Variable Vehicle Speeds
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hobbnob
- Posts: 997
- Joined: 2009-05-12 18:23
Re: Variable Vehicle Speeds
Well I've been playing around with the files after seeing this topic and have come up with this so far:
The vehicle boost code is perfectly intact, using the same sprint system as regular infantry and jets.
It isn't possible to make vehicles go slower using the boost function, but it is possible to change the default power and torque of the engine.
In basic words, this is possible, but to go full speed you'd have to hold down the shift key constantly, which isn't good for some people
EDIT: modified the code to facilitate this in my own modified version of PR, and I like the result.
Note: For the purposes of this experiment I modified the armed land rover WMIK, and only used the keyboard and mouse.
In coop mode it allows for the player to not leave behind ai players whilst still retaining the power of the vehicle's mounted weaponry.
I haven't tried it online for obvious reasons, however the result should be better mechanised convoys, instead of just a squad waiting for a big tank to steamroll everything, the infantry can walk alongside the asset and protect it with small arms fire.
In conclusion I believe from the results of this test that this is gives the mod better gameplay, and allows for more effective use of heavy and light vehicular assets on the PR.
The vehicle boost code is perfectly intact, using the same sprint system as regular infantry and jets.
It isn't possible to make vehicles go slower using the boost function, but it is possible to change the default power and torque of the engine.
In basic words, this is possible, but to go full speed you'd have to hold down the shift key constantly, which isn't good for some people
EDIT: modified the code to facilitate this in my own modified version of PR, and I like the result.
Note: For the purposes of this experiment I modified the armed land rover WMIK, and only used the keyboard and mouse.
In coop mode it allows for the player to not leave behind ai players whilst still retaining the power of the vehicle's mounted weaponry.
I haven't tried it online for obvious reasons, however the result should be better mechanised convoys, instead of just a squad waiting for a big tank to steamroll everything, the infantry can walk alongside the asset and protect it with small arms fire.
In conclusion I believe from the results of this test that this is gives the mod better gameplay, and allows for more effective use of heavy and light vehicular assets on the PR.
Last edited by hobbnob on 2010-12-15 14:11, edited 2 times in total.

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Grizzly
- Posts: 106
- Joined: 2008-04-10 05:38
Re: Variable Vehicle Speeds
Awesome Hobbnob, thanks for testing this out!
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PatrickLA_CA
- Posts: 2243
- Joined: 2009-07-14 09:31
Re: Variable Vehicle Speeds
I am 100% sure that IRL they don't floor the tank at 80 km/h in the 4km they are fighting, thanks for trying, I hope someone does something in PR with that.hobbnob wrote:
In basic words, this is possible, but to go full speed you'd have to hold down the shift key constantly, which isn't good for some people
In-game: Cobra-PR
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hobbnob
- Posts: 997
- Joined: 2009-05-12 18:23
Re: Variable Vehicle Speeds
Yep no worries lads, I like to have my own little build of PR where I put in things that I like 
Yeah the crawler gear is a good suggestion though, should help a lot
Yeah the crawler gear is a good suggestion though, should help a lot

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AquaticPenguin
- Posts: 846
- Joined: 2008-08-27 19:29
Re: Variable Vehicle Speeds
Mighty mini-modder hobnob strikes once more.hobbnob wrote:Yep no worries lads, I like to have my own little build of PR where I put in things that I like
Yeah the crawler gear is a good suggestion though, should help a lot
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hobbnob
- Posts: 997
- Joined: 2009-05-12 18:23
Re: Variable Vehicle Speeds
haha yup, when I grow up I wanna be a dev!AquaticPenguin wrote:Mighty mini-modder hobnob strikes once more.

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Wh33lman
- Posts: 667
- Joined: 2008-07-16 23:30
Re: Variable Vehicle Speeds
considering your tinkering, i belive your well on your way. any chance of a video demonstration?hobbnob wrote:haha yup, when I grow up I wanna be a dev!![]()
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Reddeath
- Posts: 308
- Joined: 2010-03-02 01:39
Re: Variable Vehicle Speeds
There should be a key that acts like the jet taxi key, and just makes the vehicle move at the exact pace a soldier can walk. That way a vehicle can effectively escort infantry without being slightly to ahead or to behind and spoiling their cover.
Other than providing physical cover there is no reason a vehicle needs 6 gears and different speeds, taxi key and normal driving key, and the shift key for those hills you need the extra power to get up.
Other than providing physical cover there is no reason a vehicle needs 6 gears and different speeds, taxi key and normal driving key, and the shift key for those hills you need the extra power to get up.
Ingame: # SuperBagel
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Maverick
- Posts: 920
- Joined: 2008-06-22 06:56
Re: Variable Vehicle Speeds
That's why I drive with my X52
always able to control my speed. Drive with your stick=controlled velocity.


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hobbnob
- Posts: 997
- Joined: 2009-05-12 18:23
Re: Variable Vehicle Speeds
lol cheers mate, and yeah I'll record some coop today with the wmik to demonstrate it, I'll try to get it up by today and post it hereWh33lman wrote:considering your tinkering, i belive your well on your way. any chance of a video demonstration?
EDIT: Video finished and uploaded
Last edited by hobbnob on 2010-12-21 11:22, edited 2 times in total.

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Bunnyman
- Posts: 31
- Joined: 2010-12-16 15:06
Re: Variable Vehicle Speeds
Some fair points about not flooring the W but since PR is supposed to be a reality thing, gears would be an idea. They would also have some practical value.
It doesn't need to be a simple 1-4 geear setting but you could have instead different TYPES or functions to each gear that actually effect the overall response of the other controls. -Such as an easy slow movement control for quicker turns in bases and streets etc, a midpaced gear for climbing slopes. You could also have a cruise setting when you are speeding over desert or down a road but braking and turning would be negatively effected.
The possibility to stall the engine would also be realistic and add some actual skill to drivers just as is needed for pilots.
It doesn't need to be a simple 1-4 geear setting but you could have instead different TYPES or functions to each gear that actually effect the overall response of the other controls. -Such as an easy slow movement control for quicker turns in bases and streets etc, a midpaced gear for climbing slopes. You could also have a cruise setting when you are speeding over desert or down a road but braking and turning would be negatively effected.
The possibility to stall the engine would also be realistic and add some actual skill to drivers just as is needed for pilots.

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Grizzly
- Posts: 106
- Joined: 2008-04-10 05:38
Re: Variable Vehicle Speeds
A little slower than what I had in mind but exactly what I was talking about. Thats so awesome, I officially love you now Hobbnob.
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ShockUnitBlack
- Posts: 2100
- Joined: 2010-01-27 20:59
Re: Variable Vehicle Speeds
Couldn't agree with that last part more - having players who have certain specialist skills such as driving/flying is huge for teamwork.Bunnyman wrote:The possibility to stall the engine would also be realistic and add some actual skill to drivers just as is needed for pilots.
Anyway, I believe there was a BF2 mod once that featured a functioning gear-system, so there's your proof-of-concept, however I believe the gear-system also caused a lag-system too. Time for the PR community to have a go at optimization?
"I Want To Spend The Rest Of My Life With You Tonight."
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Bufl4x
- Posts: 252
- Joined: 2009-05-05 03:37
Re: Variable Vehicle Speeds
I think it might be possible to have the mouse wheel adjust your speed with these emulators.Vaiper wrote:This piece of information looks interesting:
More info from this page
Ps: i don't try for myself it yet, if some1 will, plz write feedback
Pps: im not sure, but previously somewhere readed, what variable vehicle speeds is hardcoded, its just not possible to have "gears", so its the only way - to simulate joystick (or buy) if u don't wana have "axes that always return to center".
In game it would be enough to have 3 gears, one for walking speed, one for cruising and one for flooring it. Just don't make it menu controlled.


