That’s the thing with levels of realism. Not so long ago, I was thinking about axle F and R, because of driving back and forth through the wastes whilst doin’ 50 or more mph; no matter how good of a driver you are, off-road attempts backfire on the driveshaft and suspensions. So I had suggestions, but…
I imagine those abandoned, dented vehicles are a nightmare to run. A quarterpanel just hanging from the welds has a serious impact on overall speed, maneuverability and can be heard of from blocks and blocks away. Misshapen frames should steer the vehicle off track or make it highly unstable, slow and less responsive; missing ones should at least block the controls once in a while, whereas in real life those controls would get wasted in a matter of minutes.
As long as there isn’t a copious ammount of detail on the account of vehicle physics and a method of displaying these information to an in-game character with high enough Mecha skill, we can’t have this three-dimensional picture of CataDDA driving:
Preset – Customization – Performance
As for now, driving and enhancing the in-game rig is just a lot of fun, which is great regarding the ammount work put in for it to function this way.
Even when it’s WIP and doesn’t make a lost of RL sense, at least the ride is great.