BTW guys, I found some of the DLC vehicles (Ridge and AW to be specific) to have hard-coded friction values for their wheels. I decided to remove all those hard-coded values so that the one in media.xml takes full effect. The changes are subtle and hard to tell for sure, but if you ever felt like the B-6A or Western Star were too slippery on mud then that's something worth looking into. With the WS I also changed the wheels to have offroad friction, since the tread on those tires looks somewhat offroady.
@touxherts I suspect it was also made to encourage people who haven't bought the AW DLC to buy it, by giving them a taste of AW with this DLC and making them want more. I already had AW but I admit that this little DLC did rekindle my interest in MR a little bit, even though this map was short, but it made me want to replay the AW maps with the new DLC vehicles. But what also helped rekindle my interest is finding a way to make the mud better, as I mentioned in the other thread.
@xenorad I'm afraid so. Good luck getting an answer on this. Communication has always been very poor here.
One other thing I noticed in the most recent version is that zooming in beyond the closest camera doesn't highlight the fuel anymore, and I actually like that. I saw no point in that feature anyway. And regarding the removed fuel station from AW maps, I thought that was already the case in the previous version. I even remember people talking about the removed fuel station but the fuel station sign having been left behind, and that's still the case in the latest version.
@ewgenij84 I found ST needing the same lower mud friction value to have the same desired behavior, though with the softer mud it's less of an issue. Water already looks great in MR. I'd say the water wrapping around tires actually looks better in MR than ST. Color of mud in MR is OK, it's the more chunky nature of it that doesn't look that great compared to ST.
As far as tire mud chunks go, I tried importing the mesh from ST into MR but the chunks didn't show, but that's OK. The new ones in ST are pretty small anyway, hardly noticeable. Tires definitely look better without the oversized mud chunks if you ask me, especially on the K-700 where they clip through the fenders.
What bugs me more in MR is the slippery pavement. It's pretty hard to stay on the road on those AW maps when going fast in a scout vehicle (the road literally throws your vehicle sideways), and that's a shame since MR is going more toward pavement driving. ST's pavement feels more stable, at least from testing in Proving Ground.
@deathcoreboy1 Thanks, I haven't seen those in this game but I know BeamNG uses them for scripting things like AI & scenarios. I highly doubt any physics stuff will be in those files.
Edit: I had a look and the scripts are for things like particles and sounds. Nothing about traction.
@deathcoreboy1 Don't we already have this kind of mud? Yesterday I was replaying the Grizzly Creek and some of the dirt roads have that kind of shallow mud. It also made me realize that my F150 is still overpowered as I was spinning wheels like crazy even without pressing the throttle (in manual mode). That's always been a problem with MR and it may have got even worse with my lowered friction settings. But lowering the torque I believe is the answer. Those AW scout vehicles are crazily overpowered, while the D-538 is very underpowered. Luckily we can change those values.
I also agree the new ST mud looks better. I mentioned that in the MR vs. ST thread. The darker texture is good I think, though it looks like rich, organic soil rather than common mud, but I suppose mud could look like that in some places (with rich soil). The main behavior difference between ST and MR mud is that ST mud is softer and makes vehicles sink more, even when the tires aren't spinning. Unfortunately this and other properties are not adjustable in an xml file as far as I know. I wish I could adjust other friction settings besides mud, especially pavement which is much too slippery in MR (it's OK in ST).
Some good news. I recently found ways to make the mud better (more realistic in my view) and I decided to share them here if anyone is interested and doesn't already know about this. And I'm talking about both visual and physical properties.
To remove those oversized ugly mud chunks from tires:
In the game's installation folder, remove env_mud_particle from MeshCache.zip.
To make mud stickier and more realistic:
In the game's installation folder, extract file media.xml from Media.zip and change the value SubstanceFriction in the mud section from 2.2 to 1.8, save the file and copy back to the zip.
This is the value I found best so far. Your ideal value may be different, but if you want more realism, give it a try. FYI, I was testing with the C-375 in the Proving Ground's swamp with diff lock on but without 4wd, to see how effectively I get stuck in the deep mud and need 4wd to get out. With the original value, I feel it's too easy to climb out. If the current values seem fine to you, then just carry on with your mud running.
I want to say though that this is not the ideal fix to the mud. I feel the mud is good like this, but to make it perfect, where the undercarriage of a truck actually gets stuck in mud where even 4wd + diff lock won't get you out (which happens in real life as the tires start spinning in the air) the devs would need to change the code so that if the truck gets to or below the maximum mud depth, then it won't have any traction and won't move at all. Only winching the truck out would help it in that case.
@sodoma I have the same feeling. Suggestions are fine but GNeal needs to realize the design for MR2 isn't going to dramatically change just because he posted about them here or sent them to Focus. "Corrections" are for the game designer or producer to decide, not for any of us players.