On grass, forest ground and other natural surfaces, the HUD still shows about 95% grip almost all the time. From the driving feel, I also could not notice much difference compared with before. I checked the Lua and noticed that the new natural-surface physics seems to modify values such as frictionScale / tireGroundFrictionCoeff, but the HUD grip display appears to still use the older avgGrip / ground data calculation and is clamped to a maximum of 95%. So it looks possible that the Natural Surface physics is working, but the HUD is not reflecting the actual friction value. Could you please check whether the HUD grip calculation has been updated for the new Natural Surface system in v3.6? It may also be useful to show the detected surface type in the HUD/debug output, because at the moment it is difficult to tell whether grass/forest/gravel is being detected as Natural Surface or as Road/Hard Terrain. Thanks for continuing to improve TTD.
Hi, I really like Tractor Terrain Dynamics. Would it be possible to add support for non-field natural surfaces in a future updat? At the moment, TTD works very well on fields, but non-field surfaces such as grass, gravel, dirt roads and forest roads are mostly treated like normal hard ground. It would be great if these surfaces could also have reduced grip / increased rolling resistance, while keeping asphalt and concrete unchanged. Wheel sink could still remain field-only. I tested this on the Highlands Fishing map, where GIANTS can distinguish hard roads from natural terrain through the wheel ground data, even when the surface is outside a field. Thanks for the great mod!
@WDMods 😀
Hi, I really like Tractor Terrain Dynamics. Would it be possible to add support for non-field natural surfaces in a future updat? At the moment, TTD works very well on fields, but non-field surfaces such as grass, gravel, dirt roads and forest roads are mostly treated like normal hard ground. It would be great if these surfaces could also have reduced grip / increased rolling resistance, while keeping asphalt and concrete unchanged. Wheel sink could still remain field-only. I tested this on the Highlands Fishing map, where GIANTS can distinguish hard roads from natural terrain through the wheel ground data, even when the surface is outside a field. Thanks for the great mod!