Tuesday, February 19, 2019

Confessions of an Automationeer, Part 58: Open Beta Test Build Example

Confessions of an Automationeer, Part 58: Open Beta Test Build Example

After I finally got the open beta for Lite Campaign V3 build of Automation to work properly, I rediscovered the joy of being an Automationeer, but by then, many forum competitions had been suspended due to compatibility issues. Given the long wait before some of them would resume, I was left with no choice but to hone my skills further by building several cars in the LCV3 build, in anticipation of future developments. So without further ado, here is one of them.





An overview of the '92 MTR200 2.0T.

This particular car, the MTR200 2.0T, is quite an important car. First, it's an affordable machine for its time, costing just under $13000 in-game at its launch in 1992, not counting markups. Second, it's incredibly light by 21st-century standards, at just over 1 metric ton; this lack of mass greatly benefits maneuverability, agility, and efficiency. Speaking of which, it delivers on all three fronts: in addition to being able to pull over 1.0 g on a 200-meter skidpad, it can reach 60 mph in just 5.8 seconds, while still returning good fuel economy in the process. On top of that, its brakes are more than up to the task of bringing this budget speedster to a dead stop.


The turbo setup and dyno sheet for the MTR200's engine.

As for its engine, from a modern (late-2010s) point of view it's nothing special, for under the rear deck lies a 2.0-liter turbocharged inline-four running low boost pressure (0.6 bar, to be exact) - a configuration very commonly found in the vast majority of today's cars, much to the detriment of enthusiasts craving the crisp throttle response of a larger normally aspirated engine. However, back in the early 90s, they were much less common than they are now. And despite pumping out no more than around 200 horsepower, it's more than adequate for a car which weighs not much more than a ton; moreover, there is so little turbo lag that its performance is far more accessible than you'd think.


Above: the gearing setup. Below: the suspension settings.


The rest of the car is fairly straightforward, with a mid-grade cloth interior and tape deck on the inside, and ABS but no traction control. The only transmission is a five-speed manual transaxle hooked up to a mechanical LSD, while the brakes are four-wheel vented discs. And with double wishbones at each corner supporting 16-inch alloy wheels, it will easily hang with more powerful cars on twisty back roads. 

Eventually I arrived at the inescapable conclusion that, had it existed in real life, it would be a raw, analog contrast to the overabundance of driving aids and other electronic systems found in most modern cars. With ample power, no traction control, a short wheelbase, and tenacious grip, it would have been challenging and rewarding in equal measure. Moreover, the small footprint, good outward visibility and low fuel consumption make it more manageable for daily use - though not by much.

Thus ends my summary of this car build. In the future, I might end up incorporating the MTR200 into the lore of a new company I haven't made yet - but that's another story.

Tuesday, February 12, 2019

Confessions of an Automationeer, Part 57: Open Beta Progress Report

Confessions of an Automationeer, Part 57: Open Beta Progress Report


After a long absence, I can finally return to the Automation Lite Campaign V3 Open Beta, and play it just as the developers intended. However, it was not without difficulty. To avoid any possibility of the game crashing just after startup, or when adding, editing, or deleting fixtures, I had to delete nearly every sub-folder in the Plugins directory and clear the cache from the game's launcher. It worked, but even then there were problems. 

For starters, most of the mods were no longer compatible with the most recent open beta build anyway, although some of them thankfully remained due to having been made available by default in time for the LCV3 update. A more pressing issue is that many bodies, some of them mid-engined, now have even smaller engine bays than previously, but strangely, it affects some of them more than others. Thankfully, a few of the other bodies carried over from previous versions have been fixed (in the sense that they have the correct internal dimensions), and some have even become available in different sizes as well and/or are unlocked earlier than previously.

In addition, the revised UIs for the engineering tabs are much more useful and informative, and the size chart in the engine tab finally displays the exact amount of engine bay space used for a particular configuration. Moreover, production unit and engineering time amounts in the sandbox have been adjusted to be more representative of those in the campaign. Finally, the game runs considerably faster, much to the benefit of those with lower-end systems.

By now, you may be wondering what has happened to the Car Shopping Round, given that there has been no news on that front for more than a month. Fortunately, it hasn't been permanently abandoned; it's merely being suspended until after the latest build of Automation receives a public release, by which time many compatibility issues should hopefully be fixed. For now, I am eagerly awaiting the return of CSR with bated breath, and have high hopes for the next round.

There is still quite a way to go before this latest open beta build finally enjoys a public release, so watch this space. In the meantime, happy Automationeering!

Sunday, February 10, 2019

Confessions of an Automationeer, Part 56: Fun In the Alps Redux

Confessions of an Automationeer, Part 56: Fun in the Alps Redux


Last week's visit to Italy highlighted the importance of having less than 248 horsepower on tap. I am mentioning this exact figure for a reason: beyond this level of power, owners of any car registered there will be subject to extremely heavy annual taxes, much greater than anywhere else in Europe. However, quite a lot of today's performance cars have so much more power than this, to the point that their full potential is very difficult (if not impossible) to fully exploit on public roads. It had me thinking about making a true driver's car for modern times with modest levels of power, below the 248-bhp threshold. 

After a short period of deliberation, I realized that I already had one lying around: the Morton Sparrow. No, it's not the version I submitted for CSR78 - that trim, with 300 horsepower from its 2.0-litre turbo inline-four, would not be considered - but a detuned version with just 240 horsepower or so. I haven't actually made this less powerful trim yet, though, but considering that it may well be obsoleted in the Lite Campaign V3, I am now unsure as to whether I actually want to do so.


The Morton Sparrow in 300-horsepower guise, as submitted for CSR78. Since the rest of the car is basically spot-on, a 240-horsepower version of this model would be ideal for the Italian market (with its punitive taxes for anything with over 248 bhp) - or anywhere else for that matter.

Even with the drop in power, all of the Sparrow's other virtues - affordable price, light weight, small size, a well-balanced chassis, and a stout drivetrain - would be mostly preserved. As such, it would still be an ideal choice for tackling the narrow, twisting roads commonly found in Europe - but the reduced output would make its limits more approachable, especially at lower speeds. Moreover, with skillful tuning, the resulting car would end up being more economical as well. In short, it's the answer to a question I hadn't asked until now: "What if I made a version of my beloved Morton Sparrow better suited to the Italian market?"

That question, by the way, brings back memories of CSR36, which actually did feature the 248-bhp upper limit as an explicit requirement. As such, entering a variant of the Sparrow in a UE4-based redux of that particular round, detuned accordingly to meet requirements, would be a no-brainer. In that case, I would be confident of a good result - but with CSR currently on hold pending the public roll-out of the latest update, and the next round confirmed not to be about sports cars, it seems unlikely that I will enter the Sparrow in another CSR again.

Thursday, January 3, 2019

Doll Maker's Diary, Part 20: A Mythical Endeavor and Other Doll Creator Games

Doll Maker's Diary, Part 20: A Mythical Endeavor and Other Doll Creator Games

One of my recent side projects in the Heroine Fan Art Creator was to depict at least one of the STAR Agents as mythical deities or warriors. Even though the story takes place in the present day, I could not resist the temptation to ask the question, "What if the STAR Agents were taken to ancient times where gods and warriors reigned supreme"? I started off with the oldest one, Tiffany Ward, before moving on to her closest friend, Katie Parker, having taken a liking to the whole idea early on. So here they are, clad in armor befitting of a goddess - or an elite soldier in ancient times, come to think of it.


Above: Artwork depicting Katie Parker and Tiffany Ward as archers from a long-lost age. Below: The same characters as ancient mythical warrior goddesses.


I was generally pleased with the result; in particular, Katie looked very much like an angel in the first picture, even though she did not have wings. Then again, considering that inhabitants of Heaven tend to be depicted mostly in gold and white outfits, it makes perfect sense. Both of the warrior goddess artworks, on the other hand, were done primarily in the respective character's favorite color.

Given that the results I obtained were very appealing, it should not be too difficult to imagine applying a similar costume to the doll of your choice. Speaking of myth and legend, there are several other games from DollDivine (the programmer of the Heroine Fan Art Creator) which convey a similar feeling. The Tudor Dress Up Game gives you the opportunity to create a doll in the style of Victorian-era royalty, while the Lord of the Rings Dress Up Game, with its options to create wizards, dwarves, and elves in addition to regular humans, is reminiscent of, well... Lord of the Rings. As for the Game of Thrones Dress Up Game, it easily captures the feel of the HBO series it's based on. There's also a Goddess Dress Up Game where you can create scenes themed after Greco-Roman mythology. However, if ice-skating princesses are more your thing, the Snow Queen Scene Maker game will suit you just fine. Finally, despite having a much more recent period theme (the mid-19th to early 20th centuries, if I am not mistaken), the Velvet Dress Up Game gives you a chance to make a doll which might as well resemble a goddess if you choose the right combination of items and colors. Here are some examples of sketches I made with them.








Above, from top: Examples of artworks made using the Goddess, Lord of the Rings, Tudor, Game of Thrones, Snow Queen Scene Maker, and Velvet Dress Up Games.

And last but not least, I would like to announce a Happy New Year to anyone making virtual dolls with anything from Doll Divine. To that end, my New Year's resolution is clear: I must explore these Flash games further in order to find out all the possibilities that await me. So watch this space.

Tuesday, January 1, 2019

Confessions of an Automationeer, Part 55: New Year's Resolutions

Confessions of an Automationeer, Part 55: New Year's Resolutions

Happy New Year to all my fellow Automationeers! Here, I will share my New Year's resolutions as an Automationeer. They are as follows:

  • Host another CSR round. Having hosted a CSR round once for each of the past three years, I know what it's like to take the reins of this wonderful recurring competition. It's challenging, for sure, but getting it right makes it very rewarding indeed. To have any chance of hosting a CSR, one must either win the previous round or explicitly state that they are ready to host the next round if none of the users finishing ahead of him/her are able to. I have never achieved the former as yet, but it could happen this year - or it might not. Which is why my next resolution is more realistic.
  • Try out the latest Content Update for the UE4 version. After what seems like an eternity, the UE4 release will receive lots of new content (fixtures, car bodies, etc.); some of it will be ported over from the earlier Kee Engine version, while the rest will be completely new. This will give me a prime opportunity to...
  • Improve my car exterior design skills in Automation. There's a whole forum thread dedicated to Automation car design, and even though it only covers the 90s, the 2000s and the 2010s (so far), it's still very useful when creating designs from these . Anyone - including you and me - can visit it here if they need advice: http://discourse.automationgame.com/t/tips-and-tricks-to-automation-car-design/24960
  • Enjoy the benefits of any bugfixes that result from updates. By this, I mean that the bugfixes will make certain car bodies easier to work with. Specifically, most mid-engined bodies cannot accommodate very large engines for their size due to a bug in how engine bay size calculations are handled. Hopefully this will be fixed in short order, along with several others.
  • Improve my engineering skills in Automation. This is the area of the game where I am strongest, but I still feel like there is room for improvement. Knowing which engineering (which covers the chassis and engine tabs) and trim choices work best for the demographic(s) and market(s) you're aiming for is the key to developing a highly competitive car in Automation, especially in the campaign mode, where you take control of a whole car company over several decades.
There are other things I would like to accomplish as an Automationeer in 2019, but the five items I have listed above are the most important of all. In the meantime, stay tuned to see whether or not I keep any (or all) of these New Year's Resolutions - I promise you it will be an exciting journey.

Monday, December 17, 2018

Doll Maker's Diary Holiday Special

Doll Maker's Diary Holiday Special

With Christmas just a week away, I figured that now would be the right time to make a holiday-themed artwork on DollDivine's X-Girl Creator. It did not take long for me to come up with the idea of the four founding members of the CRASH Alpha Squad having a Christmas party in a penthouse at night, with their special abilities on display as a substitute for an actual Christmas tree covered in lights. This being a Christmas-themed project, I felt like there should be plenty of red, white and green with some gold added for good measure. So here it is.


Claire Hayes, Ellie Watts, Kayla Brooks and Alexa Lowe sending you their best holiday wishes.

I would also like to take this moment to also send out my best holiday wishes to all the Automationeers, Infinite Space explorers, DollDivine designers and board game enthusiasts out there.

And as another gift, here are some artworks I made on the Heroine Creator showing the first four characters in STAR Power dressed up for a Christmas party.





Above, from top: Tiffany Ward, Katie Parker, Jessica Burton and Michelle Hawkins bearing gifts this holiday season, symbolized by a glowing magical rose, each of which has a different color.

Last but not least, here's a preview of the new characters I will introduce to CRASH Chronicles in 2019.




Above, from top: Some of the new characters due to appear in CRASH Chronicles in 2019 or later.

With that, I wish everyone a happy New Year, and I'll see you again in 2019.

Thursday, November 29, 2018

Confessions of an Automationeer, Part 54: The Shrike Strikes Back

Confessions of an Automationeer, Part 54: The Shrike Strikes Back

After a series of poor results in recent CSRs, I skipped CSR88 voluntarily, knowing that the theme for the next one would be more to my liking. And much to my relief and joy, it was. But before we get to that, here's a rundown of its premise.

Some time in 1991, an East German woman named Janny is unexpectedly coping very well with living in a reunified, democratic Germany, devoid of the austerity that characterized her earlier life under a communist government. Her previous car wouldn't cut it anymore, so to reward herself, she seeks to buy a compact convertible which is attractive, fun to drive, practical, comfortable, and above all cheap to buy and run. However, she had only $9000 to spend, and on top of that, the production unit and engineering time limits for the engine and trim were fairly tight. Due to my expertise in building budget cars, I jumped at the chance to build an entry - but this time I decided to put a bit more care into its design and engineering than in any of the past few rounds in which I entered, and it showed.


The Morton Shrike 1.8 Cabrio - a small convertible so cheerful it won't let you down even on a rainy day.

After several hours, I came up with a small, curvaceous car, which I called the Morton Shrike 1.8 Cabrio. This was the predecessor to my CSR87 entry, but unlike that car, it had an all-iron, single-overhead-cam, normally aspirated, 16-valve 1.8-liter inline-four developing a modest 100 horsepower mated to a four-speed automatic transmission. Combined with the conservative suspension tune, brake setup and small-diameter tires, this resulted in the Shrike Cabrio being more of a casual bruiser than a back-road bruiser. Even so, it still felt lively enough to cut the mustard as a fun car, as we shall soon see.

As time went on, more and more users showed off their entries, but I remained as confident as ever. By the time the deadline had passed, the entry list had swollen to a staggering 42 entries. This would be a nightmare for most users to process, but the host promised that the whole review phase, from the initial reviews to the final results, would all be completed. And indeed they were - although due to work commitments, they took somewhat longer than anticipated. Eventually, however, my patience was rewarded when the list of finalists was announced - and much to my relief, my little Shrike was among the 11 cars which had been shortlisted.

With the remaining 31 cars having been rejected for falling short in at least one of the major criteria, it was time for a more thorough examination of the finalists, and the only way for Janny to do that was to do a brief test drive of each one. It was during this stage that the Shrike really came into its own. Janny found it to be attractive, well-equipped, and reasonably comfortable with a modicum of sportiness. However, although this was true of most of the finalists (to some extent), the Shrike managed it better than most. Thus, after further deliberation, the bright yellow Shrike remained in contention along with seven other entries.

In the end, the Shrike claimed a tie for second with the Solo Checker, with the FAAL Mesaia taking the overall win - but only just, and even then it had a manual gearbox for sportiness' sake at the expense of drivability and comfort, although in all honesty, it was still a doddle to drive, as Janny had expected it to be. I suspect that the only thing holding back the little Shrike was my decision to use pricier all-season instead economy tires - but they were so narrow, and wrapped around such small wheels (14 inches in diameter), that they were still fairly cheap. Even so, I remain proud of my entry for this round for several reasons. Not only was this the first time I was a finalist in any CSR round for a long time, I had just returned to the contest after skipping the previous round.


Above: The FAAL Mesaia won CSR89 by the slimmest of margins, but the Morton Shrike ran it very close... Below: ...as did the Solo Checker.


As mentioned above, the reviews and results took quite a while to complete, but at least I could look back on one of the most compelling low-budget CSR rounds thus far with a mixture of joy and relief, now that it has come to an end - later than expected, no doubt, but still satisfactorily concluded nonetheless. Speaking of which, the user who hosted this round couldn't manage it the first time he assumed hosting duties; we are grateful that he learned his lesson this time around.

This concludes my summary on CSR89. More posts about CSR are forthcoming, so stay tuned.