I can’t seem to get my engines from the prior build to load on my new cars. Every time I go to make a model, when I select an engine, every single one (even my puny little 1.7L) is “too big”…is anyone else having this issue, or do you have to do your engines all over again?
The Engine Designer is not deleting the thumbnail image when an engine is deleted. In other words, the .lua file is deleted from the Engines folder, but the .jpg is not deleted from the Thumbs folder.
Just a minor bug that i thought i should bring to your attention,
When i started the game it told me that i do not have the Pixel shader version 3.0 but i do have it.
Or i have the 5.0 (GTX 670) to be exact but i don’t see why that should be a problem. The game did however run smoothly until i tried to run the Airfield track, then i got the basic lua error, but i don’t see them related.
Also another bug i have stumbled on (deleting all my files may fix this, but it seems more like an “bug”) If i try to put an 1990 engine in a platform that’s from another era say 2014 it also gives me the lua error (both made by current build).
[quote=“hillybilly”]Just a minor bug that i thought i should bring to your attention,
When i started the game it told me that i do not have the Pixel shader version 3.0 but i do have it.
Or i have the 5.0 (GTX 670) to be exact but i don’t see why that should be a problem. The game did however run smoothly until i tried to run the Airfield track, then i got the basic lua error, but i don’t see them related.
Also another bug i have stumbled on (deleting all my files may fix this, but it seems more like an “bug”) If i try to put an 1990 engine in a platform that’s from another era say 2014 it also gives me the lua error (both made by current build).[/quote]
To solve this problems, Killrob needs the steps to reproduce the problem, and in the correct order (the pieces of engine, settings…)
I found another bug. When you place a grille/vent on the back of the car so that the grille/vent crosses the vertical line between the tail and the side panel, you get some funky spikes:
Not sure if it’s been mentioned yet but the 50’s looking car model has a graphics glitch on the roof if the c pillar is all the way forward, it’s most noticeable when you pull the door as far back as it can go.
Minor bug, I think, or maybe it is by design. Game only reads track image file once. When making changes to tracks, after reloading it to reread the LUA, it doesn’t read new images which have been replaced. My latest track has open areas on the left and right, which were filled with a background color. Well, I made some changes and forgot to make the background visible, and I could see right through the open space into the designer. Not a big deal, I’ll just resave the image with the background visible, right? Well, I did, reloaded the track, and the image was still the same. I double checked my install folder for the image, and it was corrected. The game just didn’t re-read the image file. I suspected this during open beta, but they were always such minor changes I just ignored it assuming it was user error. The only way to reload a track image is to restart the game completely.
I have downloaded and tested the engine, and the sounds work for me only higher up in the rev range. This is probably due to the fact that you are using bypass valves, and an aggressive VVL profile, which both cause a significant engine noise change at certain rpm’s. I am also running Windows 8.1, don’t worry, it is supposed to happen.
In the car builder chassis screen the weights are not right. For front suspension, the McPherson strut is labeled as low weight, yet the double wishbone, which is labeled average weight, makes the car weigh less by about 2.5 kilos.
The max. capacity limit is 2000cc, but my engine is 2001cc and it still indicated that my engine meets all the requirements. I think this may be to do with changing the bor and stroke by 1 click at a time, and it may mess with the calculations. Or maybe the game rounds the value to the nearest integer (e.g 2000.6cc → 2001cc).
Anyway, here are the steps to recreate the engine (in the WoSSom scenario)
Yes, that indeed is a rounding issue. It makes sure that in the cases where you can’t see the digit, it doesn’t fuck you over… it’s non-optimal but not a big thing: the advantage you gained in this example was max. 0.05%