I've attached the AW addons to the GMC, so it should work for everyone!? The original addons as well, not via the method I posted above.
To continue on from my previous post, it seems the new vehicles are unique in that they accept USA, Russian and other addons. Russian trucks still can't take USA addons and USA trucks still only accept USA addons.
I've made an unloaded version of the new loaded log cart, it attaches to the new Chevy and the UAZ etc but because it's technically an 'other' addon, it doesn't attach to the AW 4x4s. Very frustrating lol. And in a further twist, the Chevy's garage parts trunk does attach to the F150!
I haven't looked at the new stuff yet but iirc you can't add AW attachments to other vehicles and you can't add russian/other attachments to the AW vehicles. Since AW something outside of the xml is dictating what you can do with some addons and vehicles.
A workaround is to copy the addon xml and rename it, I did this with all the AW addons so I could experiment with them on other vehicles. Add the new names to the strings and the only difference is there are two of every addon on the AW trucks (or change the installsockets etc as well).
You could even delete the originals but this would mean trucks spawn on maps without the intended addon attached so it's not really worth it imo. I think it all works with the trucks as well but again renaming the file means it won't spawn on maps and making a copy will just be a separate truck rather than a replacement.
They wouldn't invite members of the public to come and play a beta at a 'manager's conference' would they?!
I'd be disappointed if we don't get to see any gameplay footage from the event. The development rate suggests that we're gonna be getting spintires v3.0 rather than a 'new' game, I have mixed feelings about this tbh but it would be nice to have some sort of confirmation of the direction they're taking.
What if I've never noticed it before but now I do, is that confirmation or placebo?
It could be that a certain percentage of the truck's weight is somehow framed to the camera. I use the cockpit camera zoom mod and it does feel more wobbly when it's up high, but the movements are magnified when there's a big distance between the viewpoint and the object. A good way to test might be having a fiddle with the RadiusMultiplier, a camera further away might have more leverage?
And does it still happen with the new stmod free cam? The camera isn't 'attached' to the truck but it's still the active truck.