So, I've been wondering about a few things over the years with regards to vehicle content (specifically tuning parts and engines). I have a lot of them, but these are the ones that I feel are important and easily-fixable. I don't expect the devs to read this, but here we go. Why don't the K/800 and FCV have adjustable race ECUs/turbochargers/other tuning parts that the Hirochis (and a lot of other cars) do have? This is something that I somewhat overlooked with the K/800 twins, but the FCV - a car that presumably would get these features to promote its tuning capabilities - didn't get adjustable anything in 0.19. Not even the race ECU on the 2.5L L5 is adjustable (requiring different stages to unlock more power). When even the '96 Pessima has an adjustable ECU, and cars as lowly as the Covet have adjustable turbos, this lack of playability is mildly disappointing. I have to ask - why haven't the K/800 and FCV received these parts yet? Surely, it'd be very easy to take the code for the adjustable ECU from the Sunburst or the SBR4 and plop it into the engines for the other modern cars. The turbos and long blocks would require some more fiddling to get them to realistic values, but that would allow for greater adjustability and (in the case of the K/800) more power with little development and maintenance cost. Why hasn't the Piccolina received smaller engines yet? (besides "gameplay reasons") This is another big question I've had for a while, which I feel has never been answered properly - what's preventing the Piccolina from receiving a realisticially-small (about 900cc) engine? Yes, I know, it's "mechanically based on the Beetle", but that doesn't mean that it has to have such large engines in the factory 1957 versions. The Piccolina's a lot smaller than the Beetle (3.57m long vs. 4.08m long) and lighter (730kg vs 800kg). The current engines work fine for Corse specials or for the 1969 final versions, but they feel wack in the '57s. You can't really say it's for "gameplay reasons", as most factory versions of the bus only hit ~60 mph, the Covet Skidplate can barely hit 47 mph, and the cannon can only go 13 mph. Yes, that last one is technically not a vehicle, but it can move - and few have complained about how slow that is. Neither can you really say that it's because the Piccolina is "mechanically based on the Beetle". Technically, you could say that the T-Series is "mechanically based" on the Citroen Acadiene (both '70s utility vehicles) and power the front wheels with a tiny air-cooled flat-twin putting out 20 horsepower. You could claim that because the Wentward is rear-engined, it is "mechanically based" on a Porsche 911 Turbo. You could then stick a 700-hp flat-6 in the back, suspend the wheels on multilink suspension, and make it into a 27,000-pound "sports car". You could even claim that the old cannon is "mechanically based" on the T-Series because they weigh about the same, and stick the T-Series's 10.6L six into a 16th-century piece of artillery. It's not like it'd be all that hard to make a 700cc or 900cc engine. I've done it, and I barely know the first thing about modeling and Jbeaming and texturing and all that jazz. You can say that the Piccolina's "mechanically based on a Beetle" all day long, but it's not a Beetle. It's in a completely different class. It's more like a Fiat 850 or Renault 4CV/4L than a Beetle or Fiat 1100. It'd also add cheaper trims to the Piccolina, allowing it to be more accessible as a "cheap hot rod" in Career Mode. Instead of having to pay $7,000 for a 110, I could pay $5,000 for a 70 and upgrade that (or leave it stock). And honestly, how would it affect people who want to drive fast cars? There's about 100 configs in the game that can reach at least 150 mph - plenty fast enough for the small maps in BeamNG. Every car in the game has at least one "fast" config - some, like the Sunburst, are almost entirely performance configs. There are thousands of power mods and high-performance vehicles, but there are very few regular '60s city cars in the game, official or modded. I just don't get it - how can you guys throw so much effort at the driving electronics, D/H/Roamer/GM, Vivace, and recent updated maps, but not want to add these simple Jbeam-based options for people to play with?