Hi, just a quick disclaimer, I recently googled this and I don't think anyone has came up with this idea (or at least not yet, because the 2020 V0.20 water particle update is very new) and by the way, I don't mean to steal somebody else's idea by posting this here. If there is a thread covering this that was created before mine that I have missed, please send me the link to it and this one will be removed. Ok, onto my idea. About 4 days ago, the BeamNG Team released the update titled, "The 2020 Summer Release - BeamNG v0.20" which I personally was very excited about and even more happy when I read the patch notes. As soon as I installed the update, I double clicked the game, and loaded up the, "Cliff" map to test the new water particles and was totally amazed about the extra immersion this added into the game. Then suddenly, I had a brain wave, only one thing except sound was missing to make this fully realistic; Water flooding (I do realise that sound will be added in the next minor update). Think about it, wouldn't it be way more realistic if your truck or any other vehicle, when driven into water, would float, start to fill up with water and ultimately sink? Of course, the BeamNG Team is WAY more busy with other more important stuff than this, but I suggest this would be a nice addition to make the game much more realistic. As of today, the vehicles just plop into the water with little resistance and sink immediately. Simply put, it would work like this: Every stock vehicle will have unique "Buoyancy Areas" which would work in a similar way to engine flooding, but they provide buoyancy (Cabins, enclosed semi-waterproof spaces (T-Series Trailers, Pigeon boxed trunk variant, ect, ect. and possibly fuel tanks as the most common forms of diesel and petroleum fuel are both lighter than water, giving a slight boost in buoyancy). These "Buoyancy Areas" will have a preset buoyancy and flooding rate (the rate at which the specific area will flood with water, increasing the vehicles weight) which will be appropriately constant, except when they are submerged under water, the flooding rate will increase because of the increased pressure, and as expected the buoyancy will decrease until it reaches zero as the water fills the entire area. The flooding rate can also be increased for a certain area when specific jbeam areas are damaged or unlinked, (ex. windows being broken, nodes deformed, ect.). Here is a clip I found kind of describing my idea: (skip to 0:53 for what I mean) Summing up, I would be ecstatic if the BeamNG Team would take their precious time to read my post, and kind stranger, thank you for reading my post.