Hey all,
First, I will try to explain to Matty H what Southside Games was talking about. What he wants to do (as far as I can see) is attach the suspension properties of the wheel shape to each little square of the track and have it move the squares up and down without rotating them when the wheel shapes roll. There are some problems with that, though. If you lock the rotation of the wheel shape, it won't roll. Yes, that means the little squares of the track won't twist up, but it also means you'll have a hard time getting the tank to actually move.
Second, I am going to say "HA HA!" to Matty H. Oh, I've already said it. Right, well in that case I will explain why I am saying/have said that. I am writing my own wrapper for the Bullet Physics engine. As soon as I finish adding vehicles and the character controller and all the raycast commands, you're going to have a hard time making people buy DynamiX when they can get all the same stuff for free in my Bullet wrapper.

But don't worry, if they want to use PhysX's crappy fluid simulation they can buy DynamiX

And I'm sure people will like your lite version better then my full version until I get the more advanced stuff working (vehicles etc).
And now, just to be really nasty, I'm going to say this:
Here, everyone, is a link to my
Bullet wrapper. Just be mindful that it's not finished yet, but I am working really hard to get the most useful stuff in. Plus, it's 10x easier to use then DynamiX. There's no assigning actors or whatever you have to do. It's just one command:
BP MAKE BOX Object Number, Dynamic
Have fun teasing Matty H!
EDIT: Ok, after re-reading this post I realised that sounds rather like I was being serious and actually trying to be nasty to Matty H.
PLEASE NOTE this post was purely for fun and was
NOT intended to offend. Sorry if I did

Forgive me?
Clonkex