On the West Coast USA, Drag Strip, the time on the timeslips is consistently being rounded off. The screenshot is from safe mode.
I noticed a bug recently where in career mode, if you start and complete/fail a drift spot, the UI mode will switch from Career Freeroaming to regular Freeroam. I haven't seen anyone mention this, so I thought I may as well.
Some feedback on the improvements to bracket racing: So bracket racing deals with the package. The goal is to get to the finish line first without going under or faster than your dial. It is possible to actually go over your dial by MORE than your opponent while crossing first. This is why the package is important, because it factors in reaction times. NHRA deals more in index racing than bracket racing. But they work similar. Index racing is generally a set dial such as 9.0 or 8.90 and the person who crosses the finish line first without going under wins, this also has an importance of reaction time. So an example of the total package would be this. Person A Dial-In: 15.0 Race: 15.1 Reaction time: 0.200 Package: +0.300 Person B Dial-In: 10.0 Race: 10.1 Reaction time: 0.050 Package: +0.250 Person B wins because physically they will get to the finish line first. Person A will take a total of 15.3 seconds to finish while person B takes 15.25 (10.250+5sec difference on Dial-In). Person B will actually cross the finish line 0.050 seconds sooner. One thing that I've noticed is in the game reaction time isn't accurately represented in the game. Meaning I can have a much worse reaction time but I'll win by a lot more than I should. For example. My package time could be 0.5 seconds slower but the game shows me crossing the finish line first. Maybe this video will also help: Edit: winning due to a better reaction time is referred to as a hole shot win. It happens in index and heads up as well. Here are some examples: Those people all ran a quicker et but lost because they didn't cross first due to a slower reaction time. Edit 2; the total package makes a little bit more sense on heads up or index racing so I'll use another example. Heads up: Person A Race: 9.95 Reaction time: 0.200 Package: 10.150 Person B Race: 10.0 Reaction time: 0.050 Package: 10.050 Margin of victory for Person B is 0.100 seconds. They physically crossed the finish line 0.100 second sooner
Any one else think the Bluebucks doors (on all body styles) have suddenly become extremely flimsy looking whenever they are shut? It's as if collision between the doors and their frames has been removed. Tried turning "simplified collisions" on and off with no difference. The effect has always been there but since the update it's bad as ever. Tested in safe mod to no avail...
I just realised that the Sunburst now has different housing options (red and black) for the taillights. I once thought it was a mod that added them, but once I took some of my mods out, I realised that it was an undocumented addition from v0.35.5.
New Sunburst Feedback The new Sunburst is overall very well done and enjoyable to drive. However, I’ve noticed a few technical issues and areas that could be improved: Manual Transmission Behavior With the manual transmission, the clutch starts to engage at around 4000 rpm, which causes it to overheat very quickly during takeoff. On turbocharged versions, the issue becomes even worse — getting the car moving without stalling is nearly impossible. The engagement point is too high and too abrupt, making precise or uphill starts quite difficult. Lack of Low-End Torque The new engines seem to produce very little torque at low RPMs. While this may be realistic in some cases, it negatively impacts the driving experience, especially during takeoffs. CVT Transmission Sport Mode Issues The new CVT behaves oddly in sport mode. At around 250 km/h under full throttle, it constantly jumps between virtual 6th and 7th gear, severely affecting acceleration. Interestingly, the 0-100 km/h time is actually better in normal mode. In sport mode, the virtual gear shifts are far too frequent — it would feel better if the transmission stayed in a given virtual gear for a bit longer. Additionally, when letting off the throttle, the transmission shifts from 4th to 7th, and then takes too long to go back to 4th once throttle is applied again. This results in a significant delay in power delivery. Why Are Manual Transmissions 5-Speed Now? Previous versions of the car had 6-speed manual transmissions. Why was this changed to a 5-speed? This feels like a step backward and affects both performance and overall driving feel. DCT Transmission Delays In manual mode, the DCT tends to be slow to upshift at low RPMs. Additionally, when downshifting, there’s nearly a one-second delay where the car doesn’t respond to throttle input. I’ve tested this with ESP fully off and using an open differential, and the issue still persists. Suggestions for Realism Improvements Currently, manual transmissions can overheat and fail during partial clutch engagement, but this doesn't happen with DCTs, CVTs (except the Hirochi Aurata), or torque converter automatics. This inconsistency feels unrealistic. Also, while tires can burst when impacted, they don’t seem to wear out or show any pressure changes due to heat. Implementing features like tire aging, pressure variation with temperature, and more detailed drivetrain heat simulation would add a lot to the realism.
Not sure he even knows he’s talking to a dev. Holy hell, programmers gotta deal with crazy people like they work in retail now smh…
PLEAS HELP, the game is on picture mode settings and cannot change it. CLEARING CACHE DOES NOT WORK AT ALL, BOTH VERSIONS. the blur was for my pfp