Regenerative Steering Feedback and Discussion

Having to learn how to deal with unique vehicle characteristics is too much to ask for I suppose.
“Doesnt play the exact same as everyone else, therefore thats bad”

Yes. If you still havent understood turning behaviour in this game then idk what to tell you.
You are BRAKING with one track. Do that for long enough and you spin out/bleed all your speed. Cannot be difficult to comprehend.

If you are not engaging anything and thus do not need to make micro-adjustments without having to come to a halt for neutral-steering, sure ig.
Surely all this game is about is driving around the map, deffo isnt fighting other players or anything

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Almost as if I could tell you EXACTLY that about Regenerative Steering.

Except Regenerative Steering is actually the realistic method.

Yes, I am well aware that 2020s MBTs are turning like 1920s tractors. I don’t agree with it and, like thousands, want to see this improved.

I’d like you to write some E-Mails to real world tank companies who, foolishly, designed tanks made to fight other tanks with regenerative steering. Go, tell them just how better it would be not to have it to fight, tell them how better it would be to have their drivers murder their tanks with brake turning while losing all their combat energy and speed.

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This is correct for these types of transmission.

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The current implementation is not realistic whatsover. I have gone over that enough previously but you ignored it outright. Can’t say I am surprised though.

You are geniuenly the king of unfounded strawmans.
You claim theres a gameplay improvement, which I disagree with but rather than going over that you head for the realism part when it has nothing to do with what I responded with?

Again, the current implementation is both unrealistic and a downgrade for gameplay, which isnt just driving around an open field.

Claiming thousands want this implemented now is a complete nothingburger statement as that will change drastically once people actually use the steering method rather than just hearing about it and seeing someone drive on cargoport for 2 minutes.

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That is just completely untrue, the only issue is that transmission and steering inefficiencies are not modelled.
Which is why they are SO much faster.
And more important for driveability, you are unable to steer without using full power, which itself is silly.

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Almost like it’s a FIRST DEV SERVER WIP ITERATION that should be refined instead of outright ditched like you suggest.

I think this is the main issue. If you are driving at 20 km/h and turn, you should turn at 20 km/h. Instead, when you turn, it begins accelerating uncontrollably, unless you cap it with CC.


Overall, the mechanic can be polished, but it must, under no circumstance, be cancelled.

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Excellent feedback!

I believe, with these changes, fixes and improvements, that a new iteration of MUCH better Regenerative Steering could be made.

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The double-differential steering system was originally adopted to overcome numerous challenges associated with the efficient operation of heavy vehicles.

However, since most of these challenges do not exist in current game mechanics, there is a risk that players will be burdened solely with the system’s disadvantages.

To better justify the inclusion of the double-differential steering system, it is necessary to incorporate more of the real-world challenges associated with tanks into the game.

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How would you suggest this is achieved?
Personally i think adding driveline efficiencies and reducing the p/w of vehicles would show the consequences of clutch/brake steering more starkly.
But i understand that slowing tanks down is not something people are a fan of.

Potentially add track throwing?
Tracks already take(very limited) collison damage, so potentially adding some sort of load calculation that throws the track if lateral forces reach a certain value.

Perhaps you could also read what I said (idk perhaps the 50 explicit mentions of “current implementation” or “current iteration” were added for a reason or something) rather than just claim I am against regenerative steering as whole?

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Complemented by:

Dude I am literally gliding up a mountain sideways while in full turn without losing momentum, in what universe are we gonna call this realistic?

Not every map is cargo-port/flat enough to the point where these issues are neglectable.

Current regen steering tanks ignore traction and inertia. It’s not realistic.

And i have raised these as noticeable bugs in this thread.

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I’m no expert but I don’t think tanks should be drifting.

Almost like Fireball_2020 literally added to the post:

Excellent feedback!

I believe, with these changes, fixes and improvements, that a new iteration of MUCH better Regenerative Steering could be made.

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They cannot “ignore” those properties because they are key to the physics engine, however they definitely arent tuned properly which i have raised as a problem.

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Fair. But there is a lot of issues with the current system and it’s more unrealistic than it is realistic from what I can gather.

Having terrible traction modelling has been a feature of warthunder basically forever, its why we cant climb inclines without skidding. This new feature is only highlighting these existing issues even more tbh.

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And I stand with these statements.
Regenerative Steering should be an additional option for steering that adds an improvement to the current system, rather than be a replacement that acts as a downgrade in a significant amount of situations.

If this cannot be accomplished, then the issues of the current system do not justify the addition of the new one.

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