Things continue to progress nicely, as this big patch is showing. Also we've made big steps towards bringing back campaign mode, which should be in one of the next updates.. still plenty of fixes required before then. In this update we have a big mixed bag of everything for you, gameplay additions, loads of fixes, and many improvements to the BeamNG Exporter. [img]https://clan.cloudflare.steamstatic.com/images//8118030/668425893ac020c67637113ba1d0a923d088661f.jpg[/img] [i]The Athena R by slashdotretro3.[/i] Here is the chunky [b]LCV4.2.11[/b] changelog! [h3]Gameplay Changes[/h3][list][*]Added turbo presets (needs a finished engine before they can be applied) [*] Taught the AI (in car generation) how to build turbo engines [*] Added valve float dependence on boost for FI engines [*] Tweaked cam & springs sliders' effects on valvetrain friction [*] Extended effective range for springs slider, allowing for lower and higher values [*] Implemented springs and cam profile sliders effect on loudness [*] Implemented springs and cam profile slider effect on reliability [*] Implemented springs effect on operational smoothness [*] Limited availability of twin-scroll turbos to certain configurations [*] Fixed sportiness calcs using old body drag values instead of the new dynamic ones[/list] [h3]Art Fixes[/h3][list][*] Fixed MFI on V engines is missing meshes [*] Fixed rod sticking out of turbo internals, and wobbly compressor wheel [*] Fixed rear wheel solid disks missing rotors [*] Fixed timing belts and chains [*] Fixed default steel wheels looking wack in 80's photo scene [*] Fixed some grill materials that warped badly [*] Fixed RTX Ambient Occlusion not handling indented fixtures correctly with some settings [*] Fixed twinscrolls not glowing as bright as the rest of the exhaust assembly [*] Removed 60sSedan03 because it sucked and there are plenty of other period options [*] Fixed turbo race headers missing on Inline 5 engines[/list] [h3]UI & Tech[/h3][list][*] Fixed fixture favourites not rendering correctly in fixture UI [*] Improved fixture paint UI performance [*] Added fixture material name system. More fixtures will be named later. [*] Fixed 3D transform widget showing only 0 for rotation / position in photo scene on props or cars [*] Fixed fixture material previews being borked [*] Photo manager now changes tabs when switching between cars / props with tab or mouse [*] Fixed updating of engine thumbnail images [*] Fixed 'fixture highlighting' toggle in fixture menu not persisting selecting fixtures on a car [*] Fixed fixtures not selecting if they only contain a skeletal mesh [*] Fixed mirrored fixtures not hiding when chosen to be hidden in photoscenes and the designers [*] Engine manager now remembers sorting to fix ordering [*] Fixed memory issues with Active Mod viewer causing crashes [*] Fixed drag is not being shown correctly / calculated for car body stats [*] Fixed fixtures always ticking, even if you're in the main menu [*] Fixed turbo graphs not being removed from graph switcher when an NA engine is selected [*] Fixed fixture paints becoming disconnected to the slot they're tied to[/list] [h3]BeamNG Exporter Improvements[/h3][list][*] Introduced new fully-revamped aerodynamics model [WIP] [*] Added various new tuning menu sliders: - Front and rear brake power multipliers - Ride height offset - Camber (double wishbone, multilink, pushrod suspension only) - Afterfire modifier - Particulates modifier - Front and rear suspension offsets - Front and rear wing angle - Max steering angle multiplier [*] Cars with Launch Control now export with a Two-Step controller [*] Added basic suspension spring compression sound [*] Engine sound now comes from the exhaust [*] Transmissions now get generated names [*] Fixed wheel hubs breaking too easily [*] Renamed wheel hub nodes to match the BeamNG convention [*] Fixed chrome and potentially other materials exporting with max dirtiness/scratching[/list] [h3]Modding[/h3][list][*] Added the ability to add custom paint materials to fixture material lists [*] Added duplicate-UID check to rim preview generation[/list] No change of plans, development is going in the right way to a more fleshed-out and playable 4.2 version that soon will see the campaign mode be re-added. Plenty more things to do... let us know of any issues you encounter. Cheers!