I think the game really is missing now in terms of making actual street cars is diesel engines so I could get my fix of making a Lupo 3L with an entirely carbon fibre construction for that sweet increased fuel economy lol.
Also for nitromethane I'd add 98% and 90% mixtures to the table. 100% really isn't used for anything other than making improvised bombs as 98% is the maximum you can get where you still get some sort of deflagration instead of a straight up explosion lol. 90% is the maximum allowed for top fuel dragsters now since 98% made too much power.
I'll change it to 90% :) so it is according to the rules :D
@@AutomationGameis it possible to make aerodynamic simulator with this
150mm bore and stroke is a nice addition, rhere has been a surprising amount of times i want to _borrow_ designs or layors from irl engines, or want to make crazy light engine, but was undersized in bore or stroke.
The replies might get messy, but I'm going to add further questions here-
First off, with he in and coming Angie the greats engine sim 2, any plans to implement that into automation, or would it be too difficult to do with the way everything is set up?
39:45 will we be getting the ability to export whole groups of trims as one 'model' to beaming, and will they also show up as one car, in the selection menu, with sub categories for the different models (aka, will I be able to have 7 cars that are physically one mod/export, with different bodies and engines I can interchange?)
We'd be keeping our eyes peeled for opportunities to implement Ange's sim for sound generation purposes for sure :) have been in contact with him back when he started.
Multi-exporting of trims would be very handy indeed!
Was just thinking the other day, "I have not seen signs of live from killrob in a bit."
Glad hes just toiling away, cant wait for the release of a new update and/or a new play through.
We do let him out of the Dev Cave from time to time... xD
My dreams of sticking a supercharger on a big fat American v8 are getting closer.
Both in game and irl too haha
Sounds good to me! :D Have fun
I have a few suggestions.
1. I would like to be able to make a police car in an automation game. (BeamNG seems to recognize police cars with police car interiors. It requires a prop setting that allows the AI to recognize the player as a police officer), and add some warning light options.
2. There are not many selectable light options in the game right now!
Honestly, considering that the taillight and brakelight fixes were done a long time ago, I think this suggestion will be accepted late. First, please add some light options. For example, make all combinations possible, such as running + indicator + headlight.
3. The mode exported from automation to beamng does not have light fade in-out (halogen light simulation). I would like to ask if this part can be updated jointly with BeamNG.
That's all. All I asked was a question that left me with a little disappointment.
Honestly, the basic user requests and essential updates were delayed too much.
Optimization is also needed...........
Anyway, I apologize if you feel offended. Please be advised that there may be some mistranslations due to the limitations of the translator. I have one confession: your game is my dream game, so please continue to develop without rest!
1. If you type !police! into your car's Description field in Automation, it will be recognised as a police car in BeamNG. It doesn't add any functional police equipment though!
2. We are investigating the possibility of a slight expansion of the lighting system, but nothing earth-shattering. Something similar to what you're suggesting potentially.
3. Light fading in/out to mimic an incandescent bulb is probably not going to happen unfortunately; it sounds simple but it's outrageously complicated to do!
This game doesn’t get the recognition it deserves
5:47 Not sure if it would make sense to move the quality slider to the other tab, but it would look better. Or add an additional quality slider for the intakes as I mentioned in a reply.
It certainly would look better :) but the slider affects the most the choices on the first page, which is why we left it there.
Could there be 2 interconnected sliders, so 2 sliders but the are the same sliderand go up and down together. But I don't know how you would communicate that 🤔
Technically easy to do, but it would be confusing because you're moving UI you cannot see :D
i have an item , that i feel can add quality of life in the game! in the TEST engine page maybe we can add a "Gearshift simulation" so we can hear how the engine is when shifting up or down . kinda add alittle nice touch to iy
Very excited for this! My biggest want it still diesels, but I'm just happy to see the game continue to grow.
Yeah, Diesel engines would be a great addition for sure, something we'll consider adding after the game is done :)
I'm excited to redesign my engines with these mechanics. It'll give them a lot more character
That is exactly what our design goal with these changes is! :) Cheers
Hi I love the simulator so much and just thought of something that you can do to "add" space to get more sliders in the future if needed.
You could add the number that are next to sliders inside of the slider on the button thingy.
Of course there could be some problems when moving the slider but I think with smart and thoughtful design it would be perfect
Not only that, but it would also mean you can't really have a title for the sliders :D
I can't wait for the multiplayer engine design. I imagine funny youtuber challenges where contestants design engines, then have to do another challenge making cars with the other player's engines.
TH-camrs could do massive games with their audience, they custom design a scenario (once we have that activated) and then go into it playing or observing with (up to) hundreds of players :)
in before everyone starts asking about twin-charging lol
I'm particularly interested in the multiplayer though. But I would have liked to be able to set my own custom limitations
overall I'm excited :)
You will be able to make your own custom scenario and run a multiplayer game on that :) it is just deactivated in this testing version!
@@AutomationGame noice
Loving the updates and new options for engines, can't wait to play around with them (and inevitably get confused)!
Got a question, any plans for a "cheat mode" in Sandbox, where the bottom end is indestructible, turbos can't explode, headers can't overheat etc. and engine bay size limits are disabled, so we can create 10000+hp 21L V16 monsters and chuck them into a Mini body? For... scientific reasons, obviously. 😉
That is not planned, no :) because this is a game about engineering, not about magic xD I think you can do sufficiently stupid things in the game already, no?
@@AutomationGame Consider this counterpoint: it could always be monumentally stupider ;)
But yeah, fair point!
True, never underestimate how stupid things can get haha
22:03 bro what💀💀💀
nah these devs funny asl
i
I’ve been excited about this for a while now, especially for creation of lore-accurate Top-Fuel Dragster engines (and maybe so I could go about creating an accurate representation of a turbo variant that runs on gasoline). Don’t get me wrong, having a ~300cc turbocharged I3 making ~350 HP is fun too, but that’s more like 3 RC engines hooked together with a turbo than it is a realistic engine lmao.
Also, IDK if it’s just me not discovering all this game has to offer, but when I tried recreating the Pikes Peak Escudo’s engine, it still sounds like a typical V6 compared to how it sounds in reality (there are videos on TH-cam, as well as its depiction in GT7). Don’t get me wrong, I’m not complaining about how engines sound in general (most other engine replicas I’ve made sound close to, if not identical to their source material), I’m hoping there are more tunes for engines to sing, if not now, then soon after all this is said and done.
Improving on the engine sounds or making them more tunable is very difficult with what we have. Maybe eventually at some point we can get the whole engine sounds revamped somehow. Cheers!
Superb work, just astonished at the depth of simulation you've achieved already.
I wonder can we add a BeamNG export option for fuel tank size and Hydrogen to the compressed gas fuel type?
Thank you!
Fuel tank size is something we would consider adding to the export screen or some command for the description.
Hydrogen I looked into and it was more complicated, can't remember in what way, but it didn't work the way I thought it did :D
@@AutomationGame Been faking it so far with compressed gas LNG th-cam.com/video/UgfmGi8OI3U/w-d-xo.htmlsi=oeGoW7y1RUky_Am4 but that's just the RON (over 130 as compression is the norm rather than something to only do nearing bang time) but the energy density is the hard part.
As for FCEV?.....no....would require another world of calculations, and the existing ones were hard enough
This game is awesome dude, your team seem very dedicated.
We certainly are! Working on it for over 12 years now :)
Is higher max rpm coming? For these micro engines it makes sense to easily go past 15k
Nope, that is hard set to 12k forever! Check the FAQ for that :)
30:30
great addition to the game, even if it wont be used in most builds
Little dev update > 40:47 run time
I tried to keep it small :P
@@AutomationGame you honestly did a really good job
Anytime i play this i always forget its not technically a full fledge game. But i enjoy it nonetheless cant wait to be able to play with superchargers
Yeah, it certainly has very little "game" at the moment, but that is going to change too :) with these multiplayer modes and the ones that will come with the big update thereafter, the return of scenarios / challenges in general.
we deserve 4 more years of play time.
How many hours are 1 year of playtime counted as? :D
@@AutomationGame it depends. On my laptop that's a lot of time, even at 5x :)
excited! low key think the old fuel system layout was cleaner
It was all over the place with special UI though, not sure why that seemed cleaner?
this game has come a long way, and its awesome(r) now
Glad you think so! Just wait till you see where we go next...
I would think Nitromethane would have progressively higher octane as it goes from 10% to 25%, 50%, and 100% Nitromethane.
Now it says 100% Nitromethane is 1 RON Point lower than 100% Ethanol and all variants of blended Nitromethane.
Are these a typo error that will be fixed, or has the fuel be nerfed?
Nope, Methanol and Nitro have almost the same octane, these are the correct numbers to the best of my knowledge :)
little dev update is a bit of an understatement yes?
Tends to be that nowadays! :) Some more of these to come with how many more topics there are to cover before open beta release. :D
@@AutomationGame cant wait for the release, it looks great already.
Looks great. Will there be options in the multiplayer to have more lax time limits? 4 minutes to build an engine is kind of crazy.
I'm playing on Hard, which has a decently strict time limit. Easy is much more relaxed, but not too much so. If you want to have even longer games, you can play custom games with your friends where you can set custom time limits :)
The engine coming after the chassis is so much better.
It does get rid of various issues that the previous flow was suffering, yes :)
Me see the possibility of creating a 42L V16 engine - me get lots of funny brain chemicals.
Okay, jokes aside, very good dev update.
Higher variety of bore and stroke is cool, especially the fact that we will get them not only longer, but also SHORTER. Really hope that smaller engines will work in BeamNG.
The car/engine designers starting windows is cool. I really liked that now all the engines and cars will be randomly named from the start, because sometimes i just too lazy to name the engine, but i don't want it to be called just "Family 1 - Variant 1". The only thing i want to suggest - is to make some of the naming patterns just a mishmash of letters and numbers, like "JH56F3B", because real engines is often called something like this (maybie it's for the future update, maybie not). The UI in general now making more sense, especially with new fuel type choosing system. The only thing i don't quite understand in it - why are we placing fixtures before the engine? It feels kinda strange for me, that we are placing design things before the major tech things sorted out. But it's not a big deal, you can just skip that step and return to it after the car is done, like before.
Also i liked that you can now pick a random model year with a button, and also i liked that now you will be able to make the car yourself, and let the AI to create an engine for this car, because sometimes you wanna just mess with pre-made engine, sometimes you give the controls to a friend, who doesn't know anything about the engines, and sometimes you just not feeling like you want to create an engine.
Many different kinds of air-succing devices for the engine! Can't wait to mess with them, pretending to know what i'm doing (i don't, i will just be jorking the sliders back and fourth untill the power become big and engine will stop making boom outside of the cylinders).
BTW i want to ask: will some of the superchargers be higher than the hood, like on the american muscle cars, so we will need to cut a hole in it with specific fixture, or they all will be fit under the hood?
The new head design is also cool, love the idea of such fine-tuning.
Multiplayer for me is not that interesting for me, but i glad it is here. I like the idea of limited-time challenges for multiplayer, so there will be no situations like in Gartic Phone, where the whole squad is waiting for that one man, who decided to draw a masterpiece in a game, where the main goal is to laugh at what people have drawn based on your description of the previous art. Also, i like the idea of limited-time challenges in general, so maybie i will give it a shot, or maybie even more shots.
The things i didn't mentioned is good too, i just either don't have something to say about it or i forgor.
Thanks for the feedback! :) I'm sure you'll have some fun in the multiplayer practice mode where you can play these timed challenges or set up your own!
Cheers
So no more creating a single I6 engine and having different versions for your sports cars, luxury cars, utility vehicles...
cant wait for the release of Al Rilma, lots of exciting changes
You sure can still do that, but now it will no longer be optimal to do so for a wide range of tasks. The family sedan engine can't be made into a hypercar engine and be as good as it as the purpose built one.
36:17 Could Also The Visual Body in the little box Change To What You Are Selecting?
3:55 In my game I don't get that variety of aspiration systems, only turbocharger, is it a DLC?, a MOD? hasn't it come out yet?, and there are adjustments that can be made to the engine that I don't get either, please help me.
You could have helped yourself by listening to what I say at the start of the video: open beta coming towards the end of 2024! So no, you don't have access to this yet :D
Really looking forward to see this update rolling out, finally, I will hear superchargers whinning lol
While we still need to actually put in the sound for them, yes, it will be fun to play around with all the new aspiration options! :D
Have you considered making bodies so you can actually choose the wheelbase and width with a slider? (or have options for width) I like it much more the way it is rn btw. Also have you considered making so narrow bodies can't fit 3 abreast seats? It seems a bit unfair for the larger cars. (also 4 abreast for people movers could be interesting)
Of course we have considered that, unfortunately that is technically not possible with how we've built the game from the ground up.
Seating being dependent on body width is not something we've considered though, complicates things quite a bit and might seem arbitrary as 1mm extra would suddenly unlock a whole new seat!
One last thing. Rear transverse hatchback microcars when? (Smart Fourtwo, Twingo III, Mitsubishi i, Tata Nano) There's also the mid-engine Honda Z and if you need an earlier example.
When "inline 5" didn't register in my brain as an interesting engine initially, I had a chuckle. Sometimes I forget my daily's engine isn't considered "normal"
Never let the interesting features of your car become "normal" in your mind! :)
Are you considering adding diesel fuel at some point in the future as well? I assume it will completely change the model of the engine simulation, but it would be sooo sick.
You are correct, it basically requires a major rewrite of the engine sim calcs and a different engine designer. So it is a massive project to make that happen :)
Also have a look at the FAQ :) Link in the video description!
Logically shouldn't the tab to select what fuel type you are using come before the fuel system tab? It would also, the way you have the menus laid out, mean that the quality slider would be at the end of both things that are effected by it, rather than in the middle.
Also in the "Block, Family capacity, Valvetrain and Head" menu, instead of having a single menu block saying "X Eco, X Std, X Perf, Y Eco, Y Std" would it not make more sense to have that menu split into two smaller boxes? IE you pick a material and then you pick an optimisation? It gives you more room for newer material types and newer optimisation types in the future.
I did consider that in the design, even going as far as thinking about making the eco-to-race a slider. I opted for this in the end as it keeps complexity down and makes for truly different valid options. :)
The quality slider in the fuel system affects mostly those items on the first page, so you'd want to have it there from a usability standpoint.
Will there be any campaign changes worth mentioning in future videos?
Yes, of course! :) Nothing super big but some nice stuff in there like factory selling and such.
Would the head design (eg. Alu std) be bound to 1 design per family, or can I swap it between variants. Just thinking of how multiple engines or just most american ones have many head types on the same type of family like the LS, BBC, Ford Modular engines, and the Ford Ecoboost engines.
For gameplay reasons, yes, they are bound to the Engine Family. We want players to make meaningful decisions. We value fun (meaningful choices) higher than realism wherever those two oppose each other.
Nice with exhaust sizes, can nearly make an accurate subaru now
Regarding the bodies, in the past, if you modified the trim's size after you finish the engine and you increased the size of the hood, you could increase the engine capacity. Would that be the case again? Mainly since you can morph the body *before* you select/create the engine.
I'm not sure if that still works, probably would only affect the fill factor, while not changing the hard maximum engine dimensions allowed.
@@AutomationGame Good enough result. Better filling increases cooling capacity and thus reliability.
you think you will ever add a drag strip as a map in the testing menu for cars?
Yes, that is in the plans :) 1km long, with split times for 1/8th mile and 1/4 mile
Twin Charged Billet 8L Inline 4 Cylinder Incoming!
The largest I4 you would be able to make with these current limits is an 11.0L monster.
@@AutomationGame nice. 2000rpm max 10000lbft
@@AutomationGame In the words of Dr. Krieger "Stop! My penis can only get so erect!"
I have another question. Can you make more engine exhaust sounds? Especially adding a flat plane v6
More engine sounds are probably not going to happen; we would have to start over completely with new sounds for EVERY engine, because the contractor we used back in the day has all but vanished into thin air! And no, flat-plane V6s are not a thing ;)
@ no offense but I am going to tell you that FP V6s exist in f1 cars
Big Bore and Stroke would be very nice for making semi truck engines, keep that in mind!
If you overlook the fact that we don't have (and don't plan on having) diesel engines :P
@AutomationGame true, didn't think of that
Will it be possible to at some point individually tune both inducer and exducer size for turbo compressors/turbines?
No, because that is not how the underlying system operates.
@@AutomationGame Appreciate the response! Thanks
I like the new body selection flow, but my preference would be that it not mix bodies from different years on the same row. I'd rather it started a new row if the body year changes.
That again would make the list quite a big longer due to half-empty rows. So not sure if that would be good!
@@AutomationGame A bit longer than you show here, but still a lot less than before. Doesn't bother me any to have it a bit longer.
Do you have any plans to add diesel engines anytime soon?
Will we be able to make diesel engines at some point? I love this game so much and I've been wondering if was a thing in the making
Maybe after the game is finished! Check out the FAQ, link in the video description :)
Since you've been looking at the non-standard fuel types, I was wondering if there was any chance of a low power density fuel type? Nitro and Methanol both have much greater power than gasoline but we don't have an option for a weaker fuel yet. Off the top of my head, I know that Hydrogen ICE engines would work like that (they technically could be more powerful but in practice they would need to be run very lean to keep their emissions in the near-zero range). Engineering Explained did a video on it several years back, a NA hydrogen engine would be roughly half as powerful as a gasoline one. It could be interesting gameplay-wise as it would force manufacturers to return to the era of large engines that don't make a ton of power again. You could even make it a part of the lore, since Automation is unlikely to ever feature hybrids or EVs, you could say that Hydrogen ICE engines actually managed to become successful reducing interest in other ideas.
Just a problem with that is that hydrogen ICEs are not feasible tech with the tech we know of today. Has there even been a single production car with that? Fuel cells, yes, but not as ICE tech, which I think was used by one prototype race car or so?
@AutomationGame the technology to actually make them exists and has for quite a long time (the first ever ICE was a hydrogen/oxygen engine) they just aren't considered feasible when compared to fuel cell vehicles because the overall efficiency is lower. Which is a problem because its difficult to make a high capacity hydrogen fuel tank so a low range hydrogen vehicle isn't useful without serious hydrogen infrastructure.
The actual engine is very close to a normal ICE, it just runs much leaner to keep emissions at near-zero. The issues are about fuel storage and infrastructure more than anything else.
En.wikipedia.org/wiki/hydrogen_internal_combustion_engine_vehicle
In a theoretical alternate world without EVs or hybrids, they definitely could have become widespread.
Regardless I just think it would be great to have a low-power density fuel, gameplay-wise to match the high-density fuels already present. If you know of an easier fuel like that, that would be awesome too.
Are you guys planning to add electric motors or hybrid cars at some point?
Have a look in the FAQ, link in the video description! :)
hey do you guys have any plans for Rotary or Diesel engines?
You will find our plans in the FAQ linked in the video description!
i kinda hope we can get up to the 15 16 liter range plus diesels for building more than cars
Diesel engines are not planned for the base Automation game. We might possibly do them as a DLC post-release, but that is a question to be answered much later.
Maybe quality slider at end of second fuel tab would be better? Imo then it would mean its for both tabs. Right now it looks like second fuel tab doesnt have quality slider.
There are only bad options as far as I know:
1) (like now) Has the problem you are pointing out.
2) Having two sliders would imply that you have different quality settings for the two tabs, but one would change the other.
3) Having two sliders but one is locked would imply that you need to do something to unlock it.
@@AutomationGame Sorry, should have been more specific - move slider from first tab to second. imo it would naturaly imply it affects both. And it would use some of empty space in second tab.
That is option 4 then, which is also bad:
It would remove the quality slider from the tab where it has by far the strongest impact.
Actually asking, you said a closed beta at some point in the coming months. Will there be a way to get in like a sign up?
Commenting for updates on this question
The application process for beta testers opened today, on our Discord server only.
Mashallah, great update !
Cheers mate!
5:41 I have an idea: How about adding the quality slider for the fuel tab and making it act like the octane adjustement like in some past version?
Also, if the 'eco/standard/performance' options for the head design are just valve sizes, then why not make a slider for valve size?
Head designs in this case are far more than just valve sizes; there are a lot of other factors like port size, combustion chamber shape, etc. that have been parameterised into the various options.
Is the ignition timing slider a replacement for "target octane" of previous versions?
Correct, yes!
Would it be possible to get aluminium connecting rods to be able to make big power drag racing engines. Also, it could be helpful for suspension tuning to add the ability to change the anti squat on the rear suspension.
Why would you want aluminium conrods if you already have titanium ones in game? That should be better?
Do you mean some automatic system that stiffens the rear during acceleration?
@AutomationGame The reason aluminium rods are used in drag racing is because you can get a very thick cross section for a similar weight to both steel and titanium rods, making the overall stronger. Also, aluminium being a bit softer makes them act as a shock absorber in the combustion event, taking a bit of shock loading of the crank. The only downside to them is the fatigue life, but modern alloys mitigate that a fair bit eg the proline hemi can do about ~30 passes at 5400hp before needing the rods replaced or looking at the SMX they are a drag and drive 481X and are capable of thousands of miles and plenty of passes without changing rods.
Ahh, I see, that makes sense :) but considering we're simulating none of that and they are not used in factory cars, that doesn't seem to be a viable thing to add to the game? The UI is full with viable choices already! :D
@AutomationGame fair enough just seeing if I could get a better connecting rod to try and cope with high power methanol and nitro cars. FYI, %100 nitro is not really a thing it's to explosive. Top fuel drag cars use at most ~%80 nitro ~%20 methanol and they make well over 10000hp
@AutomationGame forgot to reply the 2nd part. No anti squat has to do with suspension bar angles in 4 link, trailing arm and multi link suspension that either help by pushing the tire down into the pavement (anti squat) or up into the wheel well (squat)
SUPERCHARGERS FINALLY LETS FUCKING GOOOOOOOO
Also are we getting new engine sounds at some point? I really want to make a drag racing V8 that sounds very close to something like a Top Fuel V8
I think the Top Fuel sound is basically just massive cam with loads of microphone clipping xD
But no, at this point we'll not make all new sounds unless we somehow find a feasible way of doing that.
@@AutomationGame ok fair enough, what about new engine layouts? There are production cars out there with W8/12/16 engines and flat engines bigger than 6 cylinders, although even if that takes a long time it'd be amazing to see
That sounds like you need to check out the FAQ :) Link in the video description!
Man I've never wanted to get access to a closed beta release more
If you're in our Discord, apply and maybe you'll be chosen. Better hurry though, applications close soon!
@AutomationGame will do!
Al-Rilma will be amazing! hype hype! \o/
Certainly will be! I'm so looking forward to playing ranked matches with lots of community members :) so they can brag about beating Killrob haha :D
I have a question is it gonna be possible to supercharged 4 cyls? And Can you twincharge engines
Yes, that is possible, twincharging too I believe.
@@AutomationGame yaay