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

So that’s what this is about at the end of the day? Fear of change, even if for the better?

You argued that you didn’t want to lose agility.

Therefore you were shown that proper implementation would not come at the cost of agility.

Now… there’s still a problem only because it’s different (better) by not making you unnecessarily and unrealistically lose speed?

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Lol no I didnt

I just said im fine with losing speed to keep how they turn

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So you are just fine with a broken system only because it’s what you are used to, and you don’t want it to be improved because you are afraid of change and having to spend a few minutes getting used to an objectively better system?

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Nothing has been changed in the above testing btw, its only one line of code and that’s the steerType code from “clutch_braking” to “double_differential”. The videos shown by @Ravanex are as much of how Gaijin would implement it because everything is handled at the backends.

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Not true as many tanks have documentation for how their turning works and correlates to gears and what not. somebody here already said they had some saved.

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That comes to slight intepretation to the gearing and what not, my point is the implementation, not the gearing. The implementation is a straight change of one code, the gear values comes in after when there are more data available.

First of all, it is subjective, secondly, im not opposed to change or learning, I just dont want a system that is inferior in context to the state of maps in warthunder.

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Why is it inferior when it comes at NO cost of maneuverability, only improves it?

Nice ragebait. It 100% comes at a cost of maneuverability. The neutral steering for example is just flat out worse. So are high speed turns.

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Please enlighten me and tell me where you see a cost of maneuverability here compared to the current system where the driver would have had to come to a near full stop at every corner.

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Its funny how you keep thinking this clip is a good example, that first turn was literally the sloppiest and uncontrolled turned ive ever seen. If you think this is a good turn please do not acquire a drivers license or else ill be very scared.

I’ve been driving for 7 years now :P

And I don’t know how that turn was made, but of all things, it’s not very different from live and it was executed at 70 km/h.

It’s funny how you cling ONLY at that ONE turn and then ignore the full city driving sequence proving that it’s very much possible.

Also ignoring how it’s an user mission and, while better than the current implementation, not remotely final.

Regenerative Steering should look like that on cities at lower speeds, and like this on open fields and higher speeds;

Always remember, all of this is WORK IN PROGRESS. But in all cases, better than turning like 1920s tractors.

In 90% of cases brawling is LITERALLY just driving back-and-forth not utilizing turning. At low speeds turning with RS is also literally not an issue. The time you save on making sharp turns with olds system will be compensated tenfold with new one due to lack of speed loss, which you fail to consider. Also you make it sound like city maps is all there is in this game. City maps are barely half of all maps, of which only 8 are “pure” city maps. Also you can’t possibly compare streets on Poland with streets on Sun City or even Seversk/Tes Site. Poland-kind of narrow streets are only on: Poland, Tunisia, Europeanm Province, Ardenes, Maginot Line, North Holland, Normandy, Iberian Castle, Campania, Abandoned Town, Port Novorossiysk, American Deset. With some of this maps being primarily or at least 50/50 an open maps like Maginot or Tunisia. City part on Normandy is literally all corridors, you don’t even have anywhere to turn.

Nothing about it was uncontrolled. I just played a ton of racing games so I “know” when to throw a vehicle into a corner to end up where I want to. I was simply pressing the D button then releasing it once the tank was facing the right direction, after that it’s just W.

That crater did unsettle the tank a bit but that’s not a problem. Otherwise the slide was pretty realistic. I did it because people were crying that you can’t do this anymore, well as you can see you can.

The Scimitar video is the same, took the corner exactly as I wanted. Except the Scimitar was slower so it had more grip

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Yea and heres it at 70kmh aswell but it doesnt look like im about to flip over

Have you seriously just compared going over a shell hole with making a turn on perfectly flat asphalt?.. Besides nothing was even remotely close to flipping over??

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Even before you hit the hole it was incredibly unsteady

I will admit the one @AquaUselessGod was pretty good as it looked a lot more controlled and steady, and not the worst radius

It was a perfectly controlled slide. At this point you are just making shit up instead of downloading the dev server and making a video to showcase your problems

Maybe if we were playing FH6