Quick answer: Read the trigger's analog axis value directly, apply a deadzone and a response curve, and feed the continuous value into the throttle so partial presses give partial power.
Feathering the throttle does nothing because the game treats the trigger as a button. Reading the real analog axis with a sensible curve restores fine throttle control for traction and cornering.
How to fix it
1. Read the analog trigger axis
Bind throttle to the trigger's continuous axis value (0 to 1), not a digital button, so the full range of partial presses is available to the simulation.
2. Apply a deadzone and curve
Add a small deadzone near zero to ignore noise and an optional response curve so the lower part of the trigger gives finer control for delicate throttle application.
3. Feed the value into engine torque
Multiply available engine torque by the analog throttle so the car can apply, say, 40% power, enabling traction management and smooth corner exits.
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 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.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.