Automation - The Car Company Tycoon Game

Automation - The Car Company Tycoon Game

Mopar Rallye Wheels
40 Comments
cesa210  [author] 1 May, 2022 @ 10:51am 
@Dodge99
If you are interested i can add them to BeamNG.

Like i said before until they release the final version of Automation i will not update my mods, or make new mods.

For any one one interested i already release my first mod on BeamNG,

ETK-I Expanded

its on the repository, i will also release more mods on the upcoming weeks, by example for the Moonhawk, the Autobello, all the ricer cars on the game, etc.

The mods are focused on expanding vanilla content, like engine mods new body types racing parts and wheels.

Maybe i will do a quick patch so my mods are up and running, until the devs of this game decide to ruin my fun by updating this game engine, again. Remeber UE 5 its out and i suspect that they may updated to that version.
Dodger99 30 Apr, 2022 @ 8:02pm 
Could you add the Rallye wheels from the modern Dodge Dart to this mod?
Valentine 13 Apr, 2022 @ 1:46pm 
aw, okay
cesa210  [author] 13 Apr, 2022 @ 1:27pm 
@kaidenaugust
Probalby not, i already move to mod on beamng since is way more fun to mod that game. :cozybethesda:

But when the devs finally release the final version of this game and stop changing the unreal engine version every two weeks , i will update all my mods.
Valentine 13 Apr, 2022 @ 9:14am 
4.27 would also be nice
NurturantQuasar 20 Apr, 2020 @ 2:30pm 
4.24 update some point maybe?
AdamHemi 3 Jan, 2020 @ 2:43am 
Loud and proud MOPAR OR NO CAR
☠EVIL_STYX☠ 21 Sep, 2019 @ 10:54pm 
MOPAR or NO car Baby!

Good job man, keep up the good work!
cesa210  [author] 22 Jun, 2019 @ 4:42pm 
@BATTERYMAN [ SUPERCHARGED ] yeah i check too and no vanilla wing looks exactly the same.
BATTERYMAN [ SUPERCHARGED ] 22 Jun, 2019 @ 4:35pm 
never mind, its a mod that looks very similar to your Wing. not vanilla
my memory got janky again. sorry.
cesa210  [author] 22 Jun, 2019 @ 10:58am 
@BATTERYMAN [ SUPERCHARGED ] i have no idea, i will check to confirm if is in the vanilla game or not.
BATTERYMAN [ SUPERCHARGED ] 22 Jun, 2019 @ 10:50am 
the Falcon GT Wing you have here on your workshop
cesa210  [author] 21 Jun, 2019 @ 1:42pm 
@BATTERYMAN [ SUPERCHARGED ] What Falcon wings?
BATTERYMAN [ SUPERCHARGED ] 21 Jun, 2019 @ 11:02am 
a big nice welcomed update indeed.
a question, is it me or are those Falcon wings the same as vanilla now?
TheCanntastic 16 May, 2019 @ 7:12pm 
please do gts / Dayttona rims
Barth.1984 12 Apr, 2019 @ 9:54am 
New version please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please, please :)
SquirtShower 11 Mar, 2019 @ 4:50pm 
We need a new version
PLEASE
AkimboBeta 15 Feb, 2019 @ 7:21am 
Any 4.21 version coming?
axxis 18 Sep, 2018 @ 1:08am 
wow...
MoparLX 17 Sep, 2018 @ 7:55am 
@cesa210 cab forward bodies? this is a good idea for me :steamhappy:
MoparLX 17 Sep, 2018 @ 7:54am 
@cesa210 exelent mod dude!!
Trasher 11 Sep, 2018 @ 3:47pm 
@cesa210 Thanks! I am looking forward to seeing new mods from you.
cesa210  [author] 9 Sep, 2018 @ 12:33pm 
@Trasher Thanks :dpDude:, and nice looking car btw.
Trasher 9 Sep, 2018 @ 9:38am 
These are sexy... thank you very much!
https://www.youtube.com/watch?v=lh7e5qAegOo
awcthug88 8 Sep, 2018 @ 7:51am 
Very nice! Mopar, or, No car!
Chellick 4 Sep, 2018 @ 12:43am 
These are gorgeous
axxis 4 Sep, 2018 @ 12:25am 
A lot of detail :O
cesa210  [author] 3 Sep, 2018 @ 4:38pm 
@Daffyflyer Wow one of the developers, yeah i know many other people may have lower spec hardware, andthey may have problems, so from now on i going to try to make my mods from the ground, to be more optimal.

As for this one is a little bit harder to optimize, beacuse the way i made it, this is more for a photorealistic render than a game, and i didn't even use the highest poly count mesh (100k), so as of now if you really want i can shove like 3-4k without repercusions to the asthethics.

I always include the 3d model view so you can preview the model so if you really think is too much let me know, just go to model view select inspector then search for wireframe view and decide for yourself.

The model you see in the 3d view is the same that i send to the Unreal Editor.

Anyway thanks for your opinions i will try to make my models more efficient from now on.
Daffyflyer  [developer] 3 Sep, 2018 @ 4:20pm 
Speaking as one of the developers, I'd say that TheCarLover has a point, we definitely don't expect poly counts on wheels this high, so whilst it may not be causing obvious problems on your machine I suspect it likely will on some PCs, and will likely cause issues in situations where more than one car is displayed on screen (which will happen at some point), and for BeamNG exports.


You can definitely get away with more polys than a lot of the default Automation wheels though.

Accent's wheels are worth a look for a good guide on a good poly level, they're more detailed than the default ones, but not super high poly, and look good/perform well.

If you enjoy making super high poly meshes, go for your life I guess, but I think everyone below is trying to help make sure your mod works as well as possible so that everyone can enjoy it :)


Let me know if you have any other questions about modding, we're always happy to give advice to modders!

cesa210  [author] 3 Sep, 2018 @ 4:11pm 
@LooksItsRain Its not that i don't want to optimize but, optimizing takes i long time and it has to be done in the final asset to be 100% effective, i went by 12 iterations of this mod before i decide that it was good enough.

The main problen is that this is a morphable asset so if you use to few polys on the wrong places is going to look bad, like real bad.

But look if more tell me that is slowing down their game, and they are sure of it, i will take my time to optimize, even if it add another week to the process.

As for why make in bif poly counts, because i enjoy it, you know is a challenge to make all the details as it would be done in real life rather than making it just look good for the game, i am an engineer so i am bias i guess
Killed One Myself 3 Sep, 2018 @ 3:54pm 
Thing is, some people will notice the frame drops because they dont have very decent hardware. No need to do very high poly counts for automation mods, which just ads lag to users and a bunch of develoment time on your side.
cesa210  [author] 3 Sep, 2018 @ 3:34pm 
@thecarlover don' take it the wrong way but i don't care, is my mod and if i want to make this mod as detail as i want, i am going to make 1millon polys if i wish, you think you can make it better go ahead make another set of wheels like mine.

As for killing mos pc i don't think so.

My old FX6300 can handle this on beamgn with no problem, so don't worry this runs good, now days you can push over 1 million polys in just one scene in games like GTA V on modern PCs and is just good. As for a very static game like Automation, made on a superbeb engine like Unreal, theres is no way in hell that you are going to notice frame frops or stuff like that.
asami 2 Sep, 2018 @ 6:19pm 
thecarlover is right, this will kill most PCs.
thecarlover 2 Sep, 2018 @ 6:10pm 
Jesus, no need to kill yourself with that level of detail for the game. I've made a few sets of rims for the game and they're 4-7k polys (not counting the morph targets). You could probably do that design with less than 10k polys and still have it look great in-game.
SaraAAAAA 2 Sep, 2018 @ 6:00pm 
These are incredibly detailed. What's the poly count?
XenoYparxi 2 Sep, 2018 @ 4:23pm 
Awesome stuff! They seem a bit too inset tho, don't you think?
Blood Red Sandman 2 Sep, 2018 @ 1:42pm 
OMG YES
properace 2 Sep, 2018 @ 11:08am 
lmao
sideswipeBL 2 Sep, 2018 @ 10:11am 
Now I can make a 'Cuda - wait nevermind we don't have that body yet, damn.
Scraig 2 Sep, 2018 @ 5:32am 
Sweet, well done.