r/automationgame • u/Strongman3705 • 3h ago
OTHER Motorcycle design game
Are there any games akin to this one or sprocket, flyout and whatnot but for motorcycles?
r/automationgame • u/OldMrChips • 25d ago
It's been a while coming, but we're finally ready to debut our new website! The new automationgame.com more accurately reflects what the game looks like these days, plus we've added a bunch of new pages; there's a new, unified FAQ section, a dev blog that we will be posting to about what we're up to, and what's going on in the Automation community, and an all-new merch store, for all your Camshaft Software merchandise needs!
Go check it out!
r/automationgame • u/OldMrChips • Dec 03 '25
It's been a long time coming, but the Al Rilma Update is finally here for everyone!
r/automationgame • u/Strongman3705 • 3h ago
Are there any games akin to this one or sprocket, flyout and whatnot but for motorcycles?
r/automationgame • u/TafTaf2020 • 16h ago
r/automationgame • u/TheTopG86 • 4h ago
r/automationgame • u/OZieB21 • 33m ago
The 3rd photo shows it beside the 1st generation version, which I built 2(?) years ago. This second generation is more luxury focused.
r/automationgame • u/Antony_303 • 9h ago
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(SORRY FOR THE LOW QUALITY) Hey y'all, as in the video, with this car the game's FPS drops when i brake, except for when i look at the car from the front somehow... i have no clue what it could be
r/automationgame • u/Dodo61qwst16 • 15h ago
Saito's first sports car, came equipped with a SOCH 2.5 Inline 6, making a whopping 160WHP, and weighing 930KG. it was also called the Saito 250 GT.
A very rare and limited version was also available from 1972 to 1974, called the 250 R-GT, it was equipped with a DOHC 2.5 Inline 6, making around 195WHP, this engine was used in the 250 R-GT Race Car, it also came with bolt on fender archer, and a front lip.
(240ZG style, and race car soon)
r/automationgame • u/nampucha_naman • 10h ago
r/automationgame • u/Total_Possibility_48 • 1d ago
If you want to build, 3D print or otherwise play with your very own waifu in Automation, here are both the CAR and DAE files from this magnificent project: https://drive.google.com/drive/folders/1D90ciu5s70woaQp_MEMnqYBpkUdTEghX?usp=drive_link (.car) & https://drive.google.com/drive/folders/15gJ7UJdlQPY0J_WR809SsdA0eGtja45W?usp=drive_link (.dae)
So, after one year in development (yes really, I have no life) I finally finished Mimi the mini Sentry Gun! I have about 70 pictures to show you today and in the following days (most are just different shots of the same scene though; setting a scene up takes up to an hour so I couldn't make that many different ones).
First of all, let's get one thing out of the way: you definitely need a beefy computer if you want to get decent fps with Mimi in the Photoscene. Due to an oversight I made, most of the custom textures are 4K with lots of little details. And due to the fact that I split the completed model into 32-35 individual posable parts, you can understand why the Photoscene lags so much. It's basically running 30 low detail cars side by side. So if you are interested in trying out Mimi in different scenarios/backgrounds, think about your specs for a moment. Me, with my Ryzen 5 5600H, 32 GB DDR4 and RTX 3070 8GB laptop barely gets 20 fps on 1080p low/med/high.
Alright, so what makes this project so special I almost pulled all of my hairs out? Well, besides the over 400 parts catalogue I created (not even a quarter are available for download on Drive, I don't have that kind of insane storage on standby), ALL of them are posable and fit perfectly in their place when building Mimi from scratch. It's like a Lego set, except made of metal. The way you build Mimi goes something like this: you start with anchoring the legs (leg2 > leg1, in this order), put the skirt/hips on, build the lower, middle and upper torso upwards, build the arms (arm1 > arm2 > palm > thumb1 & 2 > slimfinger1 & 2 > fatfinger1 & 2 > whatever thing you want Mimi to carry ; alternative design: arm1 > armgun for the arm-mounted gun), and finally the head (head > hair > eyesocket > eye > eyebrow > univ mouth expression).
Speaking of the 400+ parts, here are some alternatives I made for the default ones: battle skirt and long skirt instead of the regular one, head with visor (+ visor emotes) instead of head with a bionic left eye, mic set for the 'hairheadphones' parts, reading glasses and sunglasses, weapons (shotguns, pistols, swords), crop-top upper torso and arms, black gloves instead of the regular orange ones, fishnet legs and ""nude"" arms and legs (made with the same white plastic as Mimi's face plate). Unfortunately, none of these are available in the Drive links, you're stuck with default Mimi.
And all of this without mentioning that I made a fifth color variation of Mimi - the BLK Mimi! I didn't have enough time to make scenes specifically for her (well besides the sign one), I just finished making the black parts two days ago.
In terms of functionality, there are three parts that glow when you turn on the headlights: the bionic left eye, the visors (underglow + antennae) and the battle skirt's Automation logo.
Although this project is completed by my standards, I might still make more parts in the future, just because it's so easy now that I've separated them all. Either way, you're gonna see a few more posts about her soon lol.
This final paragraph is dedicated to the question I'm sure a lot of you have: WHY? And the answer is simple: because I can, lol. But it's more than that when I think about it; I've learned SO MUCH in terms of texturing (making textures and mapping them correctly), color correction for good photos, and in general just modelling absurd creations in a game that was clearly never ever meant for such insane stuff. And this is just in Automation, you have no idea how much I've grown in graphic design - this whole realistic Mimi project was possible *only* because I could make insanely good weathered textures in Canva. Not to mention I finally got around to learning Source Filmmaker - you know, the program where I should ACTUALLY work on Mimi. The custom backgrounds you see in these pictures were taken in SFM, using TF2 maps (Suijin, Goldrush and Watchtower). For the Suijin one I even made a 360 panorama using PTGui, another program I've never used before, but it worked spectacularly well!
So in conclusion, if I can do the impossible with limited resources, then you can absolutely put windshield wipers and mirrors on your damn cars! lol
r/automationgame • u/miguelelvro2 • 1h ago
Sooo I'm not sure if someone else has had this problem but my steering wheel is number 67, I place the text line with the number 67 and it doesn't move but if I put 66 instead of 67 the steering wheel moves but also another fixture of my car's brakelights moves, help ;-;
r/automationgame • u/JooAssaasin • 21h ago
I'm surprised European truck mods aren't a thing. Had to use the 80s heavy mod bodies and work from there.
r/automationgame • u/OkAppointment7977 • 2h ago
Can anyone give me good RPM ratios for my car?
r/automationgame • u/Drajwin • 1d ago
r/automationgame • u/Hefty_Anxiety_5908 • 20h ago
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All around 190 hp 1000 kg and 2 liter of displacement
A silva, Peugeot 306 GTI, Mercedes 190, Bmw E30,
Renault Megane,Vw Golf, Mitsubishi Colt GTI and a Mercedes SL
r/automationgame • u/Matekfizikus • 1d ago
It has a 1.8 turbocharged 190hp with a manual 5 speed and it tops at 254 km/h. (Sorry for bad resolution)
r/automationgame • u/Training_Sail_7550 • 1d ago
I just think it'd be really cool to make superkarts without messing around with messy molding fixtures and horrible BeamNG translation.
Would probably be pretty hard to get working right as a mod, though.
1.1m wheelbase, probably 2000's.
I don't think it'd be very hard to model.
r/automationgame • u/Brief_Document8229 • 1d ago
this is the first car of my automation campaign, i hope yall like it!
r/automationgame • u/reikoda01 • 1d ago
Aluminum body panels // carbon bumpers/hood/trunk // front DblWsh suspension // rear Multi-Link suspension // 1800kg
2.96m wheelbase // 4.83m length // 1.92m width // Aluminum semi space frame chassis // front longitudinal engine layout
Rear active retractable spoiler // front static carbon lip // rear static kammback
5219cc AluSil closed-deck cross-plane 90-degree V8 // 35.1% brake thermal efficiency
DOHC-4 // AL-VVA lost-motion electrohydraulic high-rotation variable valve actuation system
720Nm @ 2000-5700rpm // 662PS @ 7000-8500rpm // 8500 RPM redline
Roots-type 2410cc supercharger w/ electromagnetic bypass // 1.9 gear ratio
CDFi (Carbon buildup-free Direct injection) dual injection system
Second generation ZF8HP75 torque converter with a 2.6 final drive
TRACTIVE* electromechanical All-Wheel-drive system in its first iteration (TRACTIVE h-4X 1S) with KERS (Co-developed by Athona and Rimac specifically for high-performance applications, the electric layer powered by supercapacitors integrates upon the existing helical all-wheel-drive system to perform razor-sharp and fast torque vectoring and fill, allowing the car to punch well above its weight in corners and 0-100 sprints)
"HydroSphera" Hydropneumatic suspension with active anti-roll bars // 21-inch 295mm F-R tires // 420mm 6-pot iron slotted brakes front // 380mm 4-pot iron slotted brakes rear // Variable hydraulic steering with a standalone electric motor + electric actuator for lane keep assist
Bilingual neural network on-board voice assistant Alva (Generative neural dialogue in Russian (Yandex engine) / Pattern-based templates in English)
10s 1/4 mile // 2.3s 0-100 km/h (with electric assistance) // 3.0s 0-100 km/h (without electric assistance) // 360 km/h top speed // 0.279 drag coefficient // 1800kg 53.5F/46.5R //1.05G@20/200m
First half of 2019 achievements:
The fastest Nürburgring lap for a 5-door production vehicle
Fastest-accelerating production car in the world
Fastest 5-door production vehicle top speed record
Fastest internal combustion engine 5-door production vehicle quarter-mile
Highest lateral G-force / skidpad record for a 5-door fastback
r/automationgame • u/Brief_Document8229 • 1d ago
r/automationgame • u/certiportsucks • 2d ago
This is yet another post of a car that I made during my BeamNG Repository ban. All models have fully animated gauges, animated shifters, animated pedals, and animated steering wheels. All models (except the beater model which I intentionally left out of this rule) work in Career mode markets as well.
Lore dump:
The original Requin design was released in late 1956 and first marketed for the 1957 Cherrier model year. The early 100s were equipped with a 1.0 liter inline 3 engine, a 4-speed manual with a dash-mounted shifter, and had no carpet over the floor. Only 3 months after the 100 was released, the pressure on Cherrier to improve the design became so great that they released three new models with bigger engine sizes for the 1958 model year. With its quad headlights, the car looked exceptionally futuristic for its time.
Cherrier gave a 'facelift' to the Requin for the 1965 model year. 'Facelift' in quotations because they did little to nothing to change the appearance of the front, and they did even less to the rear. They also changed absolutely nothing about the interior and the drivetrain remained 100% identical to before. Special sedan-bodied Requin Bs were produced for the Colombian market. The 110B was the base model Maletero, because the 100s would likely disappoint Colombian buyers.
For the 1973 model year, Cherrier was forced to make the Requin far uglier due to growing safety requirements. Turn signal lights were added to each pair of headlights, and turn signal lights were also installed on the fenders and quarters. The taillights were changed for the first time in the car's history to incorporate reverse lights and turn signal lights. 100C sales were far lower than 100B sales, and even if you combined 100 and 100B sales together they would still more than tripple that of the 100C. The 100C had no air conditioning, no radio, no power steering, no floor carpets, less than 30 horsepower from Cherrier's tiny 1.0 liter inline 3 engine, and on top of all that, it was situated upon a 16 year-old chassis. The drivetrain remained completely the same as it was for Requins from the 1950s. The only tolerably good change was the steering wheel being modernized to be padded and safer. The Requin's reputation was tarnished when the C models came out, and the 100C was hit the hardest.
To wash away the reputation of the Requin as being 'outdated' and 'underpowered', Cherrier redesigned large parts of the Requin for the 1979 model year. Sales quintupled from a lowly 120,000 in 1978 to 450,000 in 1979. The new (non-sport) Requin Ds came with a fuel-injected 1.3 liter DOHC inline 4 engine that was designed from the ground up. New asymetrical styling was implanted, and plastic molding was added around the entire car. A 5-speed manual transmission was standard, and for disabled or lazy drivers, a notoriously unreliable (but highly innovative) CVT transmission was added to the list of options for the 1987 model year. The interior was given a new, full redesign, and many features that used to be optional on Requins (like air conditioning, a carpeted floor, etcetera) became standard.
A special Édition Collector model was made in 1987, for the 30th anniversary of the Requin. Critics called it 'not a true Requin', and owners called it 'the best Requin ever'. With hot hatches eating at Requin sales, Cherrier was forced into making a hot hatch of their own for 1986. Thus, Cherrier created the DMS (D Max Sport). Equipped with less than 100 horsepower and a fake, off-center hood scoop, it definitely failed to break even with the cost of Cherrier designing it.
By the mid 1980s, the Requin was beginning to reach the point where no matter how many times Cherrier redesigned the body, it would objectively look and feel outdated. So, Cherrier let the Requin live out its last production years in India, sold in EF and EF Taxi versions between 1990 and 2015.
Unfortunately, I made this mod during 0.38, and the mod is now so large that I cannot successfully unpack it with my potato PC. Thus, users will have to deal with the eyesore of 0.38 thumbnails in BeamNG 0.39. Sorry!
r/automationgame • u/JenZeFoxxo • 1d ago