Automation - The Car Company Tycoon Game V4.2.13 High Quality

Automation - The Car Company Tycoon Game version 4.2.13, part of the Light Campaign v4.2 Open Alpha, focuses on engine simulation enhancements, including a physically-based glow model and VVL profile fixes. This update also improves car designer, adds HDRi photo scenes for better performance, and resolves critical bugs, but is incompatible with older save files. For full details, visit

LCV4.2.13 - Open Alpha · Automation - The Car ... - SteamDB

Automation: The Car Company Tycoon Game is a deep automotive simulation focused on designing engines and vehicles to build a successful car empire. Version 4.2.13

was a minor stability and bug-fix update following the major LCV 4.2 (Light Commercial Vehicle) update, which revamped the campaign mode and economy. Core Gameplay Features Detailed Engineering

: Design every aspect of a vehicle, including chassis material, suspension setup (e.g., race suspension), and body styling. Engine Mastery

: Build engines from scratch, selecting rotating assemblies, turbo configurations, and fuel injection systems (e.g., multipoint with +10 quality). Tycoon Strategy

: Manage a company starting in the post-war era (1946). You must balance production costs and engineering time to meet the demands of different market segments. BeamNG.drive Integration : Players can export their custom designs directly into the BeamNG.drive physics engine to test performance and vehicle dynamics. Key Updates in the v4.2 Cycle The v4.2 series introduced the LCV 4.2 update , which significantly altered the campaign: Profitability Overhaul

: Players reported that well-designed cars could drastically increase company profits under the new economic model. Mechanical Refining

: Rebalanced suspension tuning and expanded customization for race-oriented setups. Power Density Limits

: The game simulates power density (horsepower per liter), where exceeding limits based on component quality and manufacture year causes a gradual loss in engine reliability. Accessing Newer Versions How to build a engine in Automation the car company tycoon

Automation - The Car Company Tycoon Game v4.2.13 was a significant update in the "Light Campaign" (LCV4.2) development cycle, focusing heavily on stability and refining the user experience during the Open Alpha Key Highlights of v4.2.13

This patch addressed several critical technical and visual issues to prepare the game for the larger "Al Rilma" and "Terso" updates that followed. Graphics & Rendering : Fixed issues where Ray Tracing (RTX)

was not functioning correctly and addressed permanent framerate drops in the car designer after adjusting the hoist. Fixture & Design Improvements Added a new physically-based glow model for engine headers and turbos.

Fixed 3D fixtures not properly nudging their mirrored counterparts when using arrow keys. Enabled material assignment for intercooler pipe fixtures Engine & Mechanics Undo stack

was updated to persist when switching cars, only resetting upon a full game restart. car body unlock years

to be more spread out, preventing "clumping" in the tech tree. Fixed a bug where the AI car generator would fail to set a top speed. UI & Quality of Life demographic comparison tooltips for better market analysis. Added undo buttons specifically for photoscene camera settings

Restricted market selection to regions that are actually reachable for sales. Comparison to Later Versions (2026 Context) Automation - The Car Company Tycoon Game v4.2.13

While v4.2.13 focused on core engine and UI fixes, the game has since moved into the

update phases as of 2026. Recent updates have added much more complex features like: Supercharging and Twincharging

: New forced induction options with advanced boost pressure controls. Company Headquarters

: A new mechanic for managing R&D, marketing, and logistics points. Revamped Reliability

: A fully transparent system breaking down the reliability of every engine and car component. Soft-Body BeamNG Export : A complete rethink of how cars are exported to BeamNG.drive for better crash physics. transfer your .car files from older versions like v4.2 into the latest 2026 Al Rilma Automation - The Car Company Tycoon Game on Steam

Automation - The Car Company Tycoon Game v4.2.13 was a significant patch released as part of the Lite Campaign V4.2 "Open Alpha" cycle on April 21, 2022. This update focused heavily on stability, performance optimization, and refining technical simulation mechanics for both engine and car design. Core Technical Improvements

Designer Performance: Addressed a critical bug where the framerate in the car designer would drop permanently after using the hoist.

Engine Simulation: A new physically-based glow model was implemented for engine headers and turbos, providing more realistic visual feedback during testing.

VVL Mechanics: Fixed a recurring issue where Variable Valve Lift (VVL) profile swaps occurring before the RPM limit would randomly break engine sounds and test data.

AI Enhancements: Corrected a bug in AI car generation that prevented it from setting the vehicle's top speed correctly. Car Designer & Fixture Updates

3D Fixture Nudging: Fixed the interaction where 3D fixtures would not correctly nudge their mirrored counterparts when using arrow key clicks.

Intercooler Customization: Players gained the ability to assign materials directly to intercooler pipe fixtures for greater visual detail.

Body Progression: Car body unlock years were redistributed to be less "clumped," providing a more natural progression through the campaign.

Legacy Importing: Improved the reliability of importing Automation .car files from version 4.1 or earlier, specifically ensuring wheel size limits are respected. Photoscene & UI Enhancements

Undo Functionality: The undo stack was redesigned to only reset on a full game restart; switching between cars now keeps each vehicle's specific undo history intact.

RTX & Stability: Fixed a bug that caused the photoscene tab to change unexpectedly when turning on RTX settings while a car was selected. Interface Refinement: Automation - The Car Company Tycoon Game version 4

Added undo buttons specifically for photoscene camera settings.

Limited the market selection in Markets Mode to only show regions available for sale.

Improved the demographic comparison tooltip for clearer campaign planning.

2 changes paved the way for the more recent Al Rilma or Ellisbury updates?

LCV4.2.13 - Open Alpha · Automation - The Car ... - SteamDB

Automation - The Car Company Tycoon Game version (Open Alpha) introduced several critical fixes and quality-of-life improvements to the car and engine design process. Whether you are aiming for a performance powerhouse or a campaign-dominating economy car, Key Updates in v4.2.13

Physical Header Glow: A new physically-based model for header and turbo glow was added, improving the visual realism of high-stress engine testing.

Photoscene Enhancements: The update introduced undo buttons for camera settings and a more workable resolution slider for better high-quality captures. UI & Stability Fixes:

Fixed a persistent issue where the car designer framerate would drop after moving the hoist.

Improved the demographic comparison tooltips and fixed visibility issues for non-production engine variants in the campaign hub.

Corrected wheel size limit imports for cars brought over from version 4.1 or earlier. Essential Design & Performance Tips

To get the most out of your builds in this version, keep these meta-strategies in mind:

Engine Families vs. Variants: If you need a different engine size for a new car, clone the entire family rather than just the variant. Changing the bore or stroke on the first page of the designer affects every variant in that family, which can ruin existing car designs.

Avoid "Dino Queens": Don't just chase peak horsepower. A realistic, flat torque curve is better for racing and general driveability than an engine that only makes power at the very top of the RPM range. Header Selection:

Short Cast: The standard for 90% of your builds; reliable and balanced.

Tubular: Better for sporty mid-range cars, offering improved flow and lighter weight. The 1946 Start (The Classic Grind) You begin

Race Tubular: Best reserved for hypercars or low-production limits due to massive engineering and production costs.

Turbo Tuning Strategy: Start by lowering compression and opening the exhaust. Aim for the turbo's path on the compressor map to sit within 70-80% efficiency throughout the rev range to avoid surge stress and maximize performance. Campaign Efficiency

LCV4.2.13 - Open Alpha · Automation - The Car ... - SteamDB

The Refined Road: A Deep Dive into Automation v4.2.13 In the world of hardcore simulation, Automation: The Car Company Tycoon Game

has always stood as a titan of technical depth. Its latest iteration, version 4.2.13, isn't just another patch; it’s a masterclass in how a small, dedicated team can polish a "complicated car calculator" into a more seamless creative engine.

Whether you're a veteran tuning 3,500-horsepower V16 engines or a newcomer just trying to make a family hatchback that doesn't explode, v4.2.13 brings critical refinements to the "Al Rilma" update cycle. The Technical Polish: Under the Hood of v4.2.13

While major updates usually grab headlines with flashy new engine layouts, v4.2.13 focuses on the user experience (UX) and stability required to keep the game’s complex systems from buckling under their own weight.

Graphic & Performance Fixes: Long-standing issues with RTX lighting and permanent framerate drops after using the designer's hoist have been addressed, ensuring your custom creations look as sleek as they perform.

Fixture & Design Workflow: Designing has become significantly less "janky". Version 4.2.13 introduces a new physically-based glow model for engine headers and turbos, and fixes the frustrating bug where 3D fixtures wouldn't correctly nudge their mirrored counterparts.

AI Improvements: The "AI car generation" has seen a much-needed fix, specifically regarding top speed settings, making sandbox competition feel more grounded in reality. Easing the Tycoon Grind


The 1946 Start (The Classic Grind)

You begin with a tiny budget, a dilapidated shed, and the ambition to sell cars to a post-war world. You must choose a market segment: cheap "People's cars," rugged "Utility" vehicles, or aspirational "Luxury."

Using the engine designer, you are limited by 1940s technology. Carburetors, pushrods, drum brakes. You spend an hour meticulously tuning the suspension bushings and gear ratios to get a "Refinement" score high enough to beat the AI’s baseline sedan.

Step-by-step: Designing a V8 in v4.2.13

  1. Block & Crank: Choose cast iron (cheap, heavy) or billet aluminum (light, expensive). New in 4.2.13: Carbon-fiber reinforced block (available only in the 2010s+).
  2. Valvetrain: Sliding rockers (old) vs. DOHC (modern). The patch fixes a long-standing bug where DOHC didn't penalize low-end torque enough. Now, a DOHC engine drinks fuel at low RPM but screams at the top end.
  3. Induction: Carburetors (pre-80s), Mechanical injection (rare), or Electronic EFI. V4.2.13 adds Dual Injection (port + direct) for 2020s engines, improving power and emissions simultaneously.
  4. Forced Induction: Turbochargers now have specific "boost lag" curves based on the turbine housing size. A massive turbo makes 800hp but is useless on a road course.

The Dyno graph in 4.2.13 includes Thermal Efficiency and BSFC (Brake Specific Fuel Consumption) maps, allowing obsessive players to tune for peak economy at cruising RPMs.


Part 6: Tips to Dominate v4.2.13

After 200 hours in this patch, here are the strategic truths:

  1. Never max out engineering quality on your first car. Manufacturing complexity kills reliability. Keep your "Quality" sliders at 65% until you have positive cash flow.
  2. Focus on one continent. Trying to sell a left-hand-drive car in Japan (RHD) or a gas-guzzler in 1980s Europe will fail. Use the "Market Research" tab religiously.
  3. Watch the "Prestige Creep." Building a luxury brand is hard. If your luxury sedan's build quality drops below 75, you lose "Exclusive" status and become "Mainstream," cutting your profit margins in half.
  4. The best engine isn't the biggest. In v4.2.13, a 2.0L turbocharged flat-4 is often more profitable than a 6.2L V8 because of the new "Gas Guzzler Tax" introduced in the 1978+ regulations.

What’s New in v4.2.13 Specifically?

This is a quality-of-life and bug-fix patch rather than a content drop.

  • Optimized UI rendering: The engine designer no longer stutters when adjusting sliders on complex V12s.
  • Fixed tycoon mode economy scaling: Previously, late-game maintenance costs became exponential nonsense. v4.2.13 rebalances factory overhead.
  • Improved BeamNG export: More accurate transmission ratios and differential behavior.
  • New quality sliders: For paint shop and final assembly, affecting brand prestige in nuanced ways.

Part 4: The Campaign Mode – From Lean Start-up to Global Tycoon

Version 4.2.13 has made the Campaign mode unforgiving. You start in a chosen year (1946, 1970, 1990, or 2010) with a specific regional demand profile.

What makes v4.2.13 solid specifically

  • Performance improvements – Faster car loading and engine simulation than earlier v4.x builds.
  • UI polish – Redesigned component tooltips show real-time changes (power, emissions, stress, cost).
  • Better difficulty balance – AI companies no longer spam unrealistic cars; market share feels earned.
  • Stability – Crashes from the 4.1.x branch (especially in factory management) are fixed.
  • Sandbox mode enhancements – Unlock all tech, infinite budget, or test engines without campaign constraints.

Part 2: What’s New in Version 4.2.13?

For veteran players, patch notes are scripture. Here is the breakdown of the critical changes and additions in v4.2.13.