Found a bug: 90 degree V8 has the sound of a V6.
Edit: I did not try the 60 degree V8
Found a bug: 90 degree V8 has the sound of a V6.
Edit: I did not try the 60 degree V8
Engine sound has bug. Changing engine configuration will not change to its respective sound without reloading the engine.
For example: I am making an Inline 4, then I change the configuration of that engine to Inline 6. It still sounds like Inline 4 unless I close the engine designer and reload the engine.
I think it happens to all configuration. Tested the second time; I made a V8, then change it to V6, it will still sounds like a V8 unless I close the engine designer and load the same engine again.
We’re working on that one right now! Thanks for pointing it out.
When I am taking a photograph I click the take photo button and the game then crashes. My computer isn’t great but I have taken photos on a high res before the update no trouble.
Two thoughts on engine balance here:
It may be just where I’ve put the timing splits on the track I’m working on, but they sometimes show up in non-sequential order. A La:-

EDIT:
I think it was where I put them, split 1 had a higher value than split 2… but 3 still shouldn’t be at the top.
I’m experiencing a recurring bug in the photo scene; any time I try to take a screenshot with the tool, it crashes to desktop, no matter what car or scene I have loaded in.
Also, a bunch of the textures have gone missing in the fixtures submenus; specifically, the semi-translucent red and amber textures.
One last thing, and it’s not a bug so much as it’s a request…would it be possible on the test track page to go back to seeing all the split times and lap times instantaneously, rather than having to wait for the car to go round the track in full? I mean some of the test tracks could conceivably take ten or more minutes to complete…even at 5x acceleration, that’s still two minutes of waiting…not great if you’re chasing small, incremental improvements in lap times.
Once the car starts racing you can just hit the stop playback button and it gives you all stats I think.
The sounds for engines are still the same as the V6 for me. I think they all change after testing a V6 engine in the designer I made a V12 and I6 they both had the appropriate sound, but once I tested another V6 I made the sound was that of a V6 engine.
This is a very minor thing, and probably will be fixed by modders, but went ahead and tried to put a v8 badge on the car. Noticed there are no numbers 
Reg. 1: The F360 has a flatplane V8, and that’s actually two I4s side by side - a crossplane V8 has a completely different crankshaft with the 2nd/3rd/4th cylinder pair rotated at 90/270/180° in relation to the 1st as opposed to 180/180/0° in a I4 or flatplane V8 - the crank can be balanced with the counterweights I mentioned, while the inertia from the pistons from the opposite bank cancels out the vibration introduced by said counterweights (at least that’s how I understand it - do correct me if I’m wrong). I don’t know about the GT350, that one would definitely have a crossplane V8, maybe they fitted smaller counterweights to sacrifice smoothness for rev-happyness or something…
EDIT Reg. 2: As I always understood it, the better airflow of oversquare engines basically means that torque should taper off at a slower rate than it would on an undersquare engine, but the combustion on an oversquare one would be less efficient due to the high aspect ratio (very flat), therefore the theoretical gross torque at low rpm would be reduced (but again, I have no technical background or anything, I’ll gladly have things explained to me if I’m wrong…)
Audi, BMW, Dodge, Ford and Lamborghini ALL built 90deg V10’s.
And apart from Dodge, they have the same firing sequence.
(second cyl bank is offset 180 deg on the Dodge)
Only Porsche (68) and Lexus (72) didn’t make 90 deg engines.
Which generation? Because the current one has a flatplane V8, which is far less balanced than a crossplane one (and, as Bastormonger says, is like two connected I4s).
@bastormonger AFAIK whatever counterweights would be used it’s impossible to perfectly balance an engine which is not already inherently balanced in it’s layout - which I6s are, while V8s aren’t.
As soon as I load the game, the fixtures spike just like so.
The opaque white, red, yellow and orange light materials have just turned into solid black.
That seems to hold true for engines with odd cylinder counts per bank, because you always have a different number of pistons going up than down, so the bank rocks (not in a positive sense).
Just found a source according to which a crossplane V8 is indeed perfectly balanced (I think it generally describes engine balancing pretty well):
https://www.caranddriver.com/features/the-physics-of-engine-cylinder-bank-angles-feature
Ah, ok, that explains a lot. And yes, I agree with you on the smoothness bonus for the V10’s greater power overlap, though the bank rocking due to the odd cylinder count would remain - question is, which one has the greater effect (I imagine crossplane V8 and V10 should be roughly comparable in smoothness in the end).
OK, I think I start to vaguely understand what’s going on here, thanks for explaining. (Pity though, I kinda feel that Automation doesn’t give you a lot of freedom in “shaping” the torque curve/controlling the rev range)
I think that in a V10 it might be balanced by the other bank, just as it (AFAIK) is in V6s and V8s.