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Traffic Rivals: 1v1 DuelsEventsv2.0.2 — STRAIGHT LINES AND HONEST NUMBERS
Game update

v2.0.2 — STRAIGHT LINES AND HONEST NUMBERS

Traffic Rivals: 1v1 Duels · published 31 Aug 2026, 19:27 UTC · build 25043236

All eventsPlayers around this dateRead on Steam

v2.0.2 — STRAIGHT LINES AND HONEST NUMBERS

Another patch built almost entirely out of one player's reports. Steering that pulled, money that showed up a race late, and a single-player mode that paid nothing at all.

Everything below came in through the Support page with hardware attached and details in order. That is exactly how this works — keep sending them.


STEERING — THE CURVE WAS FIGHTING YOU

If your wheel felt dead near centre and then snapped sideways all at once, this was why.

  • Fixed: a dead zone from 0 to roughly 90–120°, then exponential. The "Sensitivity" setting was a power curve, and it was applied before the rotation scaling instead of after. Set to 3 — which reads like "sharper" — it meant the opposite: on a 900° wheel using 540°, full lock only arrived around 758 physical degrees, and everything under about 120° rounded away to nothing. Turning the deadzone to 0 could not help, because the deadzone was never the problem.
  • The setting is now called "Curve (1 = linear)" on the steering axis, and it is limited to 0.5–2.0. The old name promised the opposite of what the maths did. Pedals keep their wider range.
  • Saved values outside the new range reset themselves to 1.0 on load — including the 3 that caused the report. If you had cranked it up chasing a fix, you do not have to undo anything.
  • Measured after the fix, on the linear default: 90 physical degrees now gives you 31% steering. No hole in the middle, and full lock lands exactly where your rotation setting says it should.

WHEEL + CONTROLLER PLUGGED IN TOGETHER

  • Fixed: the car drifted to one side when you lifted off the gas. With both devices connected and a controller in your hands, the game decided who was driving by asking "is the pad being pressed right now". Release the trigger on a straight and the answer became no — so the idle wheel took over mid-corner-less-straight and fed in its own centre offset. Whoever used their device most recently now keeps the car, and a wheel merely sitting there with a pedal resting slightly off zero can no longer claim it.

WHEEL SETTINGS — SPLIT INTO TABS

  • The page is now four tabs: STEERING, PEDALS, SHIFTER, GENERAL. It used to be one flat list about twice as tall as the window it lived in, which is why the buttons at the bottom — Reset All and Close among them — could not be reached.
  • Fixed: the two columns were saved on top of each other. That is the "everything is somehow too big and too small at once" look, and it was rows drawing straight through each other.
  • Everything scrolls now, including a seven-gate H-pattern setup, at any window size.

MONEY — IT WAS ALWAYS THERE, YOU JUST COULDN'T SEE IT

  • Fixed: race winnings took until your next race to appear. Load the game and your balance was always right; win a race and the number sat there stale. The payment was never the problem — the read was. Our inventory backend is eventually consistent, so asking for your balance a few milliseconds after the server credited it usually returned the amount from before the credit. That stale figure then stuck around until the next race happened to ask again.
  • After any server payment the balance is now re-read until it actually reflects what the server said it paid, and the menu asks for the truth every time it opens. Your CR was never missing — it just took a lap to show up.

SINGLE PLAY NOW PAYS

  • Fixed: solo runs earned nothing at all. Close passes were being counted the whole time, but the payout only fires when a race declares a winner — and single play does not track a win condition, so the claim never happened. If you mostly drive alone and chain near misses together, you have been doing it for free. Sorry.
  • A finished solo run now pays its close-pass CR, priced and capped by the server exactly like a race. No XP and no rank movement — there is nobody to have beaten — and it cannot get in the way of a real match result afterwards.

NEW: INBOX

  • Support replies have their own tab now, next to Support, with an unread counter. Message list on the left, the full reply on the right, your original report quoted underneath.
  • They used to be crammed into a fixed-height box at the bottom of the Support page: two exchanges fit, and the third drew straight over the section below it. Unreadable, which is what got reported. Both panes scroll on their own now, so neither can shove the other around no matter how long the conversation gets.

KNOWN — STILL ON THE BENCH

  • Some visual settings need a restart to take effect. Reported, reproduced, not yet fixed — it is next.
  • Drift scoring still pays nothing. It lost its payout during the anti-cheat rework and has not been given a new one yet. Coming, once we have settled what a drift is worth.
  • Force feedback strength works and is adjustable, but the fine feel tuning continues. Tell us your wheel model and what feels wrong.

— Traffic Rivals · 1v1 Duels

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