User mission/modded content, it’s work in progress
Damn, VT5 is also very good! It actually feels like the current handling except it keeps it’s speed in the corners. Definitely another example of how regen steering should work.
User mission/modded content, it’s work in progress
Damn, VT5 is also very good! It actually feels like the current handling except it keeps it’s speed in the corners. Definitely another example of how regen steering should work.
And it can drift
I also think that another button to toggle something that essential on/off like 5 times until youre in position every match to get the best use of mobility early match isn’t very convenient.
But, since -as i understood from someone here saying so- regeneerative steering and at the same time braking on one track for sharper turns isnt realistic and not possible irl, wouldnt something like what MAUSWAFFE proposed work similar to allow sharper turns but at cost of speed (but maybe still not as gocart like as with the current steering)?
Like the utility of the steering going to something like CC1, shifting down, as soon as you release w (or even hold “brake”) relative to which direction youre moving to do so? would that be more realistic?
Now, thats still me talking without having tested it on the dev server (it might already be quite good for lots of vehicles - i couldn’t know), just me being a bit afraid that certain tanks with weird gear ratios like it seems to be the case for Leos will have a hard time maneuvering in cqc. While already struggling with the gun depression limitation. On certain maps it will be a real struggle as soon as theres lots of wrecks making it even tighter…
This is just a joke, wheeled vehicles don’t have regenerative steering
The A7V is so slow that basically nothing changes lol Maybe it can keep up it’s speed (all of that 12 km/h) while doing slaloms.
Weirdly, the same is true for the m1128 stryker. Not much happens except now you can do slaloms at 40 km/h without losing any speed. And maybe it’s more agile at high speeds
The AMX-10RC actually might.
Just driving wise, feels pretty good, can make decent sharp turns and corners, but it doesn’t drop the gears as easily as you can see from me trying to feather the brakes to do so. When you activate hull aiming and steer with the cursor, for some reason it reverts back to the older steering method and turns very fast on the spot, while also losing all speed (near the end of the video).
User mission/modded content, it’s work in progress
I mean, not great, not terrible.
I don’t even think anything changed
Edit: nvm i noticed the changes
That pushing forward bug is really only noticeable when you are trying to navigate between two houses. The C version did felt even more agile but the bug was worse too.
Hull aiming is a different handling model I guess so it makes sense that’s still the old one
I wanna see if tweaking the inertia on the Leopard 2s might make them feel more like the Type 10s when steering, give me a while.
In the other thread someone compared the gear ratios of the Strv 122B+ and the Leopard 2 RI and it made a huge difference. The 2RI is similar in weight but handles a lot better.
And someone else mentioned that the “neutralGearRatio” is an important parameter too
Yeah i just copied the Type 10’s moment of inertia code, it just feels like the Type 10 driving instead but heavier slower and worse on the 2A7V lol.
This one mainly handles how the tank steers on the spot, hence neutral gear/neutral steering, not sure if it affects steering on the move.
Yes add it instantly. Just ensure there is some way you can make tighter turns, not clutch brake turns, but tighter turns.
I mean being heavier and slower is not neccesarily a bad thing as long as it actually turns. I think even IRL a Type 10 is more agile haha
This is the comment I’m talking about, if I understood right it also affects the turning radius
Just confirmed, it does yes. I set neutralGearRatio to 6 and while it cannot pivot well anymore, it absolutely can make turns like crazy. Very interesting.
In addition to neutralGearRatio:r = for defining the turning radius, there is also a parameter called doubleDiffGearRatio:r =.
You use doubleDiffGearRatio when you don’t want the vehicle to perform a neutral turn.
I’ve messed with that system back when it was still available only on the elde 98, you can find my test drives on live.warthunder. But yeah I am now seeing the difference here instead.
User mission/modded content, it’s work in progress
Wow, show this and the VT5 to the Chinese community and we’ll have 1 billion Yes votes
@Ravanex @zarusoba10 this is neutralGearRatio set to 9, the original value before Gaijin changed it to 12. The answer speaks for itself really.
Conspiracy theory: Gaijin intentionally changed the values of the neutralGearRatio to make the Leopards manuever worse than they originally would be had they left the values as it is, to deter people and make us go against it.
I really hope the devs will learn something from this thread because it really seems like they only need to adjust a few values to make this perfect…
I mean I don’t know if you’ve seen it but the Sep V3 handles infinitely better, they could have used that. And then there’s the devblog where they made some really questionable choices when it comes to the videos included