Tank controls?

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CAS_117
Posts: 1600
Joined: 2007-03-26 18:01

Re: Tank controls?

Post by CAS_117 »

No. 1 Input per action. Keyboard or mouse.
Titan
Posts: 294
Joined: 2008-09-13 15:55

Re: Tank controls?

Post by Titan »

Yes`n no

mh.. don´t know if anybody has read my post so i quote (and edit) myself ;)
Titan wrote:Why no combination of mouse and WASD?


ObjectTemplate.activeSafe RotationalBundle USTNK_M1A2_Turret
rem -------------------------------------
ObjectTemplate.setMaxSpeed 42/0/0
ObjectTemplate.setAcceleration 100/0/0
ObjectTemplate.setInputToYaw PIYaw <--- move with A and D within 360° and a set speed (abrams 7sec for full rotation)

ObjectTemplate.activeSafe RotationalBundle USTNK_M1A2_Hud_Spring
rem -------------------------------------
ObjectTemplate.setMinRotation -10/-20/0 <-- maybe -1 or -2 would be better
ObjectTemplate.setMaxRotation 10/10/0 <-- maybe 1 or 2 would be better
ObjectTemplate.setMaxSpeed 42/42/0
ObjectTemplate.setAcceleration 450/450/0
ObjectTemplate.setInputToYaw PIMouseLookX <--- "finetune" the schot with the mouse within 10° ... well 10 is to much ( i tryed it but maybe 1 or 2 is just right)
ObjectTemplate.setInputToPitch PIMouseLookY <--move with the mouse like it is actually

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 <--move with the mouse like it is actually

numbers may vary... just some random ideas ;)
so you can combine both... but i dont know if it locks stupid if the angle of the shot differ some degree from the barrel (just tested it in 1p dont know how it is in 3p)... but its somewhat like in CA, i think ;)
CAS_117
Posts: 1600
Joined: 2007-03-26 18:01

Re: Tank controls?

Post by CAS_117 »

so a rotation bundle in a rotation bundle? Maybe it could work. But my issue is that you can't compensate for terrain.
Royal_marine_machine
Posts: 183
Joined: 2008-12-07 11:15

Re: Tank controls?

Post by Royal_marine_machine »

How do you mean?
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CAS_117
Posts: 1600
Joined: 2007-03-26 18:01

Re: Tank controls?

Post by CAS_117 »

because WASD buttons are not as precise as mice. We've talked with EA about implementing BF2142 stabilization in BF2 1.5, and they said they'll look into it. If they do then yay. But the stabilization in BF2 is poor, and is inverted when rotated 90 degrees left or right. The lack of precision combined with lack of stabilization would remove the capability of gunners to fire accurately on the move.
ZAk
Posts: 48
Joined: 2009-01-20 17:02

Re: Tank controls?

Post by ZAk »

Guys, are you're Nutz? I had hoped that the management of the tank will be more realistic, but you did VERVIEW 360 degrees, and even drivers AIFV!
Take a normal window of the driver (without a periscope) and the commander's cupola with a survey of 360 degrees, and the remote machine-gun that the shooter might have to switch between it and the gun immediately, without delay.
Do the game more realistic, NON Arcade style!!
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CAS_117
Posts: 1600
Joined: 2007-03-26 18:01

Re: Tank controls?

Post by CAS_117 »

ZAk wrote:Guys, are you're Nutz? I had hoped that the management of the tank will be more realistic, but you did VERVIEW 360 degrees, and even drivers AIFV!
Take a normal window of the driver (without a periscope) and the commander's cupola with a survey of 360 degrees, and the remote machine-gun that the shooter might have to switch between it and the gun immediately, without delay.
Do the game more realistic, NON Arcade style!!
What exactly do you want?
Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Re: Tank controls?

Post by Conman51 »

ZAk wrote:Guys, are you're Nutz? I had hoped that the management of the tank will be more realistic, but you did VERVIEW 360 degrees, and even drivers AIFV!
Take a normal window of the driver (without a periscope) and the commander's cupola with a survey of 360 degrees, and the remote machine-gun that the shooter might have to switch between it and the gun immediately, without delay.
Do the game more realistic, NON Arcade style!!
CAS_117 wrote:What exactly do you want?
haha yea i dont really get it either
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain



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ZAk
Posts: 48
Joined: 2009-01-20 17:02

Re: Tank controls?

Post by ZAk »

CAS_117 wrote:What exactly do you want?
I want driver view like this:
And commander's cupola with MG like this
P/s: remote machine-gun that the shooter might have to switch between it and the main gun immediately, without delay.
Bad english sorry
You do not have the required permissions to view the files attached to this post.
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$kelet0r
Posts: 1418
Joined: 2006-11-15 20:04

Re: Tank controls?

Post by $kelet0r »

The 'driver' you are referring to is actually the vehicle commander using the CITV
For lack of manpower, the vehicle loader and driver is implied/imagined/non-playable - whichever option works for you.
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ZAk
Posts: 48
Joined: 2009-01-20 17:02

Re: Tank controls?

Post by ZAk »

$kelet0r wrote:For lack of manpower, the vehicle loader and driver is implied/imagined/non-playable - whichever option works for you.
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Nothing prevents to manage the tank by 2 crewman. In order to inspect the battlefield and the commander's cupola is needed, which will rotate more faster than a tank cannon. When the shooter sees the enemy, it is transplanted to a gun and opens fire.
oohh.. whatever... Yes what I am talking about, if an mobile AA ONE crew member for all??? :mrgreen:
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CAS_117
Posts: 1600
Joined: 2007-03-26 18:01

Re: Tank controls?

Post by CAS_117 »

Title of Thread: >Tank Controls<
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: Tank controls?

Post by AnRK »

Yup, anyway having an optional commander would make having a 3 man crew pretty much needed to use tanks properly, something there isn't enough players for whatsoever.
Royal_marine_machine
Posts: 183
Joined: 2008-12-07 11:15

Re: Tank controls?

Post by Royal_marine_machine »

CAS_117 wrote:because WASD buttons are not as precise as mice. We've talked with EA about implementing BF2142 stabilization in BF2 1.5, and they said they'll look into it. If they do then yay. But the stabilization in BF2 is poor, and is inverted when rotated 90 degrees left or right. The lack of precision combined with lack of stabilization would remove the capability of gunners to fire accurately on the move.
Ah, ok.

But, imho, trying to fire the gun on the move atm is very hard!
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Tank controls?

Post by Rudd »

CAS_117 wrote:because WASD buttons are not as precise as mice. We've talked with EA about implementing BF2142 stabilization in BF2 1.5, and they said they'll look into it. If they do then yay. But the stabilization in BF2 is poor, and is inverted when rotated 90 degrees left or right. The lack of precision combined with lack of stabilization would remove the capability of gunners to fire accurately on the move.
thats a shame, I would have thought the FCS you made for CA would have worked well with it
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Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Tank controls?

Post by Arnoldio »

Turret controls should be WASD, and no option to change sensitivity...so you can assign diferent factor to tanks by default and thats how it stays. But for longer ranges that might be a problem because the factor would be higher and you cannot get those 4 pixels into the dot... If some kind of acceleration was possible.
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Royal_marine_machine
Posts: 183
Joined: 2008-12-07 11:15

Re: Tank controls?

Post by Royal_marine_machine »

Maybe using the Shift button?
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McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Tank controls?

Post by McBumLuv »

ChizNizzle wrote:Turret controls should be WASD, and no option to change sensitivity...so you can assign diferent factor to tanks by default and thats how it stays. But for longer ranges that might be a problem because the factor would be higher and you cannot get those 4 pixels into the dot... If some kind of acceleration was possible.
Some kind of acceleration is possible, as CAS has outlined. But FCS wouldn't work, and even something as little as sliding slowly down the hill would make it impossible without stabilization.
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Undies
Retired PR Developer
Posts: 1112
Joined: 2006-12-01 15:20

Re: Tank controls?

Post by Undies »

IMHO using keys for turret controls is a bad idea, it will, i am confident, lead to frustrated players trying to mess around with keys to lay onto targets and cause annoyance. I certainly would become furious and break my mouse and keyboard of that i am sure. The mouse has a far more natural feel to it, even if it is not reaslistic, i feel if you want realism above and beyond what PR has for tank controls, buy yourself a joystick.
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ZAk
Posts: 48
Joined: 2009-01-20 17:02

Re: Tank controls?

Post by ZAk »

AnRK wrote:Yup, anyway having an optional commander would make having a 3 man crew pretty much needed to use tanks properly, something there isn't enough players for whatsoever.
Did you play in ARMA? In ARMA tank perfectly operated by 2 crew members. There is no needed a commander because it lack of players. ! Operating a tank in PR non realistic, by the way in 0.86 added crewman kit requirement for all tank cupola gunners = Lack of players HELLO!
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