Can’t driver automatically lower gear if I press A/D without holding W?
What if you are satisfied with current turning radius and don’t want it to downshift but also don’t want to accelerate?
I am an Xbox player so:
- I cannot test it
- PC master race will always assume they are right.
Even if this won’t have a toggle, I feel many, including myself, would be more than fine with this being added. Besides, the next major update is only 1.5 months away anyways.
id prefer if the CVT transmission for the type 10 got added
I don’t understand, people are coming and saying to make it toggleable, as if they do not understand that the feature is not a new type of control, but rather a physical feature of specific transmissions… And did not read a devblog, where devs said specifically, that most mbts with double differential had no clutch steering…
Are they coming from some youtuber or reddit post that said it, or do they really think that having a physical ability to clutch steer should not be dictated by vehicle’s real ability to do so, but by player’s choice…
In Ground Arcade? Sure, why not, make it toggleable. In Realistic and Simulator? No? Its a specific characteristic of every tank, it has either double differentiral, single differential or clutch steering. Or a combination, if it had it (IIRC, ww2 Tigers had an ability to both cluth steer and differential steer).
Having this feature toggleable for GRB, or, at least, GSB would be as weird, as having armor values toggleable, gun caliber toggleable or gearbox values (thus reverse/forward speed) toggleable… Would you expect to toggle 1000mm armor, 152mm gun and -60km/h reverse for your tank in GRB? Then why would you expect it for transmission types? :P
I would be shocked to see this toggleable for GRB, but anyway, players’s vote, but pls force it realistically for GSB at least.
I personally think this is a great idea, i have had many times where i over-steer, and end up exposing my engine to the enemy.
TLDR: I think it should be implemented, with some fixes and adjustments.
In current dev server, its clearly not working as it should in at least two ways:
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Turning without pressing the accelerator shouldn’t result in the vehicle accelerating.
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Acceleration while turning is greater than when going straight. Maybe a similar oopsie in the calculations as with the reverse bug?
Aside from those issues, my thoughts about steering in highest gear near top speed on these vehicles I tested in dev:
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Type 10: Feels good to drive, turns very well, maybe even little too well. drift happy.
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Type 90: Clearly much worse than type 10, but is still very manouverable, and turning radius seems to be less than 30m, but the tank is also prone to drifting at high speeds which could be used to turn faster when in a pinch.
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Leopard 2A6NL : Acceptable. turning doesn’t feel great, but also starts drifting at top speed which helps with turning, actual turning radius without drift is very close to 30m
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EMBT: Not great, turning radius of about 45m, which seems odd, shouldnt it have a Leopard 2 hull and corresponding turning radius?
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Strv 122B+: Terrible, has a turning radius of about 60m, which is simply not acceptable, or realistic for that matter.
(Turning radiuses here are based on measurements done in test drive, flat ground, at the highest gear at the highest speed possible without drifting, when possible without dropping gear, and determined by measuring the diameter of the circle at several points and taking a good median result, dividing it in half and rounded down to closest 5m to reduce user error)
I feel it should be held off for this update, maybe it would be best added to the major update after this upcoming one.
It’s something that needs testing and affects HUNDREDS of vehicles, it needs a lot of thorough testing.
From what I’ve seen it needs heavy refinement, but it absolutely needs to be added. These are vehicles weighing dozens to hundreds of TONS, not 180lb sacks bouncing off concrete walls at Mach Jesus.
While at it, maybe re-applying realistic friction to every ground vehicles’ traction as well, since it’s no longer Ground Forces CBT and you’ve been steadily shrinking the already functional play area of ground vehicles into narrow lanes as it is.
・The speed of a tracked vehicle is the average of the speeds of the left and right tracks. In other words: Speed = (Right Track Speed + Left Track Speed) / 2.
When moving forward at 10 km/h, the calculation is (10 + 10) / 2, resulting in a speed of 10 km/h.
・Let’s consider this in the context of a clutch-and-brake system. Since a clutch-and-brake system only slows down one track, if you bring one track to a complete stop, the speed becomes ((10 - 10) + 10) / 2 = 5 km/h.
In short, no matter how powerful or efficient the engine is, the vehicle is inevitably destined to slow down.
・Now, let’s consider a differential steering system. With differential steering, if one track slows down due to some factor, the other track accelerates by the same amount.
Therefore, if you completely stop one track, the calculation becomes ((10 - 10) + (10 + 10)) / 2 = 10; the linear speed remains unchanged between straight-line movement and turning.
・However! When a tracked vehicle attempts to turn, the tracks are dragged laterally, creating immense turning resistance. This resistance increases as the turning radius decreases or the vehicle’s speed increases.
Consequently, if the differential steering system attempts to maintain speed during a turn, it places a massive load on the engine. While differential steering might theoretically allow for speed maintenance, actual driving requires pressing the accelerator harder or downshifting a gear before the turn. (It appears the Soviet Union avoided adopting differential steering systems in the 1950s for this very reason.)
On the current DEV server, there is a bug that causes a massive spike in torque during turns, meaning this aspect isn’t being simulated correctly! Everyone needs to keep this bug in mind when discussing performance.
I cant wait for my abrams to not nuke its speed in a slight turn :)
This needs to make it to live
Yes, this is very much needed. Weird that you decided that the challengers of all things wouldnt get to test it considering they are one of the tanks that have needed this the most. Either way, yes it needs adding.
Reading comprehension is not a strong suit of many people on here.
Neither is driving apparently.
This is a desperately needed system for tanks like the Type-90/10 and CR2, hopefully this mechanic will be added and not banished to the dustbin due to people that do not understand that you don’t take a 90* turn at an intersection in your car at 90kph.
Brakes exist in game, as dose CC, if you need to take a sharp corner, slow down first.
At worst this should be optional, but as it actually how these vehicles preform it should be added to them as mandatory, at least for RB/sim as it is a performance metric just like top speed, turret rotation, climb rate, turn radius and so on.
The auto transmission just needs to be a little more responsive in game is all.
This seems to be the core of the issue, people don’t seem to realise that you turn sharply with the current system because it dumps all your speed, you do not turn sharply with the new system because it dose not dump all your speed, the critical part that they are missing is that your can still dump your speed and turn sharply with this amazingly hi-tec system called brakes, Gaijin just needs to tune up the response speed of the auto transmissions a bit to keep up with vehicle speed better and it should be golden.
Regarding the mobility of the Type 10 tank, the issue lies not with the steering system itself, but with the moment of inertia settings implemented by Gaijin.
In the game, the Type 10 is assigned a lower moment of inertia than a GAZ truck, causing it to move with an unnervingly “snappy” responsiveness. While this may have been Gaijin’s attempt to reflect the community’s perception of the Type 10 as a lightweight, agile vehicle, it is physically impossible for a 40-ton tank to have a lower moment of inertia than a small truck.
If one is dissatisfied with the Type 10’s handling, the priority should be to correct the moment of inertia, not the steering system.
Attempting to tune the steering system based on such an absurd moment of inertia would only compound the distortion.
It’s not just and not primarily moment of inertia. Snapines is not the issue, issue is IMMENSE speed loss on the slightest of turns, Type 10 BY FAR looses the most speed on turns. Not to mention it is slower than Type 90 because we don’t have CVT moddeled and Gaijin didn’t care to manually “rig” transmission to make Type 10 actually faster than Type 90 (as it is in real life).
A huge and resounding YES! WAiting for that for years!
Yes add it without toggle, tanks in WT don’t move like IRL tanks and this is a step in the right direction … no toggle; let’s spice the game.
im all for it. add it for all vehicles that have/had it irl.
This is a MOD and NOT official so take this with a grain of salt!
But here is the M60 with regenerative steering. It actually feels extremely good!
Thanks to @Poi-tato we can test every vehicle with regen steering but like I’ve said it’s NOT OFFICIAL