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Open Beta (B150619+) Bug Reports

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Killrob

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Developer - Lead Beta Tester/Producer/German Efficiency Expert
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Location: Lower Hutt, New Zealand

Cars: I owned a Twingo... totally bad-ass!

Post Fri Jun 19, 2015 8:00 pm

Open Beta (B150619+) Bug Reports

Hey guys!

The open beta of the new update will go live in a few hours (19th June 2015). In this thread please post the bugs you find
and always describe what you did to get there, if possible. Including the error message is vital too. For general feedback
about the latest update head over to the General Chat section of the forums to have a discussion there.

Cheers!


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Fixtures Disappearing?

The fixtures disappearing is not a bug IF they are still on the "Model" when you go back there. The game works differently now and we need to better explain that, because with the saving issues in the last big update we taught people to first finish building the car and then designing it. So here is how it is supposed to work, and some situations and their intended outcomes.

How it works:
The first 3 tabs in the car design are for the model, marked by the little model car symbol. Here you can make the template to be used for all trims you build after creating that template. Changing the template after creating any trim only affects trims you build after the modification, not the ones already built.

Good procedure:
Make template design on first fixture tab, use save button to save your design progress (the only thing that does not auto-save until you select list items or move sliders), once done move to second fixture tab and modify the fixtures for this trim only.

Not a bug:
Leave 1st fixture tab (template) empty, leave 2nd fixture tab (trim) empty, make rest of car, come back to 1st fixture tab and design the car, go to 1nd fixture tab and ALL FIXTURES ARE GONE. Going back to the 1st fixture tab, they are all there though.


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Open Beta Update 1 (B150622)

So far we are very pleased with how few things are broken and how positive the feedback is in general. With this update we are fix all but one of the major issues people currently are having in the open beta.

Fixes:
  • Fixed engine scenario errors
  • Removed random year default in sandbox
  • Fixed fixture tab landing behaviour
  • Fixed engine names not getting saved properly
  • Fixed problems with saving year changes
  • Fixed huge drivability/sportiness values for shit cars
  • Fixed testtrack engine sound

Changes:
  • Reworked brake fade
  • Reworked offroad stat
  • Improved handling of missing (mod) car bodies

Added Car Bodies (Proper Thumbnails Still Missing)
  • 60's Saloon + Wagon + Coupé
  • 80's Supercar
  • 90's Roadster + Coupé
  • 90's Hatchback

What we cannot reproduce and need your help with is the 'DriveType' (a nil value) bug. Can anyone provide the exact steps to reliably reproduce that?
Please have a go with this new version and see if things work as intended.


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Open Beta Update 2 (B150623)

Changes:
  • Steam Workshop Integration
  • Drop-Down Menu Scrollbars

And a Little Dev Update talking about these additions, the current status of the beta and a request for help regarding the reproduction of a certain bug! Check it out here:
https://youtu.be/DPGtw9ggiBs

Have a go at the Steam Workshop mods and try things out. :)


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Open Beta Update 3 (B150625)

A few more important fixes in this one! We're on a good track for a public release on Friday still. Here is the list of changes.

Changes:
  • Engine list now sortable again
  • Added two buttons for saving to / loading from model fixtures
  • Fixed quality not affecting car weight using "None" safety

Fixes:
  • Fixed the last DriveType (a nil value) issue
  • Fixed car without body advancing past first tab
  • Fixed cooling tooltip positioning
  • Fixed phantom highlighting on drop-down menu
  • Fixed a bug that situationally broke the car manager
  • Fixed engine tutorial selection error
  • Fixed game erasing model/trim naming
  • Fixed undo not being possible for first item

As always, please report any remaining bugs on our forums in the dedicated thread.
Thanks to mwood0857 for the specifics on recreation of the DriveType bug!

A quick Little Dev Update to go along with this update:
https://youtu.be/_ad_5UXW-ls


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Open Beta Update RC1 (B150626)

A nice mixed bag of fixes and changes brings us to the first release candidate today. If this update has not introduced big
new bugs it will be the first public release version of this big update. That does not mean however that this is the last patch
for the update, next week will bring more polish and more bugfixes, overall it should be in a pretty good state now though!

Changes:
  • Added expand all / collapse all button for Car & Engine Manager
  • Added warning about changing chassis seeting with 2+ trims
  • Added save button blink on unsaved cosmetic changes
  • Clearer wording on Model/Trim/Family/Variant tool tip
  • Clearer wording on new template loading/saving buttons

Fixes:
  • Fixed broken sorting in Car & Engine Manager
  • Fixed broken hold/revert functionality in trims
  • Fixed issue with making new engine while testing
  • Fixed issue with saving while testing an engine
  • Fixed issue of advancing to trim without engine

Car Fixes:
  • Fixed cargo boxes for 8 cars
  • Fixed chassis morph for 50SedanLarge
  • Fixed Seam Materials for 60sCoupe

If no big problems surface, we will put this update live (public) this evening.
Thank you for all your bug reports and feedback during the open beta phase!
Please help point out remaining or new issues in our forums.


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USDMFTW

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Post Fri Jun 19, 2015 11:04 pm

Re: Open Beta (B150619+) Bug Reports

Seems that any engine sound does not work while the car laps a test track, ive tried my existing cars, and built a new car to see if it works but it does not.

Game seems to fail to load the sound of the engine. Displays no error message and all of the ambient sounds work. Engine sounds work correctly in the engine designer test room.

EDIT: Fastest with to fix this bug is to smash the start button on the test track until the sound plays, closing the game and swapping through tabs seems to not fix the issue like it did in the non-beta build.

Screenshot (11).png
Screenshot (11).png (37.7 KiB) Viewed 6822 times
Last edited by USDMFTW on Fri Jun 19, 2015 11:33 pm, edited 3 times in total.
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Prasiatko

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Post Fri Jun 19, 2015 11:07 pm

Re: Open Beta (B150619+) Bug Reports

Well i'll open with this one, Upon clicking on sny of the engine scenarios triggers this error.
tolua++ dbcall failed!: [string "--shared\functional\SANDBOX_DATA\CEngineCalcu..."]:96: attempt to index field 'FactoryInfo' (a nil value)

There are a heap of errors if you try to play the scenario and note that all my engines from before the patch for the scenarios are missing.

Confrim what you said below car scenarios also crash when you try to run them.
Last edited by Prasiatko on Fri Jun 19, 2015 11:31 pm, edited 1 time in total.
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Killrob

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Developer - Lead Beta Tester/Producer/German Efficiency Expert
Developer - Lead Beta Tester/Producer/German Efficiency Expert

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Joined: Fri Mar 11, 2011 1:00 am

Location: Lower Hutt, New Zealand

Cars: I owned a Twingo... totally bad-ass!

Post Fri Jun 19, 2015 11:15 pm

Re: Open Beta (B150619+) Bug Reports

Ahh, good catch, the engine scenarios are probably borked because of our latest changes.
The track sounds issue is known. They are there in principle. Try testing the engine in normal test mode and then go to the track. Try running the track again by stopping and restarting the run. For me that worked.
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Prasiatko

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Post Fri Jun 19, 2015 11:27 pm

Re: Open Beta (B150619+) Bug Reports

Possibly related to that and to note for anyone using modded parts, they now go under gamedata.
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Prasiatko

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Post Sat Jun 20, 2015 12:50 am

Re: Open Beta (B150619+) Bug Reports

tolua++ dbcall failed!: [string "--client\functional\TrimDesignerWindowDelegat..."]:4273: attempt to call method 'LoadTrimFromTable' (a nil value)

To reproduce:

Select drum brakes on rear. Hit hold. Switch to disc brakes then change size. Then hit revert. Brought up this error.

Scratch that instruction any hold and revert will do in trim section.
Last edited by Prasiatko on Sat Jun 20, 2015 1:31 am, edited 1 time in total.
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VosNox

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Cars: 1983 Chevy S10 2.8

Post Sat Jun 20, 2015 1:02 am

Re: Open Beta (B150619+) Bug Reports

It seems the beta doesn't recognize any mods. Is that per design?
Image

First Gen / Second Gen / Next Gen
Current holder the Automation land speed record @ 447.9 MPH
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Killrob

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Developer - Lead Beta Tester/Producer/German Efficiency Expert
Developer - Lead Beta Tester/Producer/German Efficiency Expert

Posts: 3711

Joined: Fri Mar 11, 2011 1:00 am

Location: Lower Hutt, New Zealand

Cars: I owned a Twingo... totally bad-ass!

Post Sat Jun 20, 2015 1:10 am

Re: Open Beta (B150619+) Bug Reports

The beta has a completely new folder structure for mod support, so old mods now won't be compatible if placed in the old folders!
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VosNox

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Post Sat Jun 20, 2015 1:18 am

Re: Open Beta (B150619+) Bug Reports

Roger. Found this btw.
Attachments
Car -53.png
Car -53.png (1.72 MiB) Viewed 6778 times
Image

First Gen / Second Gen / Next Gen
Current holder the Automation land speed record @ 447.9 MPH
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8bs

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Post Sat Jun 20, 2015 1:30 am

Re: Open Beta (B150619+) Bug Reports

I've noticed that brake fade values, changed. Now in certain models, i get a minimum brake fade, i can't get 0% brake fade, even if i move up the quality slider and choose ceramic brakes.

i would say, choosing "standard" components in a 1.1+ ton car, would be hard to eliminate all the brake fade. But choosing carbon ceramic, should eliminate it... am i wrong?

Also noticed a negative offroad stat in detail stats.
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Prasiatko

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Post Sat Jun 20, 2015 1:32 am

Re: Open Beta (B150619+) Bug Reports

8bs wrote:I've noticed that brake fade values, changed. Now in certain models, i get a minimum brake fade, i can't get 0% brake fade, even if i move up the quality slider and choose ceramic brakes.

i would say, choosing "standard" components in a 1.1+ ton car, would be hard to eliminate all the brake fade. But choosing carbon ceramic, should eliminate it... am i wrong?

Also noticed a negative offroad stat in detail stats.


To add to the brake fade issue i find that the only way to eliminate it entirely is to use 100 Race for pad type.

i.e. pad type is affecting the brake fade calculation. Never mind just saw update video.
Last edited by Prasiatko on Sat Jun 20, 2015 1:46 am, edited 2 times in total.
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Jastrzab1984

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Post Sat Jun 20, 2015 1:40 am

Re: Open Beta (B150619+) Bug Reports

That kind of error during openbeta launch:

Headline:
The Goggles, they do nothin'!

Fatal error while loading init.lua: [string
"--shared\functional\SANDBOX_DATA\CCarCalculat..."]:131: Attempt
to compare nil with number

Game starts and hanging on black screen with red loading stripe.

;-(
Barth Motors information page
http://barthautomation.blogspot.com/
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MWisBest

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Post Sat Jun 20, 2015 1:46 am

Re: Open Beta (B150619+) Bug Reports

Low Friction Cast pistons extend out of the block and into the valves with the V6.
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Killrob

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Developer - Lead Beta Tester/Producer/German Efficiency Expert
Developer - Lead Beta Tester/Producer/German Efficiency Expert

Posts: 3711

Joined: Fri Mar 11, 2011 1:00 am

Location: Lower Hutt, New Zealand

Cars: I owned a Twingo... totally bad-ass!

Post Sat Jun 20, 2015 2:21 am

Re: Open Beta (B150619+) Bug Reports

Jastrzab1984 wrote:That kind of error during openbeta launch:
Fatal error while loading init.lua: [string
"--shared\functional\SANDBOX_DATA\CCarCalculat..."]:131: Attempt
to compare nil with number

Clear out your cars & engines please, there seems to be an old broken file lying around. Documents\My Games\Automation\
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Jastrzab1984

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Post Sat Jun 20, 2015 2:45 am

Re: Open Beta (B150619+) Bug Reports

Thx Killrob - that works.
Barth Motors information page
http://barthautomation.blogspot.com/
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