for some reason any time i spaw a new vehicle in i have zero ffb. I then go into ffb options, and move my steering degree up or down one click and then back to normal and save and boom, normal ffb. but it resets after every vehicle spawn.
Both. We didn't get a lot of new body/trim parts. Just chrome on or off and that's all we have to adjust the outside trim level appearance. We didn't get a wagon, new hubcap options, enough body change between the late and early models, and so forth. I also don't understand the spec choices they made and what thought when into it. The I6 Burnside makes more power and is quicker than the flathead V8 Burnside. I can't find any automakers that would have offered a weaker V8 than their 6 cylinder in that era, especially since the Burnside is not a low priced entry--it's more mid level. The I6 really would have been the economy choice and the slowest propulsion offering. It's been a full decade since this vehicle was added to the game and it still leaves a lot of potential on the table.
side valve v8 is an older engine that got phased out and replaced by range of OHV engines including the I6, 274V8 and 313V8 for the facelift
I think the source of confusion is that the years displayed in game are production years rather than model years. The facelift started production mid-year for the Burnside
The Hirochi Sunburst's 6 speed DCT has unresponsive throttle for 1 second after downshifts with light to moderate throttle input. It feels like the car loses power and slows down while gently accelerating uphill or after a turn, only recovering once the car eventually shifts down to 1st or 2nd gear. The issue occurs in both automatic "D" and "S" modes, manual mode is also affected and feels sluggish to downshift as a result. Overall I quite like the remastered Sunburst, but this transmission's behavior makes the car less immersive and impossible to drive smoothly unlike other cars with DCT in the game. I hope it's improved in a future patch.
Ford did continue its antiquated flathead v8 along side its modern six cylinder in 1953 before the new Y block engine replaced it '54, and although the flathead was on paper more powerful by a few horses and pounds, real world performance was tipped in favor of the six due to its lighter weight and a broader, more usable power/torque curve. So it's not really a stretch at all for the devs to say the six is more powerful than the old bent eight
welp, whatever the new hotfix fixed, it definitely wasn't this edit: seeing how the burnside's left tailight still turns off too quickly, i wonder what actually changed in the hotfix
On any car, in the Vehicle Config/Parts Selector, when you type anything into a submenu search bar, for example "15" to find 15 inch wheels, if you then scroll down by any amount and try to pick an option, you get sent up to the top of the submenu, making you have to scroll down and pick again, rinse and repeat each time you try to change your wheels.
Devs please, these handle spots on all 2 door bluebuck configurations are there since forever. The issue doesn't occur only with colorable trim. With roadsport two tone config it's the same but you can barely see it because of bright color.
my headlights on the d series are broken are there any mods that conflict with the headlights of the d series please note
there can be a very cool option to add more older car in low detail traffic i don't think this need much effort just make lower quality interior and jbeam ?
No smooth gauges anymore? in 0.34 gauge clusters had smoother needles. very noticeable in etk 800 dct for example
Hello there, As Burnside Special enjoyer, I am glad to experience it's new appearance. Among many, many changes, that make this car impectable, there is one more that could make it go into full 50s appearance... Green, bulb illuminated gauges. Wich would be lit in uneven way, with bulb hidden somewhere above gauges. Here is some example I found on the internet.
One bug I noticed with the Burnside is that when equipping nitrous while using the front mounted fuel cell, the engine acts as if the tank is empty. Verified in safe mode.
not sure if this is a bug, but the automatic column shifter shifts backwards on the Miramar. imagine you were to shift from Park to Drive, right? the expected outcome is in green, and the actual outcome is in red EXPECTED: if I shift from Park to Drive, the column shifter will go down REALITY: if I shift from Park to Drive, the column shifter goes up
"just" making a low quality interior and simplified jbeam isn't as simple as you make it sound, this would require a ton of work reworking meshes and jbeams (especially since there's currently none, would probably require an entire new simplified old vehicle jbeam as a base to match the older characteristics) and in the end each older vehicle would result in diminishing returns for an already niche idea. It's kind of fun as a concept but there are much better things that an update cycle or two's development efforts can go into instead of this so it's not in any current plans for now. There are a couple other traffic vehicles that are in the plans but it's not anything older, just the stuff that wasn't part of the older traffic vehicle lineup (selected MD versions and the Hopper)
I inderstand that is hard but can devs make a cote d'azur map or a french map ? that just a question.
time trial counter is still not working in 0.36.2. It counts the session time but not the lap or sector times. Time trial in free roam works but still has no option for infinite laps.
It seems like newer vehicles (sunburst2) do not have smooth animated turn signal stalks like older vehicles (vivace)