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Tanks IRL are actually bad climbers on stone/rock: they do slip, the game isn't BSing you that much on that.
Also, modern MBTs climb a maximum slope of 60% on non-slippery terrain when facing forwads, 60% slope is 31º. Sideways, vehicles have even less capability of facing slopes, many will tip if over 30-40% slopes.
As for WT, part of the slippery rocks thing is connected to the way movement is programmed (single point of contact underneath the vehicle, instead of multiple points). I've seen it done like this many, many times in other games. You either need too much processing power to do it another way (programs like Blender correctly deal with this, and it is indeed heavy), or perhaps we need some genius programmer to figure it out efficiently enough for games.
A single point of contact is why you can get stuck when driving over trenches, destroyed props, etc. If there was one point per road wheel, this in theory shouldn't happen.
Finally, WT many times puts small rocks with no collision in their maps, as to not affect driving, I find this to be the better solution for most of what we see.
I remember there were parts of maps they didnt want people getting to, and folks were showing it off. Various devs seem to take hilarious offense, and even more irrational actions when people do that.
But often they only seem to play with global parameters and you slippery slide down/sideward on NOT rocky (that is dry grassy ground) slopes that clearly seem not designed for this to happen.
That map with the big castle in the middle and all the slopes on the edges of the map is a good (or rather bad) example for this.
Anyways, it moved a bit faster than in this game for sure.
I would like a graphical improvement to show mud slipping or rock scratching when a talk slides down though.
In a tracked vehicle? Because you stop using one of your tracks so you can turn, which causes you to lose large amounts of speed and rightly so.
It's annoying, but it is fairly realistic.