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Join the Automation team for a Q&A session, answering questions asked by our Discord community in relation to the Al-Rilma Update, which is currently under development at the time of upload! We were joined in this session by:
- Caswal (Co-founder of Camshaft Software and Lead Programmer on Automation)
- Killrob (Lead Designer and Producer on Automation)
- Endfinity (BeamNG exporter programmer)
- MrChips (Community Manager)
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0:00 Welcome, and a quick discussion of new environmental effects and why we need them.
3:09 Multiplayer progress!
5:40 When will public beta testing of the new update begin?
7:38 What is the status of AI turbo tuning?
9:35 Will the new features affect game balance and behaviour?
12:27 Cylinder deactivation?
15:24 Working on a new engine export package for BeamNG!
17:03 Will we have player control of the new environmental effects?
18:25 Fun question - if you could make a car in Automation and make it real, what would it be?
20:19 Will we ever see advanced emissions control equipment (EGR, secondary air injection, etc) added?
23:48 Will there be custom scenarios in multiplayer?
27:17 Adding lots more difficulty to multiplayer scenarios with a limited testing option
29:21 Multiple superchargers on engines?
30:50 Will there ever be a torque limiter?
33:33 Will players be able to "license" AI car designs in Campaign mode?
35:00 Are there any major changes coming in Campaign Mode in Al-Rilma?
38:33 Will superchargers be available in the early game?
39:38 Increasing/decreasing boost curves?
41:06 Twincharging?
41:50 What limitations will superchargers have?
42:57 Will the track editor be public, and will you host design competitions with them?
46:46 Supercharger parasitic losses
52:18 New body and fixture content in Automation
54:27 Boost controllers in BeamNG exports?
57:10 Reliability stat revamp - not quite ready to share yet!
58:02 How do we generate engine sound in Automation?
59:06 Text/voice chat in multiplayer?
1:00:49 Any limits on supercharger sizes?
1:02:37 Transaxles?
1:03:41 Animated fixtures in BeamNG exports?
1:06:50 Small/large engine DLCs?
1:13:35 Experimenting with wider bore/stroke ranges
1:15:15 More granularity in exhaust sliders?
1:17:14 More discussion on variable boost.
1:19:33 AI driver improvements in the test track simulation.
1:22:39 Launch/acceleration logic of clutches, torque converters, etc.
1:27:41 Any plans for more engine design choices?
1:30:02 Possibility of a suspension revamp?
1:33:19 Are we planning on adding more fixture materials?