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

“engaged” you mean. The 85% are those who don’t even open WT main page to read news on their own.

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Or they just can see its an inferior system for this game outside of flanking

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Have you seen my M41, VT5, Scimitar Mk. 2, SEP V3 or even ZTZ-96B video? Regenerative steering is better in every situation, everywhere

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Sitting around the corner will be all the same since you are barely moving and not gonna be triggering RS

Which platform?

Have you even cared to watch this? Agility will barely be affected at all if it’s implemented properly, except you won’t do 180ºs and coming to full stops for turning for half a second.

@SPANISH_AVENGER

Not exactly a 1 to 1, but it still proves the similarity to what I mentioned earlier about how the Leopard 2 will slide to a near stop at high enough speed.

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First of all, theres no minimum threshold to “trigger” RS, if its added you are always using it. Secondly, as seen already, and not just on the bugged leos, your turning in place is severely crippled, and its very important for brawling. So have fun in the urban maps trying to react when someone is coming from like 45 degrees behind you and you have a terrible nato hump and now turn like a dreadnaught.

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Are you INTENTIONALLY ignoring ALL of the videos we are uploading right now proving that, when REFINED, Regenerative Steering barely has any impact in agility at all?

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If you take a look at the example used in gaijins devblog, the netural pivot time for the Leopard with and without netural steering is exactly the same. I’m pretty sure the current reduction in turning in place speed isn’t intended.


As you see above, they were both the exact same.

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Its a feature requested for years now with original suggestion existing on the old forum.

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2017, I remember it. It was one of the Top 10 posts in all of the Old Forum’s history, along with the APHE fix one (lmao, how that one turned out, though) and one of my rageposts about statistic-based repair costs xD.

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Ive watched them mostly, they just further prove the system is bad for this game. In so many of the examples there was numerous times people almost fully slammed in a building, and are making turns like an 18 wheeler on ice.

As ive said before, I wouldnt mind this if they revamped most maps, but currently we have 12 years worth of maps that fit the current system better.

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They’re also using arcade physics…so everything is sped up more. My video is on realistic physics.

And theres a suggestion post for a literal ice breaker ship to be added with no weapons, I wouldnt exactly call that highly anticipated just because its on the forums.

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Then that’s not a steering system issue, that’s a map issue from years of development around the crappy driving physics that we’ve had forever. So why are we discouraging good change just because we’ve got bad maps in game?

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Great im glad you can see it needs to be delayed until the game has better suited maps

The videos I’m talking about literally have no buildings in them.

I am not talking about videos testing the current Dev iteration; I am talking about videos showcasing how it should and could actually work with minimal refinement;

Oh! You want a video with buildings? Here; do you see the user breaking a single sweat not to slam into a building? Turning radius across streets is nearly identical to the ingame one, except without coming to a full stop if you dare turn at higher speed.

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That’s not what I’m asking for at all no, if anything we need to use this new steering system as a push for better maps, not delay the new driving system in hopes better maps come.

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If you’ve ever played a game of top tier, you’d realise that not everyone is good at driving in this game