For me, selecting a different car through the car button always does this. From opening I went straight to a car I previously made in the Sandbox, clicked on revise, then the little car button without messing with the car. I chose a car with a different body and this comes up…
If I start with a car with no fixtures, the next car’s fixtures disappear. They don’t come back if you load it up normally. It also doesn’t seem to matter if there is multiple trims or just one.
Thank you for clarifying! That is definitely not something we get here, but because the steps you go through are so straight forward we probably can work out what is going on. Cheers!
I can’t confirm that. This is with a reasonable suspension setup and 165/165 tires. Front Transverse layout as this car is intended to use. If you use RWD then of course you have to deal with oversteer more
So the last update should have fixed the calculation bug where engines would not calculate.
Today I made a copy of a car trim and designed a new engine family for this clone. While choosing the engine size, the game crashed (feels like that garbage collection bug). After I restarted the game I revised the trim clone and continued designing the engine family. When I got to the test results screen it still displayed the test results of the engine in the original car trim, which is a total different engine family and setup. No matter what I changed to the new engine trim, the test results wouldn’t update or recalculate.
I had to close the designer and reopen it to get the new test results.
Maybe my uploaded crash report could give you more clues on this problem. I think it was strange that the engine stats wouldn’t update after a restart of the game, but did update when restarting the designer.
Spotted this last week with a “racing” car I made. Towing capacity has fallen significantly… like, to 0. Maybe not always 0, but it’s a hell of a lot lower than it was before. Working on a delivery van-type thing, and I have a total of 26kg. True, there’s no tow-bar, but, still… it’s a little odd combined with my load capacity of (reportedly) almost 1.7 metric T.
While it’s fallen overall, I have the impression it’s also linked to certain car bodies. I’ll check home for more details, but I have a 1.5 liter 75hp '80s sedan that pulls 400kg, and a 4 liter V8 60’s sedan that pulls 0kg…
Other then that I still have calculation bugs. (engine test still showing the test results of the previous copied car trim), and rarely a game crash (all explained in earlier post above).
I wrote all this down early this morning in Discord before I headed off to work and lost my train of thought, I was fooling around while having my morning coffee and duplicating the issues I was having the night before. It’s in reference to vehicle scores being different between lite campaign and sandbox.
We’ve found the issue with the different scores, it is the pre- vs. post-engineering reliability of the car, where the post reliability through the fake settings was very high. Will be fixed in today’s patch.