Forum Discussion
1 year ago
I'm replying to this topic with the message I did plan to post in the forums.
The problem
It seems that as soon as you change car or when you first use a car at the start of the game, the auxiliaries aren't enabled or functionning as they should.
The testing setup
You need at least two cars: A drift-setup with a super drift NOS bottle in one of the two auxiliary part and any another car just to be able to swap between them for the specified manipulations below.
You need to find two street corners where you can consistently drift, close enough from a safe house so it's quick to get there.
The testing routine
The testing routine goes this way:
- Get out of the house close to the two street corners you have choosen.
- Fully empty your blue and yellow NOS and position yourself at a starting point.
- Start your car and try to drift consitently through the two corners.
- At the end of the second corner, stop and take note of the quantity of blue NOS gained from your two drifted corners.
Manipulations to narrow the problem
Manipulation 1 - Starting the game (auxiliaries not working)
- In multiplayer, set your drifting car as your current car.
- Leave the game.
- Connect back to multiplayer.
- Choose "Play" and "Roaming"
- Do the testing routine
=> The blue NOS bar should be minimal as it isn't enabled properly.
Manipulation 2 - Viewing the car parts (auxiliaries working)
- In multiplayer, set your drifting car as your current car.
- Go to Rides -> Performance -> Parts.
- Go and "view" any car part, auxiliaries or not, without modifying anything, just as if you wanted to change a part and then go back to the play menu.
=> This is very strange as it seems that just viewing the inducion or ECU fixes the issue just as well as viewing the auxiliaries super drift NOS bottle.
- Do the testing routine
=> The blue NOS bar should be well refilled as it now seems enabled properly.
Manipulation 3 - Changing car in a playlist (auxiliaries working then not)
- In multiplayer, set your drifting car as your current car and redo manipulation 2 as to fix the auxiliaries.
- Participate to a 3 races playlist.
- First race, use your current car, auxiliaries should be working.
- Second race, change car, auxiliaries shouldn't be working.
- Third race, switch back to your initial car, auxiliaries aren't working anymore.
What I believe the issue is (a shot in the dark)
I believe the issue is a pointer issue. An initialisation or setup function that is ran when swapping cars receives a variable or a list of items pointing onto an address instead of a value or the other way around. This could be what does not set or initialize the auxiliaries parts properly in the code.
When you "view" a car part or just after, when you go back to the Parts menu after having viewed a car part, a function is executed that seem to be enabling properly the auxiliaries. When swapping cars, that function doesn't seem to be executed.
Some other bug that might be related to the issue
The following interface bug could be related to the auxiliaries issue but I'm not sure.
Interface bug manipulation 1 - Viewing the car parts and their "current" view state
- In multiplayer, set your drifting car as your current car.
- Go to Rides -> Performance -> Parts.
- Go and "view" the super drift NOS bottle in the auxiliaries parts as if you wanted to change the super drift NOS to a super grip NOS for instance.
=> The "current" auxiliary selected should be the super drift NOS bottle.
- Leave the Auxiliaries items and go back to the Parts menu.
- Go and "view" the super drift NOS bottle in the auxiliaries again.
=> The "current" auxiliary selected is now the "empty" default value, as if it did lost the current correct part that is set.
I hope this helps.