Surely you can point out the mistake I made while using regenerative steering then?
Not all of them, cause I’m making mistakes I’m not aware are mistakes yet in my own practice when on dev.
The throttle management needs refinement.
Which is tied primarily to the cornering performance.
There’s placement predicting; where you predict your vehicle will be with what speed/maneuver.
That information will have a major impact on what controls you decide to do when; like on live.
You’re pretty much learning to do all these things again, cause the inertias, speeds, etc all changed.
I’m still learning the new stuff as well, & it’ll take time for me to feel comfortable giving advise, cause I don’t feel comfortable giving this advise cause I might be missing something that’s necessary to speak on.
I’m also a dude that applied Gran Turismo 5 lessons to tank driving in War Thunder since starting the game, so… my perspective is primarily with the goal of getting to places as fast as possible with the least amount of errors.
So the only objection towards my driving is a vague “manage your throttle better”?
I’m bad at explaining things on a good day, & absolutely useless otherwise.
You asked, I did my best to answer.
Sorry if my flaws in explaining are causing issues.
No, you’re missing a lot of important details.
There is a bug in the game where certain tanks, when positioned on a hill, start slipping and completely refuse to turn when you press W+A or W+D simultaneously. This forces you to stop and simply pivot in place. The new mechanics feel exactly like driving a tank affected by this bug, because you also have to stop the tank and turn it in place.
This is absolutely not a good feeling when it comes to vehicle handling, which should be simple, intuitive, and, above all, comfortable.
Now let me explain why I’m against these mechanics.
- Extremely large turning radii (30–40 meters, and in some cases even 70 meters).
- The T-80BVM has smaller turning radii, but driving it feels like I’m moving on ice. The tank seems to slide around and responds very poorly to my inputs, almost as if I’m experiencing extremely high ping.
- When holding W+D or W+A simultaneously, the tank maintains its current speed and refuses to accelerate until you release D or A. This is inconvenient.
- The developers have made the controls more complicated by adding manual transmission control to the default control preset. I’m specifically referring to having to downshift repeatedly by pressing S multiple times. This is a huge drawback.
- This will distract the developers from genuinely important improvements. Just look at how much time has already been spent implementing new modules. The developers will have to find documentation for every single tank to determine its realistic turning radius. This is an enormous amount of work that will take a considerable amount of time.
And considering that documentation for some vehicles might not even be available, we could end up in a situation where some tanks in battles use realistic turning radii while others still use the old movement system.
Only thing i agree with here, i dont think its the correct solution at all.
I quite like the “kickdown shift” in the current DEV.
It’s very simple and effective in situations where the turning radius is too large to make a turn.
I would rather use the brakes tbh, gives me more control on the exact speed I enter and leave with, and does the same net effect.
However, relying on the brakes to “wait” for an automatic downshift is highly uncertain, as the amount of braking required to trigger a downshift varies depending on the vehicle and situation.
In contrast, I prefer kickdown because it offers the certainty of a one-gear downshift with a single push, making it easier to predict the turning radius.
In the case of a mechanical dual differential, the turning radius is determined by the gear ratio, not the speed, so a reliable and quick way to downshift is crucial.
Indeed, but form a realism perspective, you cannot kick down your tank from 6th to 2nd/3rd to turn, you’d cause substantial engine and transmission damage most likely.
Honestly, i think a lot of the problems that people have would get fixed, if they fix the controls and weird quirks for the regenerative steering.
- When holding A/D the tank should not accelerate. This feels nearly like a bug.
- The W key should accelerate, and S key should break the tank (like when you going forward)
- The gearbox should work automatically. This would make you have larger turns depending more on your speed than what gear you began turning in, where you would be able to break your tank to slow down and have a tighter turn.
Currently it is a weird type of manual transmission when turning, where you can go down in gear by pressing the S key, but you cannot go up in gear without stopping the turn. (It actually feels more fluid to turn in the tanks in manual mode than automatic, because the way you are more in control of the the gear change.)
That’s 100% the implementation I always thought of and which I’m sure everyone would be happy with!
Even if it wouldn’t be fully realistic, it would also be a great change if holding the S key doesn’t completely lock you out of turning until fully stopped.
Like I said, maybe not a fully realistic change, but certainly not any more unrealistic than some of the other aspects of the game (cough repairing).
Are you sure that Abrams wasn’t stock? Because it looks exactly like stock tracks and/or stock engine. Mine is a lot more mobile, in fact I just checked the M1 on the Live server and it’s a lot worse than what I remembered. It constantly wants to bog down in low speed turns and just overall a very clunky experience.
But fine it got an engine buff too so I also made a video of the 2A4.
I didn’t have to pay attention to anything while using regen steering, everything felt intuitive. There are a few problems though. First of all the steering sometimes get locked during braking. Then sometimes the tank gets a “speed boost”, mainly during turning which is weird. And of course everyone’s beloved traction. It’s still utterly shit. However I feel like regen steering makes it a bit better since both tracks can work at the same time.
You are making the Abrams look worse than it is, it’s really not that bad. Also you are trying to drive like it’s still the current handling, of course it’s not working. At the end it does have problems turning so tightly around the T-10M I admit that but the rest of the route is fine.
And since you are so obsessed with being faster let me tell you that I just hopped on and did a run with the regen steering 2A4. It was 15 seconds faster than your current handling run, I can upload it if you’d like.
The Type 10 is a dream to drive though in every situation.
Exactly this.
Please go ahead and upload the 2A4 run.
Care to explain what that means? Surely there must be something concrete to point towards and say “You’re doing this wrong”.
By showing how it is?
Also, the reason why I point out that regen steering isn’t even faster is that when I asked “what benefits does regenerative steering have”, people told me that the handling feels better now and tanks are faster. Since the handling does not feel better, the only thing left is speed. Except it’s not even faster.
Regenerative steering is a net negative for the game.
except it is, the Challengers Chieftains and Type 10s feels like whole new tanks the abrams doesnt benefit from it all that much because its fast already and turns fine already. the challengers and cheiftaiins are slower and the type 10 turns to much so just because it doesnt benefit 1 tank doesnt mean its a “negative feature for the game” and ravanex is right you did make the abrams look worse than it is.
I said net negative. It affects more tanks negatively than it does positively. That makes it a net negative.
Care to explain what that actually means?
I think a lot of the steering issues honestly could be solved my just making the tanks have better traction.