Tank controls?

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McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Tank controls?

Post by McBumLuv »

Now, what I wouldn't mind seeing is a possible combination of both, but that's just me. I'd love to see the ability to use the WASD (or arrow) keys to turn the turret, but Canuck has mad a very valida point about the FCS. I'm not saying it's impossible per se, simply that it's highly unlikely.

Just use simple logic here. If a turret can turn 360 degrees in 6 seconds, that's evidently 60 degrees a second. Now, unlike analog sticks and such, using the arrow keys gives you only 2 options of movement (normally, though you can give it accelerating/decelerating charactersitics) : 100 % speed or 0 %. That means that for every 0.017 seconds you press on one of the keys, you'll move exactly 1 degree. You can't possibly use the FCS system while on the go if you don't have the small-movement accuracy of a mouse, or the small adjustements of an analog stick.

Right there is why it wouldn't be feasible without an analog stick or some other peripheral. However, I too hate waving my mouse around, and I find that using the WASD keys in conjunction with the mouse would be a winning combination.

There is however a way to get incremental turning speeds, but it would be attributing an acceleration to the turning. Not sure how usable it would be in that stage, but meh.

I wouldn't mind doing a few tests perhaps to see if there are ways of doing it, but it's for those reasons wy I see forcing players to use the arrow keys would be impossible, to say the very least.
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Titan
Posts: 294
Joined: 2008-09-13 15:55

Re: Tank controls?

Post by Titan »

Why no combination of mouse and WASD?

Code: Select all

ObjectTemplate.activeSafe RotationalBundle USTNK_M1A2_Turret
rem -------------------------------------
ObjectTemplate.setMaxSpeed 42/0/0
ObjectTemplate.setAcceleration 100/0/0
ObjectTemplate.setInputToYaw PIYaw

Code: Select all

ObjectTemplate.activeSafe RotationalBundle USTNK_M1A2_Hud_Spring
rem -------------------------------------
ObjectTemplate.setMinRotation -10/-20/0
ObjectTemplate.setMaxRotation 10/10/0
ObjectTemplate.setMaxSpeed 42/42/0
ObjectTemplate.setAcceleration 450/450/0
ObjectTemplate.setInputToYaw PIMouseLookX
ObjectTemplate.setInputToPitch PIMouseLookY

Code: Select all

ObjectTemplate.activeSafe RotationalBundle USTNK_M1A2_Barrel_Base
rem -------------------------------------
ObjectTemplate.setMinRotation 0/-20/0
ObjectTemplate.setMaxRotation 0/10/0
ObjectTemplate.setMaxSpeed 0/42/0
ObjectTemplate.setAcceleration 0/450/0
ObjectTemplate.setInputToPitch PIMouseLookY
numbers may vary... just some random ideas ;)
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Tank controls?

Post by McBumLuv »

Titan wrote:Why no combination of mouse and WASD?
numbers may vary... just some random ideas ;)
Well, yea. I would love to see a combination, because while a mouse offers many things that the WASD keys can't, they in turn offer much smoother turning and their own advantages.
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Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: Tank controls?

Post by Psyko »

CAS_117 wrote:From the SA-19 turret.

ObjectTemplate.setMaxSpeed 45/0/0 <- The turrets speed is ALWAYS is less than this (unless you use a mouse). If you wanna slow the turrets traverse lower the number.
ObjectTemplate.setAcceleration 9999/0/0
ObjectTemplate.setInputToYaw PIMouseLookX <- doesn't matter
ObjectTemplate.automaticYawStabilization 1

The game doesn't care if you are using a mouse or keyboard. The speed and acceleration of the turret is the same. The only difference is that the mouse increases % of input at only a fraction that a key or button does (instantly).

What will happen is a loss in the dexterity of the gunners. If that's what you're after well ok. But I cannot help feel that this essentially defeats the entire purpose of the FCS.
if you can make it so that there is a fixed speed. (not adjustable, but tweak it with every test build) we can test it till its perfect. but if its possible to fix the rate of turn to somwhere between dead slow and super quick. a nice inbetweener, then thats a massive step in the right direction.

and yea the whole idea is too take away the player's dexterity...and make it more like the real life counterpart where you got to turn in the general direction and tweak the gun's position. come on CAS lets leave the old way behind, take the next step mate. :)
CanuckCommander wrote:Having played with CA for about a month now, I think the keyboard controls would break the FCS system in CA. Although the FCS in CA does lock on to laser targets, it only locks within 1 degree. What that means is that, any bump up and down will most likely make you lose lock, forcing you to reacquire the target.

Without the dexterity of mouse controls to keep the reticule within 1 degree of the target, the FCS would actually be counterproductive and worse than PR's current none-FCS guns. The reason is that the reticule will end up bouncing around and the keyboard controls would lack the sensitivity to be able to compensate for the movement, resulting in even worse target acquisition abilities.
im sure measures can me taken to adjust that code. its not the end of the world.
Last edited by Psyko on 2009-05-14 02:05, edited 1 time in total.
Sadist_Cain
Posts: 1208
Joined: 2007-08-22 14:47

Re: Tank controls?

Post by Sadist_Cain »

2000dpi full turret rotation in about 4 seconds

then a lower sensitivity for more precise aim and whilest on the move
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CAS_117
Posts: 1600
Joined: 2007-03-26 18:01

Re: Tank controls?

Post by CAS_117 »

Psykogundam wrote: and yea the whole idea is too take away the player's dexterity...and make it more like the real life counterpart where you got to turn in the general direction and tweak the gun's position. come on CAS lets leave the old way behind, take the next step mate. :)
I think the only way to do this that I am aware of is to use a third party such as joytokey.
Royal_marine_machine
Posts: 183
Joined: 2008-12-07 11:15

Re: Tank controls?

Post by Royal_marine_machine »

I think a combination of arrow key and mouse similar to jets would be good, the arrow keys should be easier to get it in the general area and set the speed, he mouse should be slower n be for precise aiming.

Also, you ae using lots of stuff I no longer understand :D

What does dexterity mean???
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McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Tank controls?

Post by McBumLuv »

I'd be interested in trying out the WASD keys, but giving them an acceleration characteristic to the turret. that way, it would at least be possible to get slower movement for longer distance aim. I don't know, I'm not trying to come off as pesimistic, because I think it is doable in some senses. Cas, we could at least try it out in a small build, right?
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CAS_117
Posts: 1600
Joined: 2007-03-26 18:01

Re: Tank controls?

Post by CAS_117 »

bam - JoyToKey English Version

tell me how that goes for you... :roll:
Psyko
Posts: 4466
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Re: Tank controls?

Post by Psyko »

if you go to options and lower the sencitivity would that do anything?

if you get pr, and the default turret rotation was unplayably fast, could you just lower the sencitivity in options?
Royal_marine_machine
Posts: 183
Joined: 2008-12-07 11:15

Re: Tank controls?

Post by Royal_marine_machine »

Also, CAS, I don't think that doign anything in Project Reality should require a third party peice of kit to do it well...

If you lower the sensitivity it's always too slow though, and it still gives people the option to have ultra-fast turrets.
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CAS_117
Posts: 1600
Joined: 2007-03-26 18:01

Re: Tank controls?

Post by CAS_117 »

I tried setting the controls to WASD, and as I predicted its just very imprecise and annoying. Trying to fight with that would be impossible if we have realistic turn rates. The M1 turret is operated with a joystick I thought, which is a lot more precise than a keyboard.
Royal_marine_machine
Posts: 183
Joined: 2008-12-07 11:15

Re: Tank controls?

Post by Royal_marine_machine »

Hmmm, I still think it's worth considering or re-testing, can't do any harm to try it after all, can it?
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CAS_117
Posts: 1600
Joined: 2007-03-26 18:01

Re: Tank controls?

Post by CAS_117 »

well I'm trying it out its just kinda really hard to aim. I'll lower the acceleration on the turret.
Hitperson
Retired PR Developer
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Re: Tank controls?

Post by Hitperson »

what about the possibility of increasing the angle for the FCS that you have developed??
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CAS_117
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Joined: 2007-03-26 18:01

Re: Tank controls?

Post by CAS_117 »

cause it just looks silly after around 3-5 degrees. And the name "FCS" is a bit misleading cause its just a homing shell (so the shell has to turn) and some textures. With a flight time of around 1 second its as good as the real thing.
Hitperson
Retired PR Developer
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Re: Tank controls?

Post by Hitperson »

i agree with you that this is a double edged sword.

on the one hand it is more realistic to the control system on a tank but on the other it is currently impractical.

though i remember armoured fist had WASD turret and gun control but if you hit "f" it allowed you to fine tune, unless we allow fine-tuning with the mouse (but i can see that being like a Floyd Rose and being a nightmare to get right.)
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Harrod200:"Fire.exe has committed an illegal operation and has been shut down"
Raniak : "Warning: May crash if fired upon."
M4sherman: "like peter pan but with tanks"
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Mora
Posts: 2933
Joined: 2007-08-21 12:37

Re: Tank controls?

Post by Mora »

Well if we can get the stabilization from BF2142 alex6714 requested this wouldn't be such a problem anymore.
Royal_marine_machine
Posts: 183
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Re: Tank controls?

Post by Royal_marine_machine »

Can you get stuff from BF1942 and put it onto BF2? is it the same code?
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AnRK
Posts: 2136
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Re: Tank controls?

Post by AnRK »

I assume the keys for big adjustments and mouse with severely reduced movement for the actual aiming doesn't pan out?
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