I’d love to see the engine dyno ui apps update whenever the engine takes damage from overheating, overrev, induction system damage, etc to accurately show the new figures and torque curves.
It already does that, remove the radiator and make the car overheat and press alt u to hide the UI and make it reappear. This is for the torque curve app which I think you're talking about.
That makes sense then. Is there possibility of it being changed in future once the game engine is further optimized?
No idea. I would certainly not consider it a quality of life improvement though, rather a drastic loss of quality of life (just like caliper-rim collision, etc), forcing everyone to go through the same absolute nightmare of tire rubbing and fender bending issues from real life when customizing the car "but I just wanted these nice wheels in this car"
The hitboxes on the bus stop signs actually matching the visual model, rather than being significantly wider than it. I don't know how many more lost right mirrors I can take...
That, or when I'm escaping the police by jumping the curb and all of the sudden my car is a piece of scrap.
I've been playing with the traffic mode a lot for the past few days, and while it's fun, there's a lack of variety in the way that the AI drives. All vehicles run the same risk value, resulting in super slow traffic at the default 0.3 risk. Turning risk up to 0.4 fixes it a tad, but I've realized that the real issue is risk not being vehicle dependent. Specifically, rather than having every car drive with exactly the same risk factor, like the current setup, I'm suggesting having each traffic car have a unique risk value when it spawns. The risk value would be randomly selected from a range determined by the vehicle, with cars like the 200bx, K-series, and covet having a larger percent of high risk numbers in their risk range than cars like the Pessima, I-series, and Tograc. This way, cars more commonly associated with risky or high-speed driving would be driven accordingly in traffic, and more casual vehicles, including service vehicles, would be far more likely to follow the speed limit and avoid passing cars, leading to much more dynamic and realistic traffic simulation.
re-add the old grid map as gridmap v1. I don't see why it had to be removed. they do not look similar.
It's on the repository as a mod, doesn't need to be in game as the V2 already fills its niche and purpose (a virtual reality vehicle testing site)
This wouldn't be helpful for vehicles that do not have openable door support yet, such as the C-Series or the 80's K-Series mod.