Tank controls?
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CAS_117
- Posts: 1600
- Joined: 2007-03-26 18:01
Re: Tank controls?
No. 1 Input per action. Keyboard or mouse.
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Titan
- Posts: 294
- Joined: 2008-09-13 15:55
Re: Tank controls?
Yes`n no
mh.. don´t know if anybody has read my post so i quote (and edit) myself

mh.. don´t know if anybody has read my post so i quote (and edit) myself
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 thinkTitan 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![]()
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CAS_117
- Posts: 1600
- Joined: 2007-03-26 18:01
Re: Tank controls?
so a rotation bundle in a rotation bundle? Maybe it could work. But my issue is that you can't compensate for terrain.
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Royal_marine_machine
- Posts: 183
- Joined: 2008-12-07 11:15
Re: Tank controls?
How do you mean?
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CAS_117
- Posts: 1600
- Joined: 2007-03-26 18:01
Re: Tank controls?
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.
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ZAk
- Posts: 48
- Joined: 2009-01-20 17:02
Re: Tank controls?
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!!
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?
What exactly do you want?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!!
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Conman51
- Posts: 2628
- Joined: 2008-05-03 00:27
Re: Tank controls?
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!!
haha yea i dont really get it eitherCAS_117 wrote:What exactly do you want?
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ZAk
- Posts: 48
- Joined: 2009-01-20 17:02
Re: Tank controls?
I want driver view like this:CAS_117 wrote:What exactly do you want?
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
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$kelet0r
- Posts: 1418
- Joined: 2006-11-15 20:04
Re: Tank controls?
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.

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?
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.$kelet0r wrote:For lack of manpower, the vehicle loader and driver is implied/imagined/non-playable - whichever option works for you.
oohh.. whatever... Yes what I am talking about, if an mobile AA ONE crew member for all???
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CAS_117
- Posts: 1600
- Joined: 2007-03-26 18:01
Re: Tank controls?
Title of Thread: >Tank Controls<
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AnRK
- Posts: 2136
- Joined: 2007-03-27 14:17
Re: Tank controls?
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.
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Royal_marine_machine
- Posts: 183
- Joined: 2008-12-07 11:15
Re: Tank controls?
Ah, ok.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.
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?
thats a shame, I would have thought the FCS you made for CA would have worked well with itCAS_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.
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Arnoldio
- Posts: 4210
- Joined: 2008-07-22 15:04
Re: Tank controls?
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.

Orgies beat masturbation hands down. - Staker
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Royal_marine_machine
- Posts: 183
- Joined: 2008-12-07 11:15
Re: Tank controls?
Maybe using the Shift button?
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McBumLuv
- Posts: 3563
- Joined: 2008-08-31 02:48
Re: Tank controls?
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.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.



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Undies
- Retired PR Developer
- Posts: 1112
- Joined: 2006-12-01 15:20
Re: Tank controls?
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.
"The cavalry bring a bit of panache and flair to an otherwise dull affair"
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ZAk
- Posts: 48
- Joined: 2009-01-20 17:02
Re: Tank controls?
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!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.



