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

noice

Disclaimer: This is not from an official implementation, this is a custom mission for testing purposes.

I did some tests of US low/mid tier vehicles with “double_differential”, these are my findings:

M3 Stuart - Slow turn at low speed. No turn over 50 km/h. No turn in reverse over 6km/h. Cannot pivot steer in place.

M5 Stuart - Slow turn at low speed. No turn over 58 km/h. No turn in reverse over 15 km/h. Cannot pivot steer in place.

M4A1 Sherman - No turn over 14 km/h. No turn in reverse over 5 km/h. Cannot pivot steer in place.

M4A2 Sherman - No turn over 14 km/h. No turn in reverse over 6 km/h. Cannot pivot steer in place.

M10 GMC - Very slow turn at low speed. No turn over 30 km/h. No turn in reverse over 5 km/h. Cannot pivot steer in place.

M18 GMC - Ok turn at low speed. No turn over 80 km/h. No turn in reverse over 26 km/h. Cannot pivot steer in place.

M24 - Ok turn at low speed. No turn over 56 km/h. No turn in reverse over 23 km/h. Cannot pivot steer in place.

M46 - Good turn at low speed. Good turn at 48 km/h. Good turn in reverse at 19 km/h. Full neutral steer in place.

M41 - Excellent turn at low speed. Excellent turn at 72 km/h. Excellent turn in reverse at 19 km/h. Full neutral steer in place.

So it seems the WW2 era tanks with pivot steer (not neutral) have extremely sluggish turning at lower speeds and cannot turn at all if they reach a certain speed (on the light tanks their top speed). By “pivot steer in place” I refer to the maneuver where you only hold down “A” or “D” and the tank should do a tight donut not much larger than the vehicle, one track locked and the other spinning. It seems none of the ones I tested could do this, they all started accelerating forward thus losing their turning ability. The post war tanks with full neutral steering have no issues at all.

thats odd. when i was tinkering with double diff several months ago it worked on everything to some degree. perhaps with the tweaks made on dev it needs more tuning than a word change in the vehicle config file now

the ww1 male tank is using double dif on live as it fixed some weird jitter glitch so it can be used to patch some issues with clutch braking

Assuming gaijin can get it working properly I don’t think it should be optional, it is a performance metric, part of the design of the tanks that have it.
I mean if we let tanks with double diff steering switch to non-existent clutch braking, do we also let clutch braking tanks switch to double diff steering?
There are some other effects Regen steering will likely have that will be very beneficial to the game IMO, I wont go into the details as I don’t want to cause a certain group of players brigade against the system being implemented, I’ll just say that I can think of a few vehicles that could use having their top speed in urban environments limited.
Also this could give a point to wheeled vehicles giving them an actual advantage over tracked in some situations.

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This is pretty much the entire issue with the current system. The automatic transmission logic needs work.

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Just saw this video after looking through this thread again, I wouldn’t call that high speed, it’s probably around 45-50kph but definitely not the max 68-70 that it could do, but regardless with the slight value changes I made I should be able to replicate it too.

Challenger 2 regen steering in Maginot Line town square area; as you probably can see, this is where regen steering definitely has a negative impact when it comes to CQB, but u also notice that I’m on CC1 after some trial and error on the fly for most of those tight corners, so it’s not impossible at all, it just needs a lot of getting used to.

But here is where you REALLY notice just how much regen steering benefits for the Challenger 2 (and other MBTs), I have the ability to manuever around hills without dropping speed to -500000kph while still maintaining mobility to traverse.

TLDR; tight corner maps, CC1 is actually your best friend for manuevering around it, especially like the Maginot example above, but it still overall retains the speed it has.

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Follow up video to the above, this is me getting used to feathering between CC1 and CC2 inside the town square. As you can see I still screw up at a couple of corners, but it is mostly doable and again, still retaining all that speed.

I know quite a bit of British ground mains that are willing to work with this compromise if it means not having a worse mobility on the Challenger 2s overall.

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I fully agree.

In fact, I almost even like that you would need to drive in CC1/CC2 around cities. It’s much more realistic that the 60 ton tank would need to drive more carefully on tight spaces rather than zooming around at 60 km/h like some Call of Duty character. It would make streets feel more tactical and less reaction/speed-based.

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Not USSR?

Russian tanks other than the T-14 have a very different system.

I think anything that is ‘closer to reality’ should be added. I don’t want to play a game that sells itself on ‘simulating reality’ but lacks realism. …
If War Thunder doesn’t keep leading in making the game ‘realistic,’ then similar games like World of Tanks and Armored Warfare will become competitive, and obviously, they’re already far behind War Thunder in terms of ‘realism’.

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With that said, the drawbacks are still very clear, as you can see that with the default steering I can take the turns fast and avoid colliding into objects, while the regen steering I basically have to clear the path for me to actually turn.

However also as mentioned in the video, I intentionally chose the 2 TES for my regen steering to show that the difference between it and the base CR2 is not huge despite the extra weight.

So there’s still work to be done, which basically means allowing the tank to downshift better while slowing down so one doesn’t have to constantly rely on cruise control.

Edit: And btw, this is really only an issue with the Challenger 2 because of how much heavier and worse it is in terms of transmission in game, so it doesn’t actually perform nearly as well compared to other vehicles.

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Last but not least, comparing the general mobility of the Challenger 2s, and once again I intentionally picked the heavier 2 TES to prove my point. Maginot Line has all the ups and downs, and I followed one path where there’s a gentle sweeping curve and one sharp turn, which again proves just how much usefulness there is when it comes to general mobility.

Edit: it’s a 3 min video so for those who cant be bothered to watch it or has long decided that the new steering is not for them, you can choose not to watch it, but the TLDR is that the 2 TES won.

Edit 2: the Challenger 2 TES had worse engine power than I initially thought, it still uses the old 1217hp pre buff.

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Seeing TES, TES!!! Of al tanks…

Driving smoothly at 50+ km/h thanks to regenerative steering

While Live server one drops below 30 km/h at most turns…

This. THIS is the sort of things why we need Regenerative Steering. We need it to be polished as to be drive able in tighter spaces, but that’s it.

No toggles, no cancellations. Just fleshing out. I can assure the majority would be fully satisfied then.

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…I also just realised that my test vehicle is of an older version so it has the weaker engine too, and it uh, still cleared the live CR2.

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With 100 less hp!!! Now that puts things into perspective…

Please remake the test with the new engine, hahah. No one will have the courage to deny it then.

I don’t think that’s needed, the result already speaks for itself even with a significant disadvantage in P/W ratio.

maybe! But I believe it to be important to showcase the mechanic at its full potential if we are to convince people who has it in a bad light.

At worst, maybe add an edit to the video post explaining the hp difference?

I just added an edit above.

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