The Undercut 0.5.5-1 — Hotfix
A round of fixes from your reports, and a much better Circuit Editor.
Race weekend
Practice and qualifying stints run exactly the laps you ask for. "4 runs of 1 lap" used to run 2-lap stints now and then, and the one-lap qualifying format ran two hot laps. Fixed for you and the AI.
Practice programmes work. The pitwall screen now follows the run being driven: run type, development part, and laps done against laps planned. Development points and stint boosts are earned on the laps actually driven, and a run you never launched earns nothing. Both cars now pool their tyre data.
No more surprise refuelling. A puncture, a tyre failure or a broken front wing calls the car in for tyres or a nose, with no fuel, and the feed says why.
Pit stops: player and AI on equal terms. Your stops are no longer longer than the AI's, and the live "To finish" fuel mark is exact. If you follow it, you make the same stop the AI would.
Front wheels steer into the corner on anticlockwise circuits, instead of out of it.
Career
Development weeks are real weeks (mid-season window, breaks). They give work units and advance projects and production like any race week.
No more 16-year-olds in the Prime Formula Series. The age rule is checked on every way into a seat, and older saves are repaired when they load.
A hand-curated venue that joins the calendar races its real layout, not a procedural track.
"Pro seasons" on a driver's profile counts every professional series.
Automation: the left menu no longer goes dead. With departments on Auto or Semi and the tutorial unfinished, a tutorial card that was no longer shown still swallowed every click on the menu, End Phase / Next GP included.
End-of-week report: the season strip no longer slides to the Grand Prix and snaps back. It lands on the round and makes it glow.
The controller hint bar only shows on Steam Deck. On PC with mouse and keyboard, the Xbox hints are gone.
Circuit Editor
A new look, borrowed from the pit wall: icon toolbar with tooltips and shortcuts, a strip that says what the current mode does, and key-cap hints.
Zoom with the mouse wheel, pan with a middle-button drag, press Home for 1:1. The corner selector reads "Turn", not "Week".
Reference picture on a loaded track. Use "Ref img" or press B in every mode: align the picture over the track with Shift+drag, Shift+wheel and Q / E — the track never moves; the picture is saved with the circuit and comes back lined up when you load it.
Running direction: clockwise or anticlockwise in one click. Arrows on the track show which way the cars go. The pit entry and exit swap with the direction.
Pit lane editing is usable: points follow the pointer smoothly, the lane is drawn as a road joined to the track, and handles behave the same at any zoom.
No more automatic jump to the Preview after drawing; a loaded circuit opens in Spline.
Modding
An imposed mod pack with no drivers no longer crashes the first practice. The game explains why the weekend cannot start, and the Mod Editor's Audit tab flags: a pack with no drivers at all, every team without a primary and a secondary driver, and an imposed grid under 8 teams.
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— Staz
