Regenerative Steering Feedback and Discussion

the game is going for authentic “realistic” not full blown simulator. Video game conventions still exist. Otherwise we would be forced to ditch the tank as soon as youre tanks penetrated, even if its not a total wipe of crew.

The game is not authentic when a 60 ton MBT can sustain 40+mph over rough mud and rocks and snap into a hard turn like its a WRC car. Acceleration is also too fast on most of these tanks, do want that changed.

If you want tanks to run around super fast and not be somewhat grounded in reality, WoT is down the hall and to the left.

If the tank physically cant steer like that then that itself is selective realism.

Double dif/regen steer will be tuned as dev server proceeds, Im all for it.

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This would make the Maus so much easier to drive

And how is that different from allowing tanks to keep the current movement as an option?

Either go full realism with your movement suggestion, no repairs and death from every penetrating hit etc. or just stay at the current level of realism.

You see, I have been through enough dev servers to make me heavily doubt that.

I expect them to at most fix the Leo 2s broken steering at least somewhat, I have 0 expectations beyond that.

if they dont drive right, they dont feel right.

I dont think you understand the concept of “SimCade”.

can always do bug reports, that actually helps the cause.

Calling GRB a SimCade is a joke, maybe if you are specifically talking about sim battles.

There is barely anything justifying the “sim” part of “SimCade” in GRB.

I’m sure Gaijin will appreciate the bug report 5 years down the line.

<man who doesnt understand the concept of simcade.

some reports are left for ages yes, but thats better than nothing.

majority of my reports are actioned on in the next major update or the one after. this is extremely consistent actually if you look at past changelogs and datamines, you will see at least one scimitar change per major that are from my report.

Simcade assumes that GRB actually blends any significant realistic simulator functions.

Current GRB is a slightly more realistic arcade. If anything ground sim is closer to simcade.

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This is literally what WT does for tanks, planes and ships.

Relatively realistic damage and penetration calculations

accurate modelling of vehicle performance

3rd person cameras

ease of control

huds

thats a blend of simulation and arcade. It meets the definition

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RS was only implemented for Leopards and Type 10. You don’t realize that was done for testing purposes and not because thats how it’s gonna end up on live?

There is another option. If we want tanks to move the way they currently do on the live servers, we can simply drop the implementation of the new mechanic being tested on the dev server. I prefer this option.🥳

It would be incredibly frustrating if that option is chosen.
There are plenty of vehicles like challengers who would be massively improved with this feature.
We haven’t seen any revisions to the feature on the dev yet so until we have seen the effects on more vehicles and a with better modelling, we cannot make such judgements.

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And also a lot of tanks that, on the contrary, will become unsteerable

This thread is turning into a war between those who want simplified controls for a more arcade-style experience and those who want to take a step towards greater realism. There may be 104 or 105 keys on a keyboard, but having to use more than five or six is ​​considered too many. Yet, you use more than that just to post on this forum…

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I saw a video when a guy did a comparison between regenerative steering with automatic gearbox option and with hand-controlled gearbox option.

With mechanic gerbox option he turned faster even on tight turns, where automatic gearbox required a full stop to even start lowering the gear and, thus, steering radius.

Maybe they should just improve how automatic gearbox works. He suggested to switch back to lower gear when you press “S” no matter your speed, engine revolutions, etc.

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Are you telling me that modern tanks who were built for long range engagements both in offense(APFSDS, LRF, FCS) and defense(NERA, Armor angles) in mind would sacrifice performance in CQB(they were never built for it as a priority)?

Oh-no-anyway

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They will not become unsteerable, but people may need to rethink the way they drive around the map and approach tight corners. Also, keep in mind that this is the first test of regenerative steering and it could change.

I can say similar things with the current system, making even small steering adjustments causes you to loose speed, sometimes a significant amount of speed. The current system also prevents you from making smooth turns, as repeatedly tapping the turn keys causes you to bleed away all of your speed and eventually go to a crawl.

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So we’ve been asking for Regenerative Steering for 10+ years now, then the Devs give is the most garbage and terribly modeled version of it possible, and then ask us if we still want it.

Just come out and say you don’t want to model Regenerative Steering, don’t pretend like this garbage is a legitimate attempt at getting it into the game.

Good luck trying to replicate this with the Regenerative Steering we’ve got:

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In my opinion, they should just give the player the option to turn it on or off, like the aoa button. Some people will like the regenerative steering and some (like me) will not. With this option, everybody can be happy.

I mean, at great speed it is better to lean left if you want to turn right and start your turn sooner, so an apex will be exactly at a corner.

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Anyway, its too soon to say that, we should wait until they fix bugs and re-tune automatic gearbox option so it won’t force you to wait seconds til it lowers the gear.

Well, at CC1, kinda?

Except it should be like this at low speeds always, instead of accelerating without pressing W. Maybe it should be a bit tighter too.

Another issue is that turning radius is tied to gears, IRL tanks have 4-5, in WT they have 8+.

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