Regenerative Steering Feedback and Discussion

Corny as hell. Looking at your stats, youve completely stagnated at a tiny bit over average. Why do you insist on destroying it for everyone else?

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I might just be really tired and incorrect, but it seems like the Leopard 2 PSO didn’t get the new steering, which must be an oversight

“Barely even play the game”? Is that what you call 1-3 hours a day?

Listen here- the Top Tier community has been fighting for Regenerative Steering since the first official suggestion was passed to the developers in 2017, in an attempt at making the back then upcoming modern tanks turn like actually modern tanks.

And now that we finally have the chance, we will not let it be sabotaged by people who go around claiming that “it’s terrible” and that whoever wants tanks to be modelled faithfully for historical and gameplay reasons is “a casual”.

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This will kill top tier. If its not improved

Ok apparently youre the guy that is partly to blame why the game economy has gotten worse. Why am I even wasting my time with this? Shouldve blocked the instant I saw the name.

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It could use some optional polishments;

Option 1: regenerative turns when pressing W+A/D, non-regenerative turns when pressing only A/D (no W).

Option 2: a keybind to instantly toggle it on/off at will.

But it must stay in whatever shape or form, because it’s undeniably better for every single scenario and circumstance that isn’t a tiny city block.

And if a mixed/combined system isn’t possible, then having it is better than not having it.

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Okay, the only problem with this I’ve found is that, atleast for the TN 37 transmission, the brakes are either on or off, there’s is no directional braking, all steering is done via your hydrostatic system which has a minimum radius.

Can’t guarantee that’s the same for each vehicle and transmission type, but atleast suggests that the current modelling is correct in that regard.

IMG_0167

If it is added or people are able to create a custom vehicle using regenerative steering we could test the minimum radius for challenger 1.

The Type 10 RS feels the best imo its a mix of both non RS and RS it feels like. you still lose some speed but not like before so you can turn tight enough but not loose all your speed and come to full stop

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Here’s a couple of videos I made driving around cities with Regenerative Steering, for those who claim that it’s impossible!

While I acknowledge that it’s harder to drive across streets, it is FAR from impossible. I firmly believe that the trade off is wirth it with being able to comfortably drive on the fields without losing all your speed upon the slightliest turns.

It’s easier to drive across streets with Type 10, actually, since it still pulls tighter than other tanks despite having regenerative steering too. If people find general regenerative steering too hard for streets, perhaps it could be adjusted across the board to generally respond more like it does in Type 10?

EDIT: Type 10’s regenerative steering, much more fit for urban environments.


My conclusion after this is:

Regenerative steering MUST come, but, in order to be the best of all worlds and satisfy everyone under every circumstance, perhaps it should be a mix of:

-Type 10’s low speed performance.
-Leopard 2’s high speed performance.

At the present time, Type 10’s regenerative steering works pretty well in cities, but is still too abrupt for open fields.

On the other hand, Leopard 2’s regenerative steering is suboptimal for cities, but perfect for open fields.

Perhaps the best compromise would be a regenerative steering which allows tighter turns at lower speeds, like Type 10’s, while turning smoothly and without bleeding energy at high speeds, like Leopard 2’s. Or maybe just a middle ground; Type 90’s Dev steering feels just like that- it turns slightly tighter than Leopard 2, but not as tight as Type 10.

Some people have suggested, maybe, that turning radius should be wider when pressing W+A/D, while it could be tighter when pressing only A/D, letting go of W. This could be the key.

In any case, regenerative steering MUST come. Polished, keybind-toggleable, whatever; but it must NOT be ditched.

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The only problem I currently have with having to use CC to be able to do the tighter turns, would be that you have to let go of your forward key (in my case the W key), to engage the CC.

If they could implement it, such that while holding forward that you are able to engage the CC, and then let go of your forward key, that would make it better.
Then you can disengage the CC, by pressing the forward or backward key.

Man, I envy your graphic card…
That puddle looks good…

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Agreed! At first I said “what the f is up with puddles” because I thought they were buggy, as I’m not used to them being so reflective; but after closer inspection and checking real life pictures, I now fully see the accurate beauty of them, so I take back the “what the f is up with puddles” comment from the video hahahah

I think I also got blacebo’s into thinking there was something wrong because Oxy mentioned a puddle-related bug in the stream, maybe.

Anyway! War Thunder’s graphics are quite good.

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This needs to be expanded to all tanks that can have it.

I needs it on my scimitars

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The reason the Type 10 feels so agile in this game is that its moment of inertia is set to an unusually low value (I believe this is a bug).
Additionally, its track friction coefficient is higher than that of other vehicles, resulting in “quicker” movement.

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leo2 a4
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They should honestly just add the ability to toggle between clutch_braking and double_differential steering via keykind (like with manual/automatic transmission modes for example; May also add a indicator for which mode you have selected while they’re at it…)

Kinda unfortunate that they broke single-track braking with the new iteration (it worked flawlessly on the uservehicles previously), where it now just results in you stopping entirely and getting stuck, when braking with 1/2 tracks. This certainly makes testing this to any relevant capacity rather difficult.

The current implementation is certainly flawed in many ways and needs quite a bit of improvement but at least we’re getting somewhere…

E.g. you definitely shouldnt retain (near/)all speed and momentum when you are drifting sideways and the acceleration-increase on slopes is also absurdly overstated, but I suppose these things should be possible to resolve.

In any case, what absolutely should not happen is the immediate implementation of the current iteration and likely not for atleast a couple more extensive tests.

We are still talking about a change affecting the very core of ground vehicle gameplay, rushing it’s implementation is in no way acceptable, even if there are many people begging for it to be added yesterday.

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I can’t imagine how difficult it will be for me to play now since i only have access to a controller and i shouldn’t have to make extra keybinds just to be able to turn tightly if i want

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i mean that was a lot of puddles tbh. the concrete was literally not visible anymore because all streets were puddles only…that cant be right. no matter how beautiful they looked

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Watching the comments here there’s a reason I literally said there’s going to be a fundamental change with how you play tanks with the new steering lol.

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Regenerative steering on the Dev Server is completely broken for CQB and micro-positioning

To be honest, the current implementation of regenerative steering on the Dev Server is an absolute disaster for dynamic gameplay. The issue is simple: the system refuses to lock the inner track as soon as the vehicle has even 1 km/h of forward momentum.

It’s impossible to make a clean 90-degree turn into a narrow street. The tank understeers like an ocean liner and pushes you straight into walls or open crossfire. Even when completely releasing the throttle, pressing a directional key keeps feeding power to the outer track, making the vehicle accelerate forward on its own instead of slowing down to tighten the turn.

Because of this, you can no longer make slight hull angle corrections behind cover like hull-down spots, wrecks, or rocks. Instead of digging a track into the ground to pivot a few degrees, the tank traces a wide arc forward as if it had the turning radius of a Centauro 2. We are forced to come to a DEAD stop at 0 km/h and execute full three-point turns just to shift the hull by 5 degrees. Quick peek-and-shoot angles and emergency maneuvers around street corners have become virtually impossible.

Preserving momentum off-road is fine, but completely destroying MBT responsiveness and precision in close-quarters combat makes zero sense.

Before live release, we need a brake override feature (a keybind or automatic logic to force a hard inner track lock when attempting sharp turns) and the transmission must stop injecting forward power when the throttle key isn’t held. In its current state, this mechanic ruins Top Tier gameplay on urban maps.

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