If the tracks themselves have low grip, that is a symptom of the low track grip issues we’ve had for years, which is why tanks can’t climb either.
It’s not.
For example Leopard 1, Leopard A1A1, Gepard.
All three had different inertia and the Gepard is the most agile while the Leo 1 is the least despite the weight suggesting it should be the other way around.
(Leo 1 is now same as A1A1, but only the German one they forgot to change the Italian one)
Afaik that is a bug it accelerates much faster when turning now for some reason
However, the current moment of inertia for the Type 10 is even lower than that of lightweight vehicles, such as armored cars. It would seem natural to regard it as a flaw for a heavily armored tank to have a lower moment of inertia than a light vehicle.
It just engages both breaks and it is definitely a bug.
Turns out it isn’t, atleast based off the TN37 transmission, and this seems to the the case for most others, brakes are either on or off, they aren’t used for steering.
I suspect it’s because the main drive power is the same, so you are effectively getting more power than normal. Not the same or less due to losses.
Yes because they wanted to simulate it being one of the lightest and most modern MBTs. That at least makes sense.
If you compare the Abrams and Leo for example the Abrams is much more responsive due to having lower inertia despite being a similar size and weight.
Sometimes it seems to make sense, sometimes it doesn’t.
last i checked there isnt a seperate engine for steering, so you are just wrong.
Eh? I’m saying that, for lets say a 1500hp engine, a portion of that is subtracted to power hydrostatic pumps or other steering methods. Thus using steering shouldnt accelerate your tank.
I’ve added this to the list of bugs.
This game is and always has been an arcade game with realism elements and thats what people are here for.
Cucking gameplay for the sake of “muh realism” (even when its not even realistic in the slightest but heavy copium carries that thought) is not a acceptable solution.
It’s not just a matter of realism, it’s also a matter of gameplay.
Driving at 70 km/h and dropping to 20 km/h or even coming to a full stop because you dared press A/D for more than 0.5 second is not good.
Having to turn while driving longer anywhere except a city street by pressing A/D a hundred times in 0.3 second intervals to prevent losing all your energy and speed is not good.
Just like I acknowledge that the current Dev Leopard setting is suboptimal and could see polishments for cities, you should also admit that the current Live MBT setting is terrible for anywhere that isn’t a city.
Although not currently implemented on the DEV server, steering systems utilizing a differential gear can suffer from a problematic phenomenon known as “differential slip.”
Car enthusiasts are likely familiar with how differential gears work; however, when the load applied to the left and right tracks becomes unbalanced, engine power is not transmitted effectively, making the tank difficult to control.
This issue becomes particularly pronounced on surfaces like snow or mud, forcing the driver to make constant, minute adjustments to keep the vehicle moving straight.
In the worst-case scenario, power may fail to reach one track entirely, potentially causing the vehicle to become immobilized.
To avoid such situations, some vehicles are equipped with mechanisms to prevent differential slip. For instance, the Tiger tank features a differential lock that engages only when driving straight, aiding in directional stability. Conversely, tanks like the Sherman and Churchill lack this feature.
Virtually all modern MBT, however, are equipped with differential lock capabilities.
Maybe you should, if you got outplayed like that? At the moment some tanks can turn around before an autocannon can do any significant damage to them, which is why autocannons like the 30mm Bushmaster seem so bad.
If your MBT gets flanked and attacked from the side or behind, you should be in trouble, that this is currently not always the case is part of why top tier feels like CoD or something.
If I want to play CoD I can go play CoD, but I came here to play armored vehicles and would like them to feel a bit more like armored vehicles. 🤷♂️
I think the current behavior is also terrible for cities. The constant turning in cities always drops your speed to near zero, which makes navigating cities feel like a chore to me. If the regen steering allows you to drive through relatively smoothly on CC1 for example, that would already be a big improvement IMO.
I’m also really curious how it will affect certain older tanks, such as the Panther.
Indeed! As I’ve shown, I believe Type 10’s Dev Regenerative Steering configuration is ideal for cities.
In my opinion, the ideal compromise would be a configuration that allowed tanks to turn roughly like Type 10 here at low speeds, for city driving, while turning roughly like Leopards at high speeds for cross-country driving.
I don’t know how realistic that would be; but it would certainly be more realistic than no regenerative steering at all, while improving mobility across ALL speeds.
The current live-server steering is a non-issue for the vast majority of vehicles.
Even on TKX(P) it’s moreso the horrendous transmission/gear-ratios that nuke your acceleration, tapping A/D to turn leaves less room for errors than on other tanks but it’s still workable once you get used to it.
Holding A/D for anywhere close to 500ms is also just your own fault atp
In any case, the current iteration, regardless of the vehicle is nowhere near acceptable for implementation, it is as of now, essentially a straight up downgrade compared to live-server, yet you’re trying your utmost to defend it as is? (“just go to 5kp/h cc1 and bind 50 other things bro” good luck doing that on console btw)
Solely TKX(P), TKX and Type 10 benefit from this mechanic for now, but thats moreso because their speed-, acceleration- and momentum-retention on DEV is just absurdly overstated.
On slopes, the behaviour of any and all vehicles with double_differential steering is laughably absurd during turns.
Yes, the clutch_braking steering results in higher speed loss, however for how sharp you’re turning with it, its significantly more realistic than the physics-defying double_differential implementation we have on DEV. Turning will bleed speed, not all of it, but also not none of it (like on DEV).
Naturally, there are plenty of other issues aswell, such as;
Braking with 1/2 tracks doesnt work whatsoever (used to work/still does on live-server, see below)
Automatic Transmissions/Gear Shifting doesnt function properly, keeping you at extremely high gears and rpm on slopes with high obliquity. (which causes many of the issues with it)
Steering without applying power (i.e. without pressing W) does not result in any (/significant) loss of speed & acceleration unless you absolutely try to spin yourself out, while switching sides.
Regardless, it’s good that they’re testing this, but it’s also clear that a significant amount of effort is required to have this end up as a sole downgrade to ground vehicle playability.
As of now, you’re essentially worse of having double_differential steering compared to clutch braking in the vast majority of situations (unless you are wanking hull down on a ridge and abuse slope accel)
Even if the brake L/R track thing is fixed (or you have the ability to toggle between steering modes, preferably both should be added) then I’d still not want the current iteration added, since the absurdly overstated acceleration/momentum/speed retention on slopes/during turns (yes it should be than on live, no it shouldnt be like on DEV) forces you to use it as it will just put you in a disadvantage if you dont abuse physics-defying slope-accel (which then again becomes an issue for console players with limited keybinds, which is aleady an issue for PC).
I’m unsure about making them all the same. Wikipedia already lists like 6 different implementations of regenerative steering that exist in reality. The Leo 2 is from 1980, developed in the 70s and the Type 10 is something like 30 years more modern, so I’m not super surprised if the Type 10 actually has a more modern implementation of the technology. If I’m not mistaken it is also lighter and designed for slightly different purposes.
If we want to design everything around gameplay purposes, then we should also make all wheeled vehicles turn the same way the tanks do, so I can turn around on the spot in my Boxer… 😅
Tank controls shouldn’t be “workable once you get used to it”.
Are you SERIOUS? “Trying to drive a tank like a tank and not some weird Kart is your own fault”?
Only in cities. In any sort of field, Dev system is far better.
