I would love to see a mud and dirt system (like Spintires) , which concludes: Deep mud, which slows down and makes steering hard and you can get stuck. So if you stuck you can use walking mode, using a cable winch at a tree to get out or placing one or more small piece(s) of wood beow the wheels if the mud is not too deep. There should be different wetness, depth and consistency of the mud which can differ in small areas below one metre, so there are some small spots with very wet and deep mud, so you can "learn" the mud to find your way after your second try. And if it is possible, the mud traces of the wheel could stay and also change the grip and progression of the car, but this could be not possible because of the computing power boundaries. Details: Mud is splattered on the wheels and the lower half of the body of the car You can see the wheel traces within the mud behind you .
I've compiled a list of previous threads where this topic has been discussed before. This is from the first page of forum search results for the word 'dirt': https://www.beamng.com/threads/dirt-sand-mud-patches.79361/ https://www.beamng.com/threads/dirt-system-for-cars.77083/ https://www.beamng.com/threads/visual-damage-paint-scrapes-dirt-etc.73810/ https://www.beamng.com/threads/dirt-physics.72525/ https://www.beamng.com/threads/dust-and-dirt-on-the-body.69656/ https://www.beamng.com/threads/dirt-on-cars.65960/ https://www.beamng.com/threads/dirt-and-mud.63010/ https://www.beamng.com/threads/accumulative-dirt.49013/ https://www.beamng.com/threads/dirt-and-scratches.45686/ I'm pretty sure that the devs are aware of this suggestion by now. Probably not a trivial thing to implement since it requires a lot of under the hood work to be simulated accurately. Games like Spintires bake these sorts of effects in from the ground up, same with paint scratches and other body effects on some other racing games. Not sure if they're accurately simulated in those games (probably not), but I can't imagine it being a simple case of "just adding it".
Most of these threads are not linked with my suggestion. just leave the dirt away and this is my main suggestion, not just dirt on the cars, it is more...
Yep, it's been discussed many times. The environments could benefit from being more dynamic in general. They'd have incorporate soft-body physics into the world itself, which would be pretty taxing on most systems, so I'd be interested to see how they'd go about doing it. Simulating the soft-body physics on a single car is fairly demanding, most players face severe framerate drops when another car is spawned in. It's no trivial feat.