Some bugs and comments about 4.1.5

Rounding issues

Rounding sometimes causes unintuitive behavior. For example, it’s possible for, for example, “knocking” to display as 0% but there’s still a knock warning in “Car & Engine Suggestions”. As another example, a Quality slider might show a suggested maximum of +6, but setting the slider to +6 throws a “One or more quality settings are causing high costs” warning.

I would suggest that there should be certain rounding exceptions; for example, if the engine is knocking at all, it should always show at least 1% knock; 0.4% knock shouldn’t round down to zero.

Engine block paint

Engine block paint doesn’t seem to “take” in 4.1.5. If you choose it, it applies black paint, its appearance doesn’t change when you change the color sliders, and if you click Accept and go back into it the sliders are set to black again.

Trim Body Selection can’t show graphs

When you’re on the “Trim Body Selection” tab, graphs are automatically hidden with no option to display them. This would be fine, except that when you adjust the “Body Quality” slider there’s no way to see the effect on desirability unless you switch to a different tab. To optimize Body Quality you’ve got to tweak it, change tabs, change back, tweak it, change tabs again…

Default selections

It’s hard to design a vehicle before you’ve got every tab populated. I’d like to suggest that all tabs auto-populate with basic defaults.

Everything’s a convertible

On the “Testing” tab, in the “Detail Stats” screen, when looking at the “Safety” stat, in the “Chassis & Body” column, the line “Convertible -100.0%” always appears. It seems like every vehicle is considered a convertible as far as this screen is concerned.

Body filter problems

After playing in campaign mode for a little while, when I go to create a new car and am taken to the body selection screen, the filters go a little screwy. They work fine when I first fire up the game, and this problem only occurs after playing for a bit.

The first issue is that the filter labels are all blank. The filters also all show as unselected, although cars still appear. The filters do still work, though, if you enable them and then disable them again. That is, if I click the first Body Type filter, the checkbox populates, and if I click it again, the checkbox clears and all sedans disappear. If I click it yet again, the checkbox populates and the sedans reappear.

Sorry, this is hard to describe. Basically, after playing for a bit, the filters on the body selection screen forget their state and don’t populate properly.

Edit:
Tire cost bug

I’m creating my first car for a new campaign, and I’ve noticed that when increasing top speed from 136.2 mph to 139.4 mph (sorry, I’m an Imperial-unit-using heathen), the tire rating drops from Q to N and the cost multiplier drops from 128.0% to 60.7%, resulting in a drop in vehicle cost.

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I’d like to add the “texture problem”:

pictures of the bug



Default translucent textures / custom chrome paints seem to have “lost” their texture.

I hope it’ll be fixed soon, because both 500mb and 200mb recent updates haven’t fixed anything for me.

Edit: at least two other users seem to experience this problem, and one added that, if the car is exported in Beam, the chassis has this “milk jug plastic” appearance.

Edit2: If I create a new car, I have no issues with translucent materials. Cars that are already made do seem to keep the issue. Hopefully when I reload the game it’ll be fixed !

Edit3: I’m dumb. Glass works fine in “work” mode, but once you enter the photo scene it becomes opaque. Seems it only affects front glass though.

2 Likes

Tire cost bug

I’m creating my first car for a new campaign, and I’ve noticed that when increasing top speed from 136.2 mph to 139.4 mph (sorry, I’m an Imperial-unit-using heathen), the tire rating drops from Q to N and the cost multiplier drops from 128.0% to 60.7%, resulting in a drop in vehicle cost.

I’m on to a new 4.1.6 campaign, and I’m creating my second generation car. I’ve seen this bug again when increasing top speed from 127.8 mph to 130.7 mph. The tire rating drops from R to Q and the cost multiplier drops from 65.7% to 48.6%.

I realize it wouldn’t be fixed so quickly, and that’s not why I bring it up. I’m just hoping an additional data point helps diagnose it.