Automation - The Car Company Tycoon Game V4.2.13 [ PRO — 2025 ]
No article on Automation is complete without mentioning its symbiotic relationship with BeamNG.drive. V4.2.13 improves the exporter. You can now export your meticulously designed car directly into the soft-body physics simulator.
What’s new in the export:
This feature transforms Automation from a managerial spreadsheet into a visceral driving experience. Build a lightweight 1970s sports car, export it, and fling it down the Hirochi Raceway in BeamNG.
The core of Automation remains the designer. V4.2.13 allows you to build engines ranging from a 0.5L twin-cylinder for microcars to a monstrous 12.0L V16 for land-yachts.
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:
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 v4.2.13
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 true longevity of Automation lies in the Tycoon mode. Here is how a typical game flows in the current patch.
Score: 8.2/10 (Raises to 9/10 for hardcore petrolheads, drops to 6/10 for casual tycoon fans)
Automation v4.2.13 is the definitive version of a game that has finally delivered on its original promise—not as a business sim, but as a virtual engineering toolkit. The tycoon mode remains a C+ student, but the sandbox mode is an A+ professor of internal combustion and vehicle dynamics.
Who should buy: Aspiring engineers, Gearhead YouTubers, BeamNG.drive owners who want custom cars, and anyone who has ever argued about turbo lag on a forum.
Who should avoid: Players expecting Forza with a factory builder. Those who dislike spreadsheets and sliders. Anyone without the patience to watch a 40-minute YouTube tutorial on cam timing.
Bottom Line: In a gaming landscape of shallow customization, Automation is a glorious, stubborn outlier. Version 4.2.13 polishes the rough edges without sanding down the complexity. If you want to truly understand why a car behaves the way it does, there is no other game like it.
The LCV4.2.13 Open Alpha update for Automation - The Car Company Tycoon Game
(released in April 2022) focused on stabilizing the massive engine and car designer overhaul introduced in the 4.2 cycle.
This version was a critical "cleanup" patch that addressed technical debt from the engine simulation rework, which completely changed how naturally aspirated and forced induction engines were calculated. Key Fixes & Technical Improvements
Engine Visuals: A new physically-based glow model was implemented for engine headers and turbos, providing more realistic heat feedback during testing.
Designer Stability: Resolved a persistent issue where the framerate in the car designer would drop permanently after using the hoist to view the car's undercarriage.
Physics & Logic: Fixed AI-generated cars failing to set their top speed and corrected the "VVL profile swap" bug that randomly broke engine sounds before reaching the RPM limit. No article on Automation is complete without mentioning
Fixture Tweaks: Materials can now be assigned to intercooler pipe fixtures, and 3D fixtures correctly nudge their mirrored versions when using arrow keys.
Campaign Balance: Car body unlock years were spread out to prevent them from clumping together, ensuring a more natural progression through the decades. Designer & UI Refinements
The UI received several quality-of-life updates to make the complex simulation more readable:
Photoscene Tools: Added undo buttons for camera settings and limited the resolution slider to prevent system crashes.
Comparison Data: Improved the demographic comparison tooltip, helping players better understand why their cars might be failing in specific market segments.
Market Restrictions: In Markets Mode, selection is now limited to available regions where you can actually sell vehicles, reducing clutter.
LCV4.2.13 - Open Alpha · Automation - The Car ... - SteamDB
Automation - The Car Company Tycoon Game was a significant patch released during the Light Campaign Version 4.2 (LCV4.2)
"Open Alpha" phase in April 2022. This version focused on refining the massive overhaul introduced in the 4.2 cycle, which included a redesigned engine simulation and new turbocharger mechanics. Key Features and Changes in v4.2.13
The v4.2.13 update served as a crucial stability and polish bridge for the 4.2 development cycle, addressing technical debt and improving the user interface: Engine & Physics Refinement Introduced a physically-based glow model
for engine headers and turbochargers, adding visual realism to high-performance testing. Fixed a critical issue where Continuously Variable Valve Lift (CVVL) was missing its description string. twincharging oscillations
where turbochargers would sometimes overpower superchargers.
Imported cars from older versions (4.1 and earlier) now correctly recognize wheel size limits Design & Art Tools Intercooler pipe fixtures were updated to allow material assignments. 3D fixtures
now correctly nudge their mirrored versions when using arrow keys. undo buttons specifically for photoscene camera settings.
Restructured car body unlock years to reduce "clumping," creating a more balanced progression through history. UI & User Experience Added a new button to create a new trim
directly from a currently held trim, streamlining the design workflow. Improved the demographic comparison tooltip to provide better market feedback.
Implemented a more workable resolution slider for photoscenes to prevent system crashes. Fixed a persistent frame rate drop in the Car Designer that occurred after adjusting the hoist. Overview of the LCV4.2 Development Cycle Version 4.2.13 was part of the broader LCV4.2 update
, which fundamentally changed how players engage with the tycoon aspects of the game: Forecasting Tools
: Added extensive market forecasting, allowing players to predict vehicle success before launching into production. Engine Designer Overhaul : The simulation moved from LUA to The core of Automation remains the designer
, resulting in massive performance gains and a new simulation model that accurately tracks airflow and temperatures. New Forced Induction : This cycle introduced quad-turbo
configurations for V12 and V16 engines and revamped how single/twin turbos operate. HDRi Photospheres
: A new photo mode tool that uses high-quality environment maps for more realistic car photography without the heavy performance cost of full 3D scenes.
For the most up-to-date features, many players have since moved to the newer updates, which you can find details for on the official Steam News page for the game or a deep dive into designing engines for specific eras? Automation LCV4.2: The Next Big Update Overview
The year was 1955. In a cramped garage in the outskirts of Turin, Antonio Rossi stared at the shimmering "Automation" logo on his drafting table. He wasn’t just building a car; he was trying to survive the brutal v4.2.13 market simulation. His project: The Rossi Veloce. Phase 1: The Heart of the Beast
Antonio spent weeks in the Engine Designer. He obsessed over every slider: The Block: A cast-iron 3.0L Inline-6.
The Struggle: Balancing the stroke to keep the "Reliability" bar from turning red. The Sound: A mechanical symphony at 6,000 RPM.
The Oops: Accidentally choosing "Race" headers, making the car louder than a low-flying jet. Phase 2: Shaping the Dream
Moving to the Body Designer, Antonio wrestled with the 3D fixtures. He dragged the wheel arches out for that aggressive stance. He spent three hours placing a single chrome door handle.
The "Aerodynamics" tab glared at him; his sleek design had the drag coefficient of a brick.
💡 Pivot: He added a tiny lip spoiler, and suddenly, the "Sportiness" score jumped by 12 points. Phase 3: The Moment of Truth
He hit the "Test Track" button. The Veloce screamed around the Airfield track. Top Speed: 134 mph. 0-60: 7.2 seconds (blistering for 1955).
The Catch: The "Engineering Time" was so high it would take 40 years to research. The Launch
Antonio dialed back the quality sliders on the suspension to save his company from bankruptcy. He hit "Sign-Off" and watched the sales charts.
The Veloce didn't conquer the world. It was "too expensive" for the Commuter demographic and "too cramped" for Families. But in the Gasmea Sport market? It was a legend. Orders poured in from virtual enthusiasts who didn't mind a little liftoff oversteer.
Antonio leaned back, his eyes bleary from the blue light of the v4.2.13 interface. He had survived the simulation. Now, he just had to figure out how to make a Turbocharger work in 1970 without blowing up the pistons. If you'd like to continue Antonio's journey, tell me:
Should we jump to the 1970s Muscle era or the 1990s JDM craze?
In the crowded landscape of tycoon and simulation games, few titles demand as much intellectual rigor and creative passion as Automation. Forget the simplified supply chains of Planet Coaster or the abstracted economics of Rollercoaster Tycoon. Automation is not a game where you simply click "build factory" and watch money roll in. Instead, it is a punishingly detailed, joyous love letter to internal combustion engineering, manufacturing logistics, and the cutthroat world of global automobile sales.
With the release of Automation - The Car Company Tycoon Game v4.2.13, the developers at Camshaft Software have delivered what might be the definitive version of the game to date. This update polishes the already formidable tycoon systems while deepening the integration with BeamNG.drive, creating a loop of design, production, and physical testing that no other game on the market can touch.
If you have ever argued about the merits of a DOHC versus a pushrod V8, wondered how to balance camber angles for a track day special, or dreamt of bankrupting a fictional conglomerate by producing a disastrously under-engineered SUV, this is your digital Valhalla.