This page details bugs of Need for Speed: ProStreet.
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Bugs Present In All Releases#
Bypassing Speed Limiters#
Speed limits such as restrictions on vehicles without an upgraded transmission and the 250 mph (403 km/h) speed cap that all vehicles have regardless of power, can be bypassed in various ways.
Drafting#
Using the "Manual Clutch" transmission setting, once a speed limit has been reached, hold the clutch in and draft a car. The tachometer should immediately drop to idle RPMs, and the vehicle will now slowly start to gain speed for as long as adequate drafting distance is maintained.
Reverse#
NOTE: This can only be done if the accelerator is bound to an analog input.
On a slope, such as the one approaching the infamous Nevada Highway hill, or the one approaching the first bridge on Ebisu, start driving in reverse. Once the car is going as fast as it can in reverse, slowly let go of the throttle until the vehicle starts to gain even more speed, and then hold the throttle in that position to keep increasing speed.
Bypassing Track Boundaries#
Straying too far from the track route will cause the player's car to automatically reset. It's possible to avoid this by making a trail of props that leads to any reset trigger and exploiting the reset function's ability to phase through cars and objects to drive past the reset trigger.
Many tracks also have other methods of exiting the track boundaries through use of purely the reset function or driving the car in specific ways.
Autobahnring#
On Drift Course B, drive onto the road behind the set of directional arrows just before the finish line. Drive against the right side wall and stop the car once the road starts to level out and when the race completion counter stops at 99%. Resetting should place the car beyond the finish line and allow the rest of the course to be accessed.
Autopolis#
NOTE: This only works on game version 1.0.
On Drift Course A, turn around and drive into the grass area closest to the track barrier. Once the "wrong way" popup disappears, the rest of the track can be accessed.
Chicago Airfield#
- On Airfield GP or Center Field Loop, drive against the wall closest to the water and stop near the beginning of the concrete barrier. Pressing the reset button should place the car inside the wall.
- In a 1/4 mile drag race, start driving backwards, scraping the car against the wall with the large advertisements, then place the car in the grass and press the reset button. The car should now be on the other side of the wall.
- On Drift Course A, turn around and drive towards the wall separating the airstrip and one of the side roads. Stop the car in the patch of grass placed next to the wall and reset the car. Resetting will place the car beyond the finish line and allow the rest of the track to be accessed.
Airfield GP/Center Field Loop |
1/4 Mile Drag |
Drift Course A |
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Ebisu#
On Drift Course C, just before the finish line, turn around and drive the car against the inside of the plastic jersey barrier wall. The finish line will not trigger and the rest of the course can be accessed.
Infineon#
NOTE: This only works after starting the race from the hub. Restarting the race fixes the reset after going behind the wall.
On Drift Course D, at the second turn, drive the car against the wall and place it just before the end of the first set of directional arrows. Resetting should put the car behind the wall. Then, drive in reverse. The car should automatically reset while maintaining its position. After the car resets, start driving in reverse again until the car makes it past the reset trigger.
Mondello Park#
On Drift Course C, behind the second set of directional arrows on the left, drive the car against the plastic jersey barrier wall and stop the car on the road surface. Resetting should place the car beyond the finish line and allow the rest of the track to be accessed.
Nevada Highway#
NOTE: This only works on game version 1.0.
On Drift Course B, turn around and drive towards the hill on the right side of the track. Drive beside it until the "wrong way" popup disappears. The rest of the course can now be accessed.
Tokyo Dockyard#
On Drift Course C, drive past the directional arrows at the first turn and start driving towards the curved road that increases in height. Stop the car near the checkered water barrels and reset. The car should now be placed on the long stretch of road past the finish line. Only this part of the track can be accessed.
Willow Springs#
On Drift Course B, simply drive backwards or past the first set of directional arrows. The rest of the course can be accessed.
Driving past arrows |
Driving backwards |
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Driving Totaled Cars#
Quickly switching to a totaled car in the race day hub menu allows you to drive it. Damage will only be visual and you won't be able to finish the race, as it is a totaled car.
Totaled AI Doesn't Reset#
In events where there are more AI racers competing than there are physically on track, any AI racer who totals their car will stay totaled after restarting the race from the results screen. This can happen in Drag races if your opponent happens to total their car, and it can also happen on specific Drift tracks where opponents are scripted to total their cars:
- Autopolis Drift B starts its scripted crashes on round 2, occurring at the same interval after a restart.
- Ebisu Drift E has its scripted crash on round 3, and occurs beginning from round 2 after a restart.
- Infineon Drift B starts its scripted crashes on round 2, occurring at the same interval after a restart.
- Mondello Park Drift C starts its scripted crashes on round 2, occurring at the same interval after a restart.
Race Countdown Doesn't Happen#
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This needs some investigation. |
Randomly, upon starting a practice mode race, the race countdown will refuse to start. It's possible to open the pause menu and quit or restart the race normally except in Drag races, where the game softlocks due to the burnout mini-game never starting.
Vehicle Errors#
- Attempting to paint the stock wheels on the Porsche Cayman S (987) instead seems to alter the brightness of them.
- The widebody kit on the Porsche 911 Turbo (997) removes the front trunk bay entirely.
- The widebody kit on the Porsche 911 GT2 (997) breaks the car's texture mapping.
- The widebody kit on the Ford Mustang GT (S-197) breaks the car's texture mapping.
Stock |
Widebody |
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- The Chevrolet Corvette (C6) has certain attributes taken from the C2 Corvette; forced induction upgrades are limited to superchargers instead of turbochargers, and the vehicle has three engine sounds.
(Source: Ogrady)
- Several vehicles have incomplete engine bay textures, resulting in incorrect visuals. Interestingly, it appears that there were attempts at trying to have bodywork shown under the hood match the color of the car, which would be some great attention to detail had it actually worked. Most of the vehicles that had holes in their engine textures had them filled in for their redebut in Undercover if they had one.
- The Audi S3 (8P), Chevrolet Camaro SS 396 '67, Chevrolet Cobalt SS, and Subaru Impreza WRX STi (GDB-F) are missing their engine textures entirely.
- The Aston Martin DB9 and Ford Mustang GT (S-197) are missing areas in their engine normal maps.
ProStreet |
Undercover |
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N/A - the Cobalt didn't make it to Undercover. |
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N/A - the S3 also didn't make it to Undercover. |
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Miscellaneous#
- Switching to Zone 6 in the vinyl/decal editor allows the camera to clip through the ground.
- Straight-cut transmission whine disappears after doing a number of multi-stage races.
(Source: ropi)
- Elite Drag opponent Corey Digger
(elite_character23)never appears in-game as Jimmy Sway's opponent data(elite_character26)is duplicated for Corey's entry in VLT data.
(Source: R4BBIT)
- Tuning sliders don't reset when parts are downgraded or uninstalled. This behavior was and is still exploited to achieve better race times; a notable example would be tuning a stage 4 suspension for those benefits and then downgrading it to a stock one to prevent the car from performing a wheelie while still keeping the tune, as seen in the video.
- Driving backwards in certain drift events erroneously increases the race completion percentage:
- On Ebisu Drift Course A, in a race, driving backwards will increase the percentage to 72%.
- On Leipzig Drift Course C, simply turning right and driving towards the finish line will increase the percentage to 99%.
- On Willow Springs Drift Course C, reversing right at the start increases the percentage by 8-14% depending on where you drive.
PlayStation 2 and Wii-Exclusive Bugs#
- Stopping in between the two tunnels on Autobahnring Speed Challenge B or C will cause any AI racers approaching it to start falling from the sky.
- If the Concept Olson M09 wheels are installed on the rear of the car, they are unable to be painted.
- AutoSculpting the side skirts on the Mitsubishi Eclipse (2G)'s Stratospeed Formula 5 bodykit distorts their geometry.
- On PlayStation 2, AutoSculpting the Gentera Style 403 spoiler on a Toyota Corolla GT-S (AE86) heavily distorts the spoiler's geometry.
- On Wii, the Lamborghini Murcielago LP640 retains the color of the last loaded car in the car lot.
PC, PlayStation 3, and Xbox 360-Exclusive Bugs#
Smoke Layering#
Smoke is sometimes drawn above objects that it shouldn't be during NIS cutscenes, such as crowds and cars.



PC-Exclusive Bugs#
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This needs some investigation.
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Can't Continue Races#
After completing a race, there is a high probability of not being able to progress past the race results screen due to the "continue" button becoming unresponsive. Attempting to restart the race makes all UI elements unresponsive upon pressing "Yes". Without Xanvier's MultiFix, there is no fix or workaround for this behavior, rendering a vanilla PC install of this game unplayable.
Damage Model Memory Leak#
Having visual car damage enabled in a vanilla install crashes the game upon loading a race day due to a memory leak. Without Xanvier's MultiFix, the only way to bypass this is to turn damage models off in the settings.
VSync Slowdown/Speedup#
Some menu elements are tied to the framerate, causing unintentional effects:
- The first-run data creation prompts and the regular save/load prompts after the title screen slow down immensely.
- The front end world's background animations run too fast.
- Custom Race Day menu transitions move a lot slower.
- Many other menu transitions move at incorrect speeds.
- AutoSculpt zone adjustment takes a little bit longer to happen.
Vehicle Errors#
- Cars with pre-applied stock vinyls will not have them if a blueprint has not been created yet. This is purely visual as the vinyls will reappear when the blueprint is created.
- Texture mapping of car grilles is generally poor compared to the next-gen console versions.
PC |
PS3/X360 |
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Additionally, updating the game to version 1.1 to receive the additional vehicles and race days doesn't actually replace the unfinished vehicle models, and some cars have it rougher than others:
- Every car bundled with the Booster Pack DLC is free to purchase. There are prices set for these cars viewable through NFS-VltEd. This is most likely when their isBoosterPack is enabled in their VLT data.
- The Audi R8 4.2 FSI quattro has a few things wrong:
- The base chassis model for the Stock AutoSculpt body kit is missing.
- Attempting to install roll cages crashes the game due to a lack of any roll cage variant present in the model.
- Attempting to paint the stock wheels instead seems to alter the brightness of them.


- The Dodge Challenger Concept is heavily unfinished:
- There are no stock front brake discs.
- All aftermarket bodykits are broken - non-widebody kits are missing the base chassis model and parts have incorrect lighting. The widebody kit does not inherit the color of the car, making nearly all of it white.
- Spoilers are placed at the car's origin due to the car model only having a spoiler base for LOD level D.
- There is no stock roll cage option.


- The Lamborghini Gallardo Superleggera also suffers from various errors:
- The base chassis model for all non-widebody kits is missing.
- The bumpers for the Stratospeed Formula 4 bodykit appear to lack a material.
- Attempting to AutoSculpt the stock front wheels distorts their geometry.
- Aftermarket hoods seem to lack a material.
- There is no stock roll cage option.



- The Lancia Delta HF Integrale Evoluzione II also has a few things wrong:
- The base chassis model for all non-widebody kits is missing.
- Every AutoSculptable bodykit also has incorrect lighting.
- Every non-stock hood seems to lack a material.
- There is no stock roll cage option.
- Forced induction upgrades are the upgrades intended for classic muscle cars (twin screw and roots chargers). This is purely visual and has no effect on performance.



(Source: Kai)
- The McLaren F1 has two minor issues:
- Its
pvehicleentry in VLT data is under themusclenode, which leads race day announcers to refer to it as an American muscle car. - Its stock engine sounds (
cad_ctsvr_aandcad_ctsvr_b) exceed the game's 1 megabyte engine sound filesize threshold, causing the sounds to not play in-game.
- Its
(Source: Kai & TheUnpunished)
- Forced induction upgrades on the Plymouth Road Runner share statistics with its engine upgrades.
(Source: Ogrady)
- The Porsche Carrera GT's badging and engine grille textures are incorrectly mapped.
- The Porsche 911 GT3 (997) is also heavily unfinished, though its higher-spec counterpart, the GT3 RS, doesn't suffer from these afflictions.
- There are no stock front brake discs.
- All aftermarket bodykits have incorrect lighting.
- All aftermarket hoods seem to lack a material.
- The AutoSculpt wind tunnel on the Stock AutoSculpt and Stratospeed Formula 4 bodykits inherits the car's body paint.
- There is no stock roll cage option.
- Installing an eight-point roll cage only installs a floating section of a roll cage.
- Texture mapping is ever-so-slightly broken on stock bodykits, and is very broken on the widebody kit.
- There is no normal map for car badging.
- Level-of-detail models are broken.
(Source: Kai)






Miscellaneous#
- On PC, there's no string or button displayed for toggling the visibility of the vinyl control bar despite it being possible by pressing Spacebar.
PC |
All other versions excluding Wii |
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- Repeatedly pressing Escape on the LAN IP entry menu allows you to re-trigger the exit animation.




































