I used to play a LOT of WoT (im a WoT refugee from when premium spam started to get really extreme) and double diff feels like the game is not the case at all. You either havent played WOT or are disgenuine for whatever reason.
theres still gearing restriction and some feeling of weight to WT while not being glued to the floor like WOT is. WT is awful at getting the feeling of weight correct on anything tho, anything under 10t feels like its made of paper and anything over 50 tons feels like its 8t.
they also have like double the power and act like wheeled vehicles. if you look at the modern armour gameplay the FV101 goes everywhere at 100kph. Complete absurdity.
credit where credit is due to WoT tho. their general tank driving physics are better than WT. even if its a full blown arcade shooter rather than simcade
Wow, kids crowd discovered one of the reasons why tanks are not suitable for urban combat. Please add the barrel environment collisions and minimal ATGM range as well …
Brake turning like ingame isnt a thing though, its insanely dangerous to brake like we do in war thunder, you would throw a track or even flip the tank.
Here is a great article explaining tank steering mechanisms based on their types. (It is in Polish, but modern machine translation works very well!)
There are many articles available, but I recommend starting with the one at the bottom of the page titled “Mechanizmy skrętu czołgów - grupa pierwsza, druga i trzecia” (Tank Steering Mechanisms – Groups 1, 2, and 3).
It outlines three main categories of tank steering mechanisms:
Group 1: When one side slows down, the other accelerates by the same amount (constant speed).
Group 2: Only one side slows down (non-constant speed).
Group 3: Both sides slow down independently (non-constant speed).
Among modern tanks, most Western designs utilize Group 1, while Eastern designs use Group 2.
For a long time, WT could only replicate Group 2 behavior, but the system currently being tested on the dev server corresponds to Group 1.
Additionally, the article “Czołgowe mechanizmy skrętu i ich grupy - raz jeszcze” explains that Group 1 steering mechanisms are not necessarily superior to the others.
The blog features several other articles explaining tank steering mechanisms as well; they make for an interesting read.
The text notes that this category includes vehicles such as the Elefant (which utilized a gas-electric drive) and those where an engine drives a hydraulic pump to power hydraulic motors for propulsion.
I surmise that even vehicles with geared steering systems such as the IS-2 can temporarily replicate the behavior of “Group 3” if specific procedures are followed. Specifically, if one track is slowed via the gear reduction system while the other is further decelerated using the brake, the vehicle will exhibit Group 3-like behavior.
I’ve filed a bug report regarding the engine power boost that occurs when using the dual-differential steering system.
If you’re experiencing the same issue, please hit the “You have same issue” button.
I think this system is excellent.
While testing it, I noticed that when attempting a sharp turn, even if I decelerate, the turning radius often gradually widens, making it difficult to complete the turn.
If the turning radius is determined by the gear, the system should be designed not to shift gears when no acceleration input is detected. Furthermore, since simply relying on that might make it difficult to adjust the turn if a tighter angle is needed, I believe it would be a great improvement to trigger a gear shift when combining a turning input with a deceleration input.
I want to experience combat with a realistic atmosphere rather than “super-dimensional” tank battles, so I wholeheartedly welcome this change.
TKXs should get this feature, but leopards are big and heavy, have annoying engine deck and it would be impractical, I would not add it to anything else than TKX platform
I’m glad your report got accepted, there was also a similar report made today by zarusoba and that also got accepted.
Hopefully we’ll see a second dev server next week with these issues fixed! Your suggestions about the controls is exactly how it should work, I was really surprised from the first moment that it’s not how it is currently
Challenger 2 TES (74 tons) with a 1217 hp engine overperforming base Challenger 2 (64 tons) with a 1314 hp engine despite being 10 tons heavier and missing 100 hp.
Mistakenly, the Regenerative Steered Challenger 2 TES was modelled with the pre-buff engine (1217 hp) instead of the fixed one (1314 hp).
So EVEN despite weighing 10 MORE TONS, and despite also MISSING 100 HP, TES still overperformed Live CR2. THAT’S REGENERATIVE STEERING FOR YOU.
Can we first un-nerf Leopard and Type 90 turning??
Why Gaijin is intentionally trying to present differential turning as being worse by additionally nerfing it?
These kind of threads really highlights the people who are against change. This and the APHE changes would be a net positive for the game. They already killed off the APHE changes, let this pass. Let Gaijin know it needs further refinement and it’ll be great.