Changes relative to original VehiclePhys from .:..: by Feralidragon (now XVehicles):

X - Many essencial addons, enhancements and bug fixes (I don't remember all)
X - Simulated true slopes physics in wheeled and treaded
X - Ticks delay with attachments fix
X - Simple slopes fix (normal > 0.85)
X - Full Team off option
X - Rotation with normal.Z < 0, blow up when reaches the ground (upside down)
X - Divide unique AccelRate into AccelRate and DeAccelRate
X - Fix Turn deacceleration bug
X - Add step max height variable (for bigger wheels and vehicles)
X - 90º slopes jumping fix
X - Add horn option for driver
X - Fix vehicles to have weird sudden 90º rotations when colliding against other actors (pawns and vehicles)
X - Enable pawn crushing (mass wise)
X - Fix hit static actors
X - Fix zone damage giving
X - Add special armor (to protect against some damage types)
X - Take off "HiJack" sound if bTeam is disabled
X - Fix the crosshair to be perfectly on center in DeathMatch games (challenge HUD cross offset by handedness)
X - Add full custom crosshair support (including own group called 'HUD')
X - Add headlights, back red lights and reverse lights options and settings
X - Add more hit sound events when colliding into a wall (before it collided but not even a little impact sound)
X - Add firerate-by-animend support for weapons (including animation customization)
X - Fix support for correct aiming even without the right weapon origin set (which happens often in any modelling process, so let's not a 1.0uu origin offset ruin the entire vehicle)
X - Add option to be able to fire only based on the gun rotation and not in a aproximation of visual contact (actually, in some odd roll angles I forced the old style to be used for good aiming)
X - Add specials support (use unnused passengers seats to (de)activate specials)
X - Add better traction physics (regarding mostly icy zones), as a new dynamic variable (only in wheeled and treaded phys)
X - Add driver/passengers exit offset wise relative to vehicle speed and location near walls
X - Perfectly accurate wheels angular speed on wheeled vehicles (added WheelsRadius and bUsePerfectWheelAngSpeed for that effect)
X - Fix BehindView at the end of an Unreal Tournament match
X - Add "follow other attachment rotation when not controlled" option to weapon attachments
X - Fall on the ground damage + sound
X - Add damage effects (low damage white smoke, high damage black smoke, critical damage flames and final explosion customization)
X - Add receiving damage from surrounding vehicles explosion
X - Change destroyed parts management to a better way (visually)
X - Added shielding support
X - Add hit sounds to dead vehicle parts
X - Add special energy gathering particles support (for delayed super beam attacks)
X - Add collision to dead parts
X - Add vehicle explosion radius damage
X - Add optimized dynamic coronas system for effects
X - Change final vehicle destroying parts effects
X - "Spiderman" bug fix
X - Fix "Team locked" bug when in blue team
X - Fix the "disappearing crosshair when it shouldn't" bug
X - Add standard crosshair enable/disable option for ini
X - Add WeaponAttachment Shakeview event properties
X - Fix "Team locked" bug when in blue team
X - Fix the "disappearing crosshair when it shouldn't" malfunction
X - Add custom health view (new bar and new font)
X - Add standard crosshair enable/disable option for ini
X - Add custom crosshairs system
X - Shakeview event properties: WeaponAttachment > Shake > ShakeEvent[4]
X - Add "arc-movement/nose-falling" to vehicles when falling
X - Fix Hitwall < -0.8?, rotate like crazy
X - Fix Camera still on in certain destroyed situations
X - Fix getting stuck or slide in certain slopes
X - Add special Water FX support for new Zones
X - Add InitialDamage property
X - Fix far aiming offset
X - Add bSpecialSPACEKEY (when true, space key will do something else - driver only): Calls function DoSpecialSpaceKey()
X - Add camera view distance player change (with scroll)
X - Fix weapons rotation/aim when in some pitched/rolled angles
X - Changeable Turn Speed [hover phys]
X - Enable/disable jump option + jump time interval [hover phys]
X - Enable/disable lowering hovering option [hover phys]
- Add proper hover phys (sloping and over water)

- Add wrecked parts flames FX trail


X - Add engine dynamic pitch option (wheeled, treaded, hover)

- Enhance the takedamage system based on mass/vehiclegravityscale, and adjust velocities (mostly for heavy shockwaves and concussion systems)
- Fix oldAccelD and VirtOldAccel on take damage in treaded and wheeled phys

To be changed/fixed/enhanced/added with new gametype:
- Add Water trail FX (enabled for xZones only): added to wheeled and threadedphys only so far
- AI smart get damage
- Fix other vehicles weapon aim to vehicle rotation instead of player view rotation (flying jets for example)
- Add engine dynamic pitch option to the rest of the vehicles (besides wheeled)
- Add much better AI (with special support regarding the followers I will tweak
- Add fly, water and terrain nodes (regarding vehicles)
- Add many special triggers (regarding vehicles and the AI on them)
- Add custom (much better) HUD, this time more directed to my own SP
- Add more detail options/settings in the end
- Add armor to the driver/passengers to not get direct damage and transfer it to the vehicle instead
- Etc (and many, many more things regarding mostly the other physics I still have yet to tweak and set, and that I still have to think on)