Work-In-Progress: Regenerative Steering — Should We Add It? Try It & Leave Your Feedback!

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

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The AMX-10RC actually might.

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@Ravanex

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).

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User mission/modded content, it’s work in progress

I mean, not great, not terrible.

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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.

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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.

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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.

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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

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@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.

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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

Unfortunately I cannot bug report using datamine values, but it is very clear that from @zarusoba10’s theory it seems to hold that as long as neutralGearRatio is around the same value as the highest gear ratio, in this case would be gear 1, it should perform almost as intended.

Let me see if I can get a video comparison on this.

User mission/modded content, it’s work in progress

The Al Khalid is really weird… It’s extremely responsive, to the point where it can’t even keep up it’s speed while turning. You can make a 180 degree turn from full speed lol It feels like the old handling model even though it should have the regen steering

I got really surprised when it just turned around at the beginning

Sorry—I did say you could just use the same value as 1st gear, but that was really just for setting a decent placeholder.
If you want to get the value exactly right, you should gather data on the tank’s turning radius and find the optimal setting by measuring the radius within a user mission.