Regenerative Steering Feedback and Discussion

only turning and not pressing forwards feels more accurate.

maybe it applies power twice when pressing w + a/d?

this also applies to elde, but the shit trailer physics counteract it a lot.

It might be, but the only way to workaround it is to play around with cruise control.

if they make it out, they wont go where its important anyways, so it probably wont even matter xD

i mean in that case id obviously trust someone with actual irl experience in how it feels like irl compared to the dev server reg steering.

I still think they need to draw a line between realism and playability, especially because on quite some of the maps theres so much tight spaces and they really dont seem very well suited for these giant tanks with that much engine power. No problem for rather small ww2 tanks to maneuver around the town in ardennes, hurtgen forest, poland, fields of normandy and many more. If youll struggle cutting around corners at 30 kph on these maps in top and high tier, it will be roadblock simulator with 40 players on these maps. Then bring dead tank hulls into the mix…omagad…

how can I drive around like its Mario Kart if they make the game like this? I must rush down the corridor in hallway maps and juke while jiggle peaking in my 65t tank.

It’s not a perfect system in game, still needs a ton of tweaking, and when you’re inside a large vehicle IRL as a driver, the torque can make it feel like you’re going a lot faster than you actually are. One time it felt like the armoured vehicle was going at 50kph when i was barely hitting 30, so it can be quite disorienting lol.

That’s my gripe with WT maps in general, a lot of them are designed for corner peeking or unrealistically expecting to do a 90° sharp turn when tanks IRL don’t do that at all, even if we use the Russian tank example as above, there’s a reason they also only do it outside of supervision because there have been cases of tanks flipping while performing dangerous slide manuevers as it transitions from smoother to rougher surfaces.

We’ve also had incidents here which I will not name date,
time, vehicle type etc but drivers have performed dangerous manuevers attempting to do sharp turns at high speeds which resulted in said armoured vehicles to flip on its sides, armoured vehicles have very higher centre of gravity in general so its a very delicate process. These reports are usually not announced publicly unless fatalities are involved, and I can tell you there are way more incidents than you’d expect when it comes to dangerous driving.

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There is a bug where torque spikes dramatically far exceeding forward-driving levels—only while turning.

Since tracked vehicles generate significant rolling resistance when turning, it should be physically impossible for them to accelerate faster than they do when moving straight ahead.

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  1. Prepare a vehicle equipped with dual differentials.
  2. Stop the vehicle on a slope within the test drive map.
  3. Switch to manual transmission mode and select a high gear that makes a hill start impossible.
  4. Confirm that the vehicle cannot move forward when the forward input is applied.
  5. Confirm that turning while moving forward increases torque, allowing the vehicle to start moving up the slope.
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Known issue, it’s a thing with their backend code.

Dont let the door hit you on the way out. I for one, along with many, absolutely love this regenerative steering, it feels damn good, Im finding myself actually just driving around the map in my leopard 2 just for the fun of it!

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On the contrary I understand their view, it changes gameplay entirely and how it would affect driving around smaller maps and tight corners. So it’s not without its own sets of issues.

But saying that it will kill the game is absolute drama core.

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I think the best answer is to the make this is a toggleable function like AoA limiters on planes, or input controlled like the mouse steering system (that I’m certain only like 5 people in total on pc actually use); Alongside ironing out some issues and clunkiness with the current implementation that others here have mentioned.

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Mouse steering is ridiculous as a system and IRL it’s not a togglable system either.

With that said, I feel like they should implement it to all top tier MBTs first and slowly trickle it down so the transition isn’t as jarring and the difference in vehicular performance isn’t as big either since it is a fundamental change in how tanks work.

The regenerative steering needs to be a toggle key bind probably

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As mentioned it really isn’t a “toggle” IRL, I get that for gameplay purpose its something that needs time to get used to it but the way the system works IRL is a hardware feature.

I was watching real life examples, and indeed!

War Thunder’s Regenerative Steering may need some polishments, but I don’t mind if sharp turns required lower speed because it’s realistic and it would make urban combat less mindlessly chaotic and more thoughtful.

Now the Leopard 2 handles like a boat now — the tracks have almost no grip at all.

The current implantation is really wacky. Don’t really care if this is realistically wacky irl, but from a gameplay standpoint, if I’m not pressing W, I should expect my tank to…not accelerate?
Currently, if I’m a little over 10kmh, and I press A, it actually accelerates to make that turn. This is confusing because: If I would have wanted to accelerate during turning, I would have pressed W.
So my personal thoughts are it would be better to have W+A/W+D to activate this Regenerative Steering thingy. And if I’m pressing A and D while not pressing W, just brake one track like the old braking system bro, is this lock-one-track feature not possible on NATO tanks?

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1: CC → S → D, crashes
2: W and A, crashes
How on earth do you see this and say this is good for the game? If this is not a toggle it will RUIN top tier and every vehicle that is forced to use it.

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I mean, you are zooming across the streets at 70 km/h…

Try to pull a 90° turn at that speed on ANY ground vehicle in real life and see what happens xD

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