Quick answer: Compute fuel burn from instantaneous engine load and RPM each tick, so heavy throttle drinks fuel and lifting-and-coasting saves it, enabling real fuel strategy.

Players cannot save fuel by short-shifting or coasting because the drain is a flat timer. Tying consumption to engine load rewards economical driving and makes fuel a genuine strategic resource.

How to fix it

1. Burn fuel by engine load

Compute consumption per tick from throttle position and RPM (a rough proxy for power output), so full throttle at high RPM burns far more than a light cruise.

2. Add a small idle baseline

Keep a low non-zero burn even at idle so the engine running always costs something, but make the throttle-dependent term dominate the total.

3. Expose fuel and a target

Show remaining fuel and the per-lap average so players can plan a fuel-saving target, and trigger a low-fuel warning and power cut when it runs out.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

Ship the fix, watch the signature disappear from the next build. That's how you know it's really gone.