@Autoprophet-ZR
Animating the suspension could be possible in theory. It's just many more bones to articulate, along with applying bone affection (using Zmodeler). It would be best if we had the 3dsmax tools used by SMS for animating objects, especially for a suspension model.
Yes, the animation files are now binary. What I did in S2U was take an existing animation file to use as a "Donor", then edit the information for node names, along with updating the quaternion data of the "Transform" section for each node. Seeing as pCars animation file is binary, it's just a matter of locating all of those transform quaternion addresses in the file.
[as a short overview of the process]
In Zmodeler, using an animated model from the same car that donated the animation file(s), I would import the model into my project. Attach the skeleton/bones to my model, then delete the meshes of the donor model. I would them locate/rotate each bone over the area of the mesh I wanted to affect, along with deleting any extra nodes/bones. From there, I would select a bone (make current) and apply weight painting to the appropriate vertices. Then I would select the next bone and repeat the weight painting process. When finished, I would record the x/y/z positions of all bones. Those positions would be entered into a quaternion spreadsheet (that Chevyopala provided) and would generate the "transform" data to be entered into the animation file.
Prior to exporting the new animated model, I would make the materials of the animated meshes a skinned material.
[regarding edits for windscreen meb]
When reviewing/editing the windscreen meb, I did see that the original pCars meb has 10 vertex sections. So, I noticed I had 3 sections missing in the meb of my tester car.
I first set address 0x05 to "01" to match existing.
I copied section 02000000 02000000 00000000 to make sections 02000000 04000000 00000000 and 02000000 05000000 00000000
I was missing UV Channel #4 (typically used as the lighting channel), so I copied channel #0 to make channel #4.
I filled all words in UV Channel #4 with a floating point value of 1.0, while leaving a pad word of 00000000 at the start of the data section. For the most part, the original pcars windscreen has mostly 1.0 used for most words.
Once I changed the data in newly created section 02.... 04... 00... to a common floating point value, the rain appeared. The graphic anomaly appeared after the rain effect activated.
perhaps you have discovered other things that must be done to the windscreen meb?
EDIT: I did a quick test where I stripped the cockpit VHF down to just the cockpit windscreen and no longer see those graphic anomalies. So, I now know that the other cockpit mebs require editing, as you mentioned.