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Re: Open Beta [B150918+] Feedback

PostPosted: Sat Sep 26, 2015 9:28 pm
by AlternateSteve90
Microwave wrote:Nor is it Steam's fault. Post your computer specs or something.


Okay, so I've got 8 gigs of RAM and an AMD Radeon A8-5550 APU, 2.1 Ghz/4 cores. And I don't recall having that many major issues running Automation, if any at all, prior to moving to Steam(not at this moment, anyway).

So I'm not convinced that it's my computer hardware: all the evidence I have right now points to Steam being the root of the problem, or at least much of it.

Re: Open Beta [B150918+] Feedback

PostPosted: Sat Sep 26, 2015 10:02 pm
by Microwave
What operating system are you running, though?

Re: Open Beta [B150918+] Feedback

PostPosted: Sun Sep 27, 2015 8:01 am
by AlternateSteve90
Microwave wrote:What operating system are you running, though?


Whoops. Sorry about the omission. I'm running Windows 8.1 to play this game, by the way.

Edit: I do have to wonder if part of the problem I've been having is also due to some sort of issue with Windows as well.

Re: Open Beta [B150918+] Feedback

PostPosted: Sun Sep 27, 2015 8:47 am
by Killrob
AlternateSteve90 wrote:
Microwave wrote:What operating system are you running, though?

Whoops. Sorry about the omission. I'm running Windows 8.1 to play this game, by the way.
Edit: I do have to wonder if part of the problem I've been having is also due to some sort of issue with Windows as well.


Hearing about your problems it does sound a bit like some other software is interfering, like you're running an (anti-) virus software or something? Have you tried switching that off in that case? Also: there is no way to switch back to standalone, so lets try to get your problems with Steam sorted out :) have you installed all the latest drivers (audio and graphics) for your machine, too?

Re: Open Beta [B150918+] Feedback

PostPosted: Sun Sep 27, 2015 8:49 am
by carskick
Great job on all the fast and efficient bug fixes, guys!!!

Playing with a 2009 5 door hatchback, I noticed adding a front lip or a spoiler on the roof doesn't affect down-force at all. The Front and Rear sliders do nothing.

I was going to test it with another new car before posting this, so I started clicking through the build of a car in 2015 with the 2 door Charger style body, and the game error-ed and crash as soon as I tried to put on the front lip. Rebooted, tried again, it did work. Decided to make a HUGE V6 to see if encountered the problem of another poster of it being to long. The length arrow was yellow, but the 8.1 liter turbo V6 wasn't too long, just to tall. Raising the hood and adding a hood "lump" didn't help either. Shouldn't it? Anyways, using Throttle-body per cylinder fixed it. While tuning it, I reached the bottom end torque limit, but the indicators for that part stayed green, going straight to blinking as I added power, instead of gradually turning to yellow, orange, then red.

Anyways, got all the way through finishing that car, and the down force front/rear from lip and spoiler DID work.

So, I tried recreating a car quickly with the 5 door body style in 2009 again. Front/Rear downforce works! It's almost like the first one I made will not detect spoilers no matter what. I noticed the active spoiler button stopped working.

I've exported the car build with the issue and attached it. It's actually an attempt at recreating a 2009 Mazdaspeed 3. Now, when I try to add a front lip, I get a LUA error. Didn't do that when I started this post. :roll:

I hope this was helpful!

Re: Open Beta [B150918+] Feedback

PostPosted: Sun Sep 27, 2015 4:51 pm
by Trifler
I've been encountering a curious bug where when I first open up an existing car, the stats are slightly higher than they are once they get recalculated. For example, when I open a car, it might say 35.7 Driveability, but if I switch tabs or change a setting and then change it back, it becomes 35.2 Driveability and stays there. If I close the car again and then reopen it, it says 35.7 again until I do something that let's it recalculate. This occurs on most of my cars. Maybe all of them. At first I thought maybe it was running the first calculation with the car body template instead of the variant, but the issue still occurs on models that only have one variant.

Has anyone else noticed this issue? Up until now I've just kind of been ignoring it, but it's a bug so I decided I'd better report it.

Re: Open Beta [B150918+] Feedback

PostPosted: Sun Sep 27, 2015 10:06 pm
by vmo
I set the fuel cons. To l/100km, but in the fuel tab, the units are in km/l .

Re: Open Beta [B150918+] Feedback

PostPosted: Mon Sep 28, 2015 5:50 am
by FordManFromHell
Rear engined and trying to select 5d variant of this body results in this message. Also a minor notice that the 70's muscle seems to have different default morph's on front end between 2d and 4d.

Re: Open Beta [B150918+] Feedback

PostPosted: Mon Sep 28, 2015 9:53 am
by Killrob
vmo wrote:I set the fuel cons. To l/100km, but in the fuel tab, the units are in km/l .

Here the units switch perfectly fine between km/L and L/100km. Can you show an instance (how to reproduce) where what you observe happens?

Re: Open Beta [B150918+] Feedback

PostPosted: Mon Sep 28, 2015 9:59 am
by Killrob
Trifler wrote:I've been encountering a curious bug where when I first open up an existing car, the stats are slightly higher than they are once they get recalculated. For example, when I open a car, it might say 35.7 Driveability, but if I switch tabs or change a setting and then change it back, it becomes 35.2 Driveability and stays there. If I close the car again and then reopen it, it says 35.7 again until I do something that let's it recalculate. This occurs on most of my cars. Maybe all of them. At first I thought maybe it was running the first calculation with the car body template instead of the variant, but the issue still occurs on models that only have one variant.

Has anyone else noticed this issue? Up until now I've just kind of been ignoring it, but it's a bug so I decided I'd better report it.

I see the same thing here but without any values actually changing, some get colored, others stay yellow.
Could you upload one of the cars that does that for you (export, upload zip) and tell us exactly what you do to get the effect you describe?

Re: Open Beta [B150918+] Feedback

PostPosted: Mon Sep 28, 2015 9:01 pm
by nialloftara
Not so much a bug as a annoyance, I like the fact that when you make your engine too big for the car that it minimizes the stats screen to show you (thank you so much for that!) but is it possible to disable that while it's in the test run? I sometimes design engines large enough that once they start twisting around and revving the size arrows go red and I lose the power graph until the end of the test.

Re: Open Beta [B150918+] Feedback

PostPosted: Mon Sep 28, 2015 10:06 pm
by Baxeg
love the new market demographics just 2 things that I find a bit odd

Fuel availability when car set for low quality can't customers use better fuel if low quality not available?
Should car octane requirement or what we use in car design set the minimum fuel needed and then check availability for anything that's at that or higher level?
mostly feel this when making cars to fit for archana

Cars made for leaded fuel in real life can use non leaded fuels if they have high enough octane levels with slightly higher maintenance costs maybe, cause new fuels are a bit more corrosive

Maybe I'm just lazy to make a new trim/ engine variant just to change fuel type in the transition years of leaded ban :)

Old body penalty seems a bit severe at times, I thought this mechanic was more for using car new car trims with old car models, right now it feels it's limiting choice for car body in certain years.(not saying that 1940's car boddy should be used in 2020 :) )

Re: Open Beta [B150918+] Feedback

PostPosted: Mon Sep 28, 2015 11:48 pm
by RobtheFiend
Baxeg wrote:snip

Cars made for leaded fuel in real life can use non leaded fuels if they have high enough octane levels with slightly higher maintenance costs maybe, cause new fuels are a bit more corrosive

Maybe I'm just lazy to make a new trim/ engine variant just to change fuel type in the transition years of leaded ban :)


A friend of mine used modern unleaded fuel in an old Volvo B20 engine, cast iron head, the exhaust valve ate into the head withing 5000km. You MUST have hardened valve seats if unleaded fuel is to be used.

Re: Open Beta [B150918+] Feedback

PostPosted: Tue Sep 29, 2015 12:53 am
by vmo
RobtheFiend wrote:
Baxeg wrote:snip

Cars made for leaded fuel in real life can use non leaded fuels if they have high enough octane levels with slightly higher maintenance costs maybe, cause new fuels are a bit more corrosive

Maybe I'm just lazy to make a new trim/ engine variant just to change fuel type in the transition years of leaded ban :)


A friend of mine used modern unleaded fuel in an old Volvo B20 engine, cast iron head, the exhaust valve ate into the head withing 5000km. You MUST have hardened valve seats if unleaded fuel is to be used.

Exactly, but the hardened valve seats is due the unleaded fuel, obviously, doesn't contain Tetraethyl lead, because this compound, besides raising the octane valves made not graze the seat.

Re: Open Beta [B150918+] Feedback

PostPosted: Tue Sep 29, 2015 10:16 pm
by vmo
When you go to the engine creator last tab, you can't see the engine map (the colours map of the engine parts to look the failures) when you press start or you test manually the engine.