Regenerative Steering Feedback and Discussion

Realistic change, but leopards wont turn at all now. With that type of steering they just keep driving forwards and barely turn while you hold only A or D. That change makes them much much worse compared to a type 90/type 10 with the same steering implemented. They should rework leopards steering to make them more playable. Or make that type of steering optional. It is a complete nightmare to drive leopards now in the city maps due to large turn radius even at low speed (15-20kph). With cc1 they also turn bad and got extremely wide turn radius and using brakes also wont help. With that change it is just impossible to do agile and quick turn. I prefer not to get that type of steering if they implement it like this. Change should make driving experience better, not worse. The type 10 and type 90 regenerative steering feels great. It doesnt limit your ability to turn quickly whenever u need, but does give u an advantage when u want to do slight turn on the field.

Tanks should get this change, because it is realistic, but they also should stay playable and should feel good and fun to play. If they wont - that change will be negative and should not to come in the current state. It is a game overall, changes should improve the gameplay, not make it worse and annoying.

3 Likes

Honestly, having the option to toggle this mode ON or OFF in the settings would be the best solution. It would leave players complete freedom to choose whether they want regenerative steering enabled or prefer sticking to the traditional steering logic depending on their playstyle.

Preserving momentum off-road is fine, but completely destroying MBT responsiveness and precision in close-quarters combat makes zero sense. Giving us a simple toggle in the control menu would solve the issue immediately without forcing a broken CQB experience on everyone.

6 Likes

I don’t think you guys realise just how slow a tank needs to get to actually make a sharp turn.

Now I’m not saying Gaijin’s system is perfect, putting power while holding down A or D definitely screws something up, but I’m just saying you guys are severely overestimating just how much turning radius is needed even at low speeds for an MBT.

6 Likes

That’s not the point; we’re talking about the gameplay, and honestly, it’s not enjoyable in its current state.

1 Like

I completely get your POV, but I’m looking at the bigger picture here and it will be better long term.

1 Like

The problem is that some tanks will still use the old driving model while others won’t. On top of that, it won’t be balanced at all.

According to the dev this is what they said about the Types “Different set-ups for different vehicles (Type-10 has better turn/stop bc more modern transmission”

As I’ve said I completely get it, it is especially a big question mark when they decided to pick the Leopard 2 and Japanese MBTs as their starting point when Challenger 1/2 benefits way more with this system. It should have been a wide adoption but Gaijin loves the staggered release much like volumetric armour, 3D tracks etc.

We, however, should not let a new feature be the reason we immediately dismiss said feature when it will be an overall improvement especially on mobility for slower vehicles overall.

1 Like

That’s just an excuse for the inability to model transmission properly anyway but that’s a completely different topic.

Yes, I understand, and that’s actually the problem unfortunately, just like the FCS added in every update that makes the game totally unfair for certain nations. Personally, I hope they don’t adopt this driving system in its current state… I don’t want to drive a boat.

To me, I’d rather have to learn turning circles than the flaws of the current system.
And we are driving boats…
The question is why does ground RB have MBTs playing as if they’re in ground arcade?

1 Like

NO. If that’s what to be added to most of the tanks, I need an option of reverting to the old mechanism. A tank without the capability of making SHARP turns is UNACCEPTABLE, bringing a plenty of disadvantages in tactical movements. Far more inconviniences in real combat than y’all had expected, just think of Rhine.

2 Likes

How do you know it needs to be that slow. Why should they risk throwing a chain at a parade or while driving around? Theres videos of t80s just full drifting on icy roads etc. If the crews completely neglect safety and go full ham and dont care about getting in trouble with superiors they can slide that thing around the corner. Might get into serious trouble doing so and damage it, but when theres no need to why would you? I dont really see why it shouldnt be “possible” to do that with 3 times the speed as in the video. Would be stupid and unsafe, yes…

At low speed a mbt needs 0 turning radius ;-)

What im thinking is it should just apply the regenerative steering when youre going full ham holding w and a or d at like 30 or 40 kph and more, but slow down and apply the brakes to the inner track as soon as youre going around a corner and release w and hold just a or d (and do a sharp turn as in the current steering system). if you brake while doing so, it should do what the type 10 did in the old steering…jk…a tank shouldnt do a 180 and come to a full stop in a second

Either way i think there needs to be an intuitive way to still do sharp and somewhat precise turns in the rather tight spaces that lots of wt maps offer, but also a way to drive around in open areas more efficiently like with the regenerative steering which looks quite realistic for high speeds in open terrain where sharp 90° turns are not necessary. If it would still be, just hammer the brakes while turning, lose speed but do a sharp turn (basically as without reg steering)

T-80s have a different steering system and their tracks are fully metal tracks, no rubber pads to support their ability to grip so they slide way more IRL on smoother surfaces. It is a literal limitation of how a modern double differential transmission works and entirely built in to prevent turning at high speed that could result in fatal accidents.

As for how I know how slow a tank needs to go to make sharp turns, I regret to inform you that I have military vehicle license and driving experience to know.

Well then if entirely realistic modelled t80s would be go karts (which they already are in game) and everyone else would be creeping around urban corners at 10 to 15 kph?

Im all for a more realistic approach, i said the regenerative steering looked quite nice and realistic. But if thats then the result im afraid 50% of maps dont really support such a steering system for the fast paced urban top tier gameplay where you have 0 space for error on lots of maps. And with 20 m turning circles at slow speeds most german teams in top tier will most likely never make it out of spawn^^

1 Like

The issue is that, while the limiter exists to prevent vehicle damage, there is currently no risk of such damage occurring in WT.

For instance, wouldn’t it be appropriate to implement some form of penalty for abrupt maneuvering in modes like RB and above?

I have tested multiple Leopard 2s alongside Type 90 and Type 10, this is down to how Gaijin model inertia when steering but also relates to top speed, weight and a few other things.

In essence, it is still realistic for tanks to be moving less than 20kph to make corners in cities because real life isn’t WT and you’re not swinging around corners popping another MBT with 100% accuracy coordinated by all 4 crews inside, it’s a slow arduous process that requires precision positioning.

Anyway speaking about the tanks that I’ve tested, the 2A7s have a slightly bigger disadvantage because it does take more to turn overall due to how heavy it is with its limited top speed, but at lower gears it can still turn just fine as long as the gear is maintained at gear 6 with CC2.

Leopard 2A4, Type 90, Type 10 etc have it better because they are also a lot lighter and have higher top speed which allows them to slide way more turning at higher speeds.

1 Like

I’m surprised German teams can even make out of spawn even without regen steering these days, most of them play like a chud.

its bugged on the dev atm. you accelerate faster in a shallow turn than when going straight.

1 Like

It’s the same issue I faced when doing my own testing before Gaijin’s implementation, it’s a base layer code that they themselves need to fix but until then it’s the only thing we can do with for now.

1 Like