Hi all,
Sorry for the wait! This was a tricky one
There's an experimental build of 0.2.51 up on the experimental branch

This time powertrain and track behaviour have seen a full overhaul.
Main Changes
- The powertrain simulation is now much more realistic.
- Moved the track simulation off of PhysX into an in-house solution. This allowed for in-depth rolling resistance and bump-stop simulation and paves the way for more factors like weight dispersion to be simulated. This moves a lot of the physics work onto other threads.
- Track collisions are now belt-based instead of wheel-based. Allows the belt under the sprocket and idler to provide traction and suspension.
- Added a new traction model. It's now more realistic and allows track slipping, skidding and drifting.
- Clutches are now more realistic, with a maximum torque transfer and slippage.
- The clutch is now disengaged during gear shifts.
- Track belts now have every joint simulated and more accurate collisions with the wheels. Belts can now detach from the wheels instead of being anchored to them.
- Destroying tracks now causes their belt to break. Instead of the placeholder 'belt vanishing'.
- Suspension now simulates bump-stops. When a suspension's travel is maxed-out, its bump stop applies strong forces to prevent damage.
- Added microbumps to the ground. This simulates small (<5cm) irregularities in the ground. This is returning after it was cut due to optimization issues, it's optimized now.
Other changes
- Torsion bars now have more realistic stiffness and travel.
- Suspensions are now preloaded so that the vehicle sits at the target-angle (previously called rest angle). When the vehicle is off of the ground, suspension arms will extend down more than before.
- Artificial physics constraints no longer need to be applied to the vehicle at rest, resulting in more realistic recoil when firing while stationary.
- Twin transmission: The driver will no longer shift down more than 2 gears to steer while holding the throttle, 4 while the throttle is released at speed.
- Fixed track wheels jumping when moving from a stand-still.
- The final drive property has been moved from the transmission to the sprocket wheel.
- The vehicle's powertrain speed limit is now shown next to the final drive property.
- Key powertrain simulation variables are now shown in the movement info screen 'V'.
- The driver now revs to an operating engine RPM when moving from a stand-still. This operating RPM is 50RPM over the target min.
- Vehicles now launch on 2nd gear when starting on inclines below 5 degrees.
- Brakes are no longer automatically applied above 5km/h, allowing you to cruise.
- Switching between drive and reverse now requires the vehicle to come to a near complete stop.
- The driver no longer upshifts on inclinations above 10 degrees.
- The driver no longer upshifts when turning.
- Suspension damping is now editable in WWI
- Raised minimum torsion bar diameter from 20 to 30mm.
- Raised minimum damping from 0.
- Improved motion blur on fast moving tracks belts.
- Smoothed suspension test bumps
- The sprocket wheel is now classed as 'powertrain', and is visible in interior view. This provides easier access to the moved final drive.
- Wheels no longer visually decouple from their suspension arms under high load.
- Volute spring constants are now much closer to real values and scale more realistically.
- Torsion bars can no longer be longer than the track separation.
- Torsion bars now only offset one track if their length is above half the track separation.
- Fixed the long-standing bug of vehicles jumping when exiting photomode. Photomode no longer scales the physics sample rate with the timescale. So slower timescales won't affect the physics sim.
- Vehicle movement is now smoothed between physics updates. So if you run the game at over 100fps, you should see smoother movement and better motion blur.
- Transmission aux gear ratio now disabled by default.
- Leaf spring stiffness is now significantly higher than before.
Optimizations
- The bulk of the movement system is now multithreadded.
- Significantly optimized CPU-side rendering of track belts.
Known issues
- Belts can clip through objects above them like fenders.
- The modded invisible track segment part used for wheeled vehicles causes a crash.
- Modded multi-tracks are broken.
Overall this update aims to:
- Make all vehicles feel heavier, like you're driving a real tank.
- Make light vehicles more viable by increasing the difficulty of designing manoeuvrable and well armoured vehicles (while still allowing heavy vehicles to have high top speeds).
- Make suspension setups and track layouts affect vehicle behaviour more.
- Fix several long-standing movement bugs.
Give it a go and let us know what you think!
- Hamish