My american amigos working on that no matter which view the aiming is using as one of the lowest K/S and K/D tanks at 10.3 besides BMP-2m and PUMA.
Why only city maps? the armor does basically nothing vs kinetic threats no matter if its open environment or cqc. OFC you should be allowed to use the worst leclerc anywhere you want, that you just have to grind through 3 basically copypaste leclercs for :-) But it is kinda funny that you can just chose not to use the in most cases useless tusk thats just slowing u down but u cant remove the AZUR kit off the leclerc so essentially its just a 3.5 ton heavier, but still paper armored leclerc with a very heavy lws xD
No, that won’t work. Most of the values Gaijin has assigned to neutralGearRatio so far are inaccurate placeholders.
In fact, if you look at the datamining history from the GitHub dev server, you can see that the neutralGearRatio values have been corrected for vehicles newly equipped with differential steering systems.
Unless the neutralGearRatio value is set correctly, the turning radius won’t be “historically accurate.”
Basically, if you set the neutralGearRatio to the same value as the highest gear ratio in the gearRatios block, you won’t stray too far from the correct setting.
Conversely, you must not set the neutralGearRatio to a value lower than the highest gear ratio, because doing so would cause the track on one side to reverse direction during a turn.
I mostly just wanted to get a feel for how the vehicles might be with regenerative steering, I understand that things will need to be adjusted by gaijin.
from my original post, change the code for the model file like so. This gives you full control of the tank sgear ratios. You will have to find the original gear ratios in the datamine.
The biggest impact on the radius neutralGearRatio, however its not the end all be all parameter that determines everything. If its too low, the engine wont be able to drive it so the rpms will be low and the tank will lack power when neutral steering, too high and the neutral turn time will be slow even if the turn radius on regen is reduced. fine tuning mainGearRatio and the gearRatios can work with adjustments to neutralGearRatio to have decent all round performance.
Would you be able to make a challenger 1?
Final drive ratio of 4.875
Sprocket Radius 0.317
Gears:
4.201
2.547
1.654
1.003
I guess find the correct neutral gear ratio
And see what the radius’ is like for each gear? Should be
9.5m, 15.5m, 24m, 39.5m
or
6.8, 11.1, 17.4, 28.7?
There are two manuals with different values tf.
Interesting, well from the manuals i think the true value is either 10.5 or 14.5.
I would hope/imagine its 10.5 because those turns are very very wide at 14.5 or 15
why is the speed 41 and not 56kph?
hmmm, those are alot closer to the values but i guess i got my math wrong?
i assumed it was 2300/(4.875 * differential gear) which gives the delta sprocket speed.
so i guess the true value is more like 10, which seems to be about the same as other tanks.
Only thing i can think of is the distance between the centre of tracks is not correct at 2770mm
the tank on normal wasd controls wont reach 56kph in a full turn at 4th gear, in fact its radius at 56kph is when measured with 10.5 is roughly the same if as it was when using 15 for its neutralGearRatio
Speaking of WoT, its driving mechanics are actually closer to what we’re currently testing on the dev server.
But I suspect it works better there simply because there’s no transmission/gearbox in WoT.