This is the last big polishing patch before the big merge of 4.2 with the public default branch! We're aiming to get it all wrapped up this week. Pour yourself a drink, get some snacks, and have a read of one of the longer changelogs in recent times:
General Fixes
Fixed failed car generation not deleting the engine it made for itself
Fixed trimslots that were not in the latest facelift not being able to be unpaused
Fixed factory shifts going higher than supported by engine production
Fixed factories that took 1 month to retool not get their hitpoints back
Fixed forecaster oddites with required vs estimated shifts
Fixed issue where you would not gain 36 months engineering bonus in first project
Fixed cars with missing mod rims not complaining when imported
Fixed a hardcrash from attempting to export a car with a name that is too long
Fixed there being an explosion icon on healthy engines
Fixed factory staff sometimes getting stuck and not increasing
Fixed forecaster to be able to cope with non default margin modes
Fixed specific lua error that could occur on month tick
Fixed issues with steering options with imported cars from pre 4.2
Fixed stopping trim preorders barring deliveries with existing stock
Fixed hardcrash when exporting animatics at any super resolution
Fixed procedural meshes receiving decals
Fixed issue with transverse FWD unlocking
Gameplay Changes & Fixes
Full revamp and fix-up of country-themed competitor companies and their lineups
Implemented country-based company starting familiarity ratings
Implemented engine bay filling calculations for turbos
Implemented tech cost multipliers for R&D and in difficulty score calculation
Implemented weight optimization slider into AI car generation
Implemented costs, manhours, and engineering times for turbo setups
Implemented MCost / PU / ET for springs & lifters slider
Car generator AI now uses springs & lifters correctly
Increased turbo oil costs in servicing by 2.5x
Tweaked country tax rates, worker skill, and wage levels
Tweaked how campaign setup works for awareness and dealership levels
Tweaked familiarity gain speed and fixed various familiarity issues
Tweaked pressure slider's effect on familiarity gain in engineering projects
Tweaked prestige bonus for having the latest entertainment packages
Tweaked difficulty starting defaults for campaign
Tweaked how worker hiring speeds & XP gain depend on wages and worker quality
Rebalanced brake cooling costs (ET / PU)
Rebalanced market volatility
Fixed Footprint+ / Footprint- marketing not being hooked up
Fixed creating a facelift removing some company value
Fixed production units not being added to car total from brake cooling slider
Fixed steering quality not affecting comfort correctly
Fixed turbos not experiencing mechanical stress correctly
UI Fixes & Improvements
Added description for Factory Shifts graph in car project
Added tooltip display of each marketing category's costs
Added missing PU/ET numbers to quality sliders
Added various new icons replacing placeholders
Added a calculate button to the forecaster screen
Added 2 buttons in photo manager to reset camera settings to default or last loaded setting
Added list of dis-/advantages to springs & lifters slider plus its description
Added display of price perception desirability penalty for target demographic in hub
Added sales chart to trim sales tooltip
Added a copy-to-all countries button for marketing choices on marketing screen
Updated campaign welcome texts
Updated various descriptions / tooltips and eliminated missing ones
Polished up start menu news and socials links, fixing some UI scaling issues
Smaller gearbox gear counts are now unlocked until the list would overflow
Fixed and tweaked map zoom and detail levels
Fixed negative stock levels showing as zero and sales graphs disappearing in hub
Fixed factory production tooltips not updating correctly in hub calendar
Fixed campaign setup top bar not updating correctly
Fixed oddities in factory warnings and sales for paused factories in hub
Fixed car and engine side stats formatting for non-English languages
Fixed full lineup mode button getting stuck
Fixed tooltip description of blue sales bars on markets screen of car designer
Fixed factory list in hub not being sorted in meaningful way
Fixed forecaster screen items not updating when entering forecaster first time
Fixed hub calendar not showing model car profit correctly
Fixed quality tooltip jumping up and down as you drag slider
Fixed marketing tab not working with high minimum awareness settings
Fixed setting up a factory throwing you back to the engineering tab
Fixed drivability stat not shown correctly in car manager after generating a car
Fixed issue with sorting of trims in the main campaign hub
Fixed financial report not coloring income green
Fixed issue where you'd only be able to increase deposit %
Fixed issue display of competing trims in side stats demographics
Fixed inconsistency with factory refresh underfunded alert pop up
Fixed side stats demographics sorting being weird when mixing pin and target
Fixed reset all camera settings not resetting all settings
Fixed the desirability tooltip on hub calendar being incorrect
Fixed UI interaction issues with hub stock manager
Fixed the engine ET shown in car engineering not being the current value
Fixed no engine production warning getting confused with multiple facelifts
Fixed factory production / shifts not correctly being limited by staff availability
Fixed top bar not updating engine model name after switching engine
Fixed pausing production not switch icon to confirm it has done that
Fixed downforce aero graph having switched colors for front / rear
BeamNG Exporter Changes
Implemented progressive springs
Added ability to export several trims as configurations of one car (configurations must be exported unpacked with the same mod and car name)
Added electric powertrain swaps
Added ability to export cars preconfigured as EVs (add !ev! to the car's description)
Added manual gearbox whine now depending on trim year, quality and tech pool
Added new main jbeam part
Added more data to configuration files
Added off-road mode to active sway bars
Added that parts of cars now can ignite from collisions
Added fire simulation adjustment sliders
Added BeamNG physics aerodynamics and buoyancy modifier slider
Reworked engine friction
Split fuel tanks and transmissions into separate jbeams
Twin-tube dampers now lose effectiveness under fast movements due to aeration
Active springs now export with adaptive sway bars
Increased damper stiffness
Tweaked steering wheel lock
Increased race final drive tuning range
Fixed leaking parameters in suspension jbeams
Fixed cars getting more flammable with higher safety
Fixed leaking parameters in body and fixture jbeams
Fixed leaking parameters in coilovers
If no big issues pop up, this might very well be the release candidate build that becomes the new normal for everyone. :) Let us know how it plays and if you run into any game-breaking issues.