It depends on how much I want the shells to turn. Above 3 deg/second it gets kinda .. meh. RIght now its at 1.5 so I guess I could just increase the lock angle.Dr2B Rudd wrote:thats a shame, I would have thought the FCS you made for CA would have worked well with it
Tank controls?
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CAS_117
- Posts: 1600
- Joined: 2007-03-26 18:01
Re: Tank controls?
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Sadist_Cain
- Posts: 1208
- Joined: 2007-08-22 14:47
Re: Tank controls?
Here I go... One by one...
The question of manning the tank (off topic first) the driver should have control over the %0 cal as a remote turret, that's what the tanks have and if he's sitting in as commander then he should have the 50. cal right now it's NEVER used except by a piece of cannon fodder sitting in it.
[quote=""'[R-DEV"]CodeRedFox;1021075']I think Royal_marine_machine was trying to say that in real life you CANT turn a tank turret as fast as you can in game.[/quote]
Pretty certain he started out with saying he couldnt do a full rotation fast enough (in 6 seconds, I believe the CR2 takes 9 anyhow but meh)
[quote="octo-crab""]How are either of these helpful in this discussion? It's obvious that this is turning into a somewhat plausible suggestion since devs and community members are taking a high interest in it. Even if it is a re-suggestion, that doesn't mean it should be locked. Sometimes things change and stupid suggestions in .5 might be awesome in .85
On topic
I think it would be fun and interesting to try using a keyboard and the CA system. I have thought of three quick positives not yet mentioned (I think):
1) It would give the advantage to a tank crew with good communication cause driver can spin around real fast and spot.
2) Having a .50 gunner would be more of a necessity so they can eliminate the infantry that are close and moving.
3) We might be able to, on more than a rare occasion, kill a tank without actually being seen by the enemy tank. No more "We're hit", lemme spin the turret around and fire back within .67 seconds of the first hit.
P.S. This thread was written before the other thread "New vehicle gunnery controls" was brought back to life and put on the first page.[/quote]
I think the only reason tanks get destroyed without seeing other tanks is because usually the first hit is the killer, in PR for gameplay it USUALLY works out that the first hitter will kill first.
I do know the challenger has the ability to snap the turret onto a threat VERY quickly, and also whilest driver is aiming the commander can be Painting another target to be Snapped to as soon as a shot is fired.
YouTube - PR 0 85 Top Attack Missiles 2
I WANT THIS!!!!!!!!!
Best thing IMHO would be limiting The turret speed so A full rotation (with a common 1600 dpi setting) takes 9 seconds using WASD is in NO WAY going to be a viable option unless we get a locking system and COMPLETE stabilisation both horizontal and vertical.
Tanks can shoot down choppers IRL so that's realistic as is.
I likes my tank gun as it is, don't nerf it, however I'm all for change and would love to test any modifcations done
(nickbond can testifty to how good I am with the tank gun
)
The question of manning the tank (off topic first) the driver should have control over the %0 cal as a remote turret, that's what the tanks have and if he's sitting in as commander then he should have the 50. cal right now it's NEVER used except by a piece of cannon fodder sitting in it.
Infantry vs tank? that's supposed to be one sidedPsykogundam wrote:plus it give infantry a viable chance to run away when the tanks lining up a shot. sure its a bit of work, but anything thats worthwhile is.
[quote=""'[R-DEV"]CodeRedFox;1021075']I think Royal_marine_machine was trying to say that in real life you CANT turn a tank turret as fast as you can in game.[/quote]
Pretty certain he started out with saying he couldnt do a full rotation fast enough (in 6 seconds, I believe the CR2 takes 9 anyhow but meh)
[quote="octo-crab""]How are either of these helpful in this discussion? It's obvious that this is turning into a somewhat plausible suggestion since devs and community members are taking a high interest in it. Even if it is a re-suggestion, that doesn't mean it should be locked. Sometimes things change and stupid suggestions in .5 might be awesome in .85
On topic
I think it would be fun and interesting to try using a keyboard and the CA system. I have thought of three quick positives not yet mentioned (I think):
1) It would give the advantage to a tank crew with good communication cause driver can spin around real fast and spot.
2) Having a .50 gunner would be more of a necessity so they can eliminate the infantry that are close and moving.
3) We might be able to, on more than a rare occasion, kill a tank without actually being seen by the enemy tank. No more "We're hit", lemme spin the turret around and fire back within .67 seconds of the first hit.
P.S. This thread was written before the other thread "New vehicle gunnery controls" was brought back to life and put on the first page.[/quote]
I think the only reason tanks get destroyed without seeing other tanks is because usually the first hit is the killer, in PR for gameplay it USUALLY works out that the first hitter will kill first.
I do know the challenger has the ability to snap the turret onto a threat VERY quickly, and also whilest driver is aiming the commander can be Painting another target to be Snapped to as soon as a shot is fired.
YouTube - PR 0 85 Top Attack Missiles 2
I WANT THIS!!!!!!!!!
Best thing IMHO would be limiting The turret speed so A full rotation (with a common 1600 dpi setting) takes 9 seconds using WASD is in NO WAY going to be a viable option unless we get a locking system and COMPLETE stabilisation both horizontal and vertical.
Tanks can shoot down choppers IRL so that's realistic as is.
I likes my tank gun as it is, don't nerf it, however I'm all for change and would love to test any modifcations done
(nickbond can testifty to how good I am with the tank gun

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Alex6714
- Posts: 3900
- Joined: 2007-06-15 22:47
Re: Tank controls?
To this point, that is true, except from the fact that choppers irl aren´t limited to the same engagement distance as the tank. Hellfires have 2x the effective range of the tanks Sabot.Sadist_Cain wrote:
Tanks can shoot down choppers IRL so that's realistic as is.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"
"oh, they're fire and forget all right...they're fired then they forget where the target is"
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AnRK
- Posts: 2136
- Joined: 2007-03-27 14:17
Re: Tank controls?
Yeah I know PR is not entirely realistic with the tank combat, and ARMA probably pans out ok with 2 man crews.ZAk wrote: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!
But a 3 man crew (if there are 4 slots in a tank and 1 is a commander slot) will always end up beating a 2 man crew, so people won't ever end up using a tank unless it's manned by at least 3 people. The cupploa crewman requirement change is simply to stop the extra seat being used to taxi people I imagine.
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Royal_marine_machine
- Posts: 183
- Joined: 2008-12-07 11:15
Re: Tank controls?
*cough* CH2, the CR2 looks similar but isn't quit as quick *cough*
I couldn't remember exactly, 'twas a curvy number so I chose 6
Anyway, I don't see how WASD or Arrow Keys are "in no a way a viable option", jets use a mixture of Arrow Keys and Mouse to great effect (if you're a decent pilot, unlike myself)
Infantry vs tank should be one sided IF the infantry are in the open then yes. If the Infantry man fired his HAT out of cover and then changed position, I.E a half decent AT soldier, then it should be less so.
I couldn't remember exactly, 'twas a curvy number so I chose 6
Anyway, I don't see how WASD or Arrow Keys are "in no a way a viable option", jets use a mixture of Arrow Keys and Mouse to great effect (if you're a decent pilot, unlike myself)
Infantry vs tank should be one sided IF the infantry are in the open then yes. If the Infantry man fired his HAT out of cover and then changed position, I.E a half decent AT soldier, then it should be less so.
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AnRK
- Posts: 2136
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Re: Tank controls?
The problem with mixing the two as CAS said is that it's either difficult or not possible at all to code two different sensitivities for the two different interfaces.
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General Dragosh
- Posts: 1282
- Joined: 2005-12-04 17:35
Re: Tank controls?
How bout the devs ask the ones who're doing the 1.5 patch to fix the Y&X axis stabilization at the same time ?
[img][/img]Newly ordered sig !
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Alex6714
- Posts: 3900
- Joined: 2007-06-15 22:47
Re: Tank controls?
I have already PMed the dice guy asking about adding the 2142 stabilisation code for the patch. He said hell look into it, maybe if you also ask..
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"
"oh, they're fire and forget all right...they're fired then they forget where the target is"
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General Dragosh
- Posts: 1282
- Joined: 2005-12-04 17:35
Re: Tank controls?
If i ask someone something i may call for a car rain accidentlyAlex6714 wrote:I have already PMed the dice guy asking about adding the 2142 stabilisation code for the patch. He said hell look into it, maybe if you also ask..
Better if a "Well known" dev asks that person
[img][/img]Newly ordered sig !
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NightFalcon
- Posts: 41
- Joined: 2008-07-02 22:37
Re: Tank controls?
I beg you
, add Combined Arms armor features to Project Reality. Mabie not all of them but at least add W,A,S,D turret controls, HUD, acceleration and FLIR. I think its going to change armor gameplay in a good way. Tanks no mere be ultimate helicopter killers and the turret rotation gonna look mutch better from infantry perspective.
Last edited by NightFalcon on 2009-06-09 02:09, edited 2 times in total.
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bust331
- Posts: 46
- Joined: 2007-11-18 22:19
Re: Tank controls?
WASD turret controls are a horrible idea...with WASD turret controls, you are either moving at 100% rotation speed, or 0% rotation speed. At least you can be precise with a mouse. And why would you need FLIR? How does that help?
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Tank controls?
to ur first point, CA uses a FCS system so it works fine. But it does need playtesting more.bust331 wrote:WASD turret controls are a horrible idea...with WASD turret controls, you are either moving at 100% rotation speed, or 0% rotation speed. At least you can be precise with a mouse. And why would you need FLIR? How does that help?
FLIR...because its awesome, and I think they have them IRL. The FLIR is more useful for the choppers, but if the work is done...might as well add it to tanks. Its quite good for spotting stuff that you sometimes miss.
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bust331
- Posts: 46
- Joined: 2007-11-18 22:19
Re: Tank controls?
What do you mean FCS? Fire control system? How does it work?
Wiki definition of FLIR
Wiki definition of FLIR
You don't need FLIR during daytime....even MY eyesight doesn't need FLIR to spot targets. and that's saying something.Since FLIRs use detection of thermal energy to create the "picture" assembled for the video output, they can be used to help pilots and drivers steer their vehicles at night, and in fog, or detect warm objects against a cold background when it is completely dark (such as a cloudy, moonless night).
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McBumLuv
- Posts: 3563
- Joined: 2008-08-31 02:48
Re: Tank controls?
Ye, with the FLIR, the Abrams has thermal sights, so it is pretty realistic, and is surprisingly useful for a "fake" FLIRDr2B Rudd wrote:to ur first point, CA uses a FCS system so it works fine. But it does need playtesting more.
FLIR...because its awesome, and I think they have them IRL. The FLIR is more useful for the choppers, but if the work is done...might as well add it to tanks. Its quite good for spotting stuff that you sometimes miss.
@bust. I initially feared that too. However, with an acceleration factored in, it's more like you can only go incrementally between 0 and 100 %. However, I'm continually surprised whenever I tank by the realism and sheer awesomeness you feel when you hook up your joystick for turret contol use



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NightFalcon
- Posts: 41
- Joined: 2008-07-02 22:37
Re: Tank controls?
You shoud try CA mod and you will see that its not so hard to rotate and aim the turret. BTW its more fair for other players who dont have adjustable sensitivity on their mousebust331 wrote:WASD turret controls are a horrible idea...with WASD turret controls, you are either moving at 100% rotation speed, or 0% rotation speed. At least you can be precise with a mouse. And why would you need FLIR? How does that help?
Last edited by NightFalcon on 2009-06-09 02:48, edited 2 times in total.
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CAS_117
- Posts: 1600
- Joined: 2007-03-26 18:01
Re: Tank controls?
FLIR is on tanks in CA.Dr2B Rudd wrote:
FLIR...because its awesome, and I think they have them IRL. The FLIR is more useful for the choppers, but if the work is done...might as well add it to tanks. Its quite good for spotting stuff that you sometimes miss.
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Snazz
- Posts: 1504
- Joined: 2009-02-11 08:00
Re: Tank controls?
I disapprove of the suggestion.
I don't want to be forced to aim the turret with keys, regardless of how realistic people here might think it is.
If your mouse can't turn the turret fast/slow enough buy one with dpi control (G5 etc.) or get another game controller/joystick, don't expect to force everyone to use keys.
Couldn't players just optionally bind WASD to the turret controls instead?
I'm at work right now so I can't try it.
I don't want to be forced to aim the turret with keys, regardless of how realistic people here might think it is.
If your mouse can't turn the turret fast/slow enough buy one with dpi control (G5 etc.) or get another game controller/joystick, don't expect to force everyone to use keys.
Couldn't players just optionally bind WASD to the turret controls instead?
I'm at work right now so I can't try it.
Last edited by Snazz on 2009-06-09 03:59, edited 1 time in total.
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AnRK
- Posts: 2136
- Joined: 2007-03-27 14:17
Re: Tank controls?
This isn't about what people feel better with, this is about getting rid of turrets that can do a full spin in less then 2 seconds.
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McBumLuv
- Posts: 3563
- Joined: 2008-08-31 02:48
Re: Tank controls?
Guys, you really should try it out before you make any negative comments of it. It's like preaching to someone how bad smores taste without having ever eaten them yourselves.



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Nemus
- Posts: 178
- Joined: 2009-04-07 13:07
Re: Tank controls?
WASD controls works good in CA because of the FCS.
You dont have to be absolutely precise.
Without FCS its very difficult to hit something.
So if we want WASD controls in PR we must have FCS too.
And that's an other topic of discussion.
You dont have to be absolutely precise.
Without FCS its very difficult to hit something.
So if we want WASD controls in PR we must have FCS too.
And that's an other topic of discussion.

