Vehicle Turret Turn Speeds

General discussion of the Project Reality: BF2 modification.
Maverick
Posts: 920
Joined: 2008-06-22 06:56

Re: Vehicle Turret Turn Speeds

Post by Maverick »

Actually yes, they were ridiculously fast and something had to be done XD, I still w ould perfer the controls to be WASD
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BrownBadger
Posts: 495
Joined: 2009-09-05 21:29

Re: Vehicle Turret Turn Speeds

Post by BrownBadger »

Gracler wrote:I also think that a maximum rotation speed will be a good thing.

I've seen tanks spin there turrets almost the same speed as a helicopter rotor when they got bored of waiting for something.
Yep. People with a gaming mouse can do this. If possible it would be very nice to have a maximum speed (similar to that of the real life counterpart).
Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Re: Vehicle Turret Turn Speeds

Post by Zoddom »

stop always complaining about people with "gaming mouses".
seriously everybody can change their mouse sensivity ingame and can have a ridiculous speed. I myself actually turn down the DPI when in a vehicle with zoom, cause otherwise its just to fast when zoomed in.

i wouldnt prefer WASD controls because it would be much too inaccurate...

i dont know if its possible, but if we could implement a mouse acceleration (and a maximum acceleration ofc) for turrets ( i think the FH2 update has somethin to do with mouse accel.) we could get a much more realistic feeling.
BrownBadger
Posts: 495
Joined: 2009-09-05 21:29

Re: Vehicle Turret Turn Speeds

Post by BrownBadger »

Zoddom wrote:stop always complaining about people with "gaming mouses".
seriously everybody can change their mouse sensivity ingame and can have a ridiculous speed. I myself actually turn down the DPI when in a vehicle with zoom, cause otherwise its just to fast when zoomed in.

i wouldnt prefer WASD controls because it would be much too inaccurate...

i dont know if its possible, but if we could implement a mouse acceleration (and a maximum acceleration ofc) for turrets ( i think the FH2 update has somethin to do with mouse accel.) we could get a much more realistic feeling.
You're clearly missing the point. I'm not jealous of someone with a gaming mouse, and I myself play with fairly low sensitivity for finer aiming. Somebody who has one though can with one click on the mouse change from super-turret-speed to aiming-speed.

The reason I personally would like to apply a slower maximum speed is simply so that it represents the real-life counterpart better and makes the game feel less "arcadey".
Wolfguard
Posts: 86
Joined: 2005-03-07 05:41

Re: Vehicle Turret Turn Speeds

Post by Wolfguard »

I do have a so-called gaming mouse, Logitech G5, with the option of manually setting the DPI between 400 and 2000. However, I only utilize the 2000 DPI setting to get the maximum precision out of my mouse. My in-game common mouse sensitivity is 0.2 and land vehicle 0.3, which makes it take like forever to turn the tank turret around (really a pain in the ***). If I turn it up just a little more it quickly gets difficult to look around from inside all other vehicles. I find my setting just fine for just about all vehicles and vehicle mounted weapons except for the vehicle mounted rocket launchers and especially the tanks.

Do you guys know the command in the console for changing the land vehicle mouse sensitivity? And are there any way I can bind a key to the command, so I quickly in the heat of the battle can change between the two sensitivity settings?
Opinions are like ******** - we all got 'em and they all stink!
Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Re: Vehicle Turret Turn Speeds

Post by Zoddom »

Wolfguard wrote:
Do you guys know the command in the console for changing the land vehicle mouse sensitivity? And are there any way I can bind a key to the command, so I quickly in the heat of the battle can change between the two sensitivity settings?
you could probably build a hotkey script, but i dont know how taht works :/
80HD
Posts: 121
Joined: 2011-06-30 21:05

Re: Vehicle Turret Turn Speeds

Post by 80HD »

[R-DEV]Rudd wrote:any chance people could post sources telling us rate of turns or some kind of standardised value like how long it takes to do a 360 degree swivel?
I don't know what constitutes a valid source, but here are some (again, using the Shilka as a base for the PZG in light of the lack of information on PLA equipment.)

Another thing to take into account is the elevation rate as well... specifically in regard to the ease with which one can main-gun a helo in PR (BF2 in general).

(Note: Search for "traverse" or "slew")

SPAA
ModSAF Red ADA: An Overview of Enemy Air Defense Capabilities in ModSAF v2.2.1

Soviet Mechanized Firepower Today


M1A1 (this is a write up from a Marine unit - taken from US manuals):
http://www.2ndbn5thmar.com/tank/tirefs/tismartpack.pdf


LAV-25:
http://www.gdlscanada.com/LinkClick.asp ... D&tabid=75

CROWS:
CROWS = Videogame + Vehicle + Real Guns

M2/M3:
Army Guide - Bradley M2/M3, Infantry fighting vehicle


Challenger 2:
Army Guide - Challenger 1, Main battle tank

Norwegian CV9030N:
CV 9030N


Soviet BMPs:
Russian Tracked APCs
(Specifically the line comparing the BMP-2 to the BMP-1 traverse rates):
"Turret traverse, however, is much faster, about 36 degrees per second; this is almost double that of the BMP-1."

(Interesting information on the T-72 vs the M1A1):
M1A1 Vs T-72

Huge chunk of information on various systems:
http://www.rsadf.gov.sa/Articles/Articles_10.pdf


Steelbeasts is probably the most accurate armor sim made (they cater to the military and enthusiasts... very pricey)

Main Page - SBWiki

I will search their forums for some source material.
Hunt3r
Posts: 1573
Joined: 2009-04-24 22:09

Re: Vehicle Turret Turn Speeds

Post by Hunt3r »

Steel beasts is extremely pricey indeed, but hey, the next update brings a crewable CR2 and a bunch of other stuff for 30 dollars.

It's extremely realistic, and I will be able to say with a high degree of confidence that they are the closest thing to what we can know about current armor operation/tactics. Judging by how many countries buy their software to train crewmen, I'd say that PR should probably strive to use SB as a model for AFV systems and their operation.
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ytman
Posts: 634
Joined: 2010-04-22 17:32

Re: Vehicle Turret Turn Speeds

Post by ytman »

I like what they did with the CROWS. The vehicles are really amazing at standoff ranges but fail rather poorly at closer ranges due to a really slow traverse. I'd personaly like to see system like that on all vehicles.

Slowing the tank turret down even more would, in my opinion, slow tank battles and add a new layer to them as well. And would balance them against the progressively weaker and weaker H-AT options each newer faction is getting.
velocity
Posts: 164
Joined: 2009-07-20 19:36

Re: Vehicle Turret Turn Speeds

Post by velocity »

That link if for a challenger 1 not a challenger 2

i believe the challenger 2 has a different traverse speed.
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Hunt3r
Posts: 1573
Joined: 2009-04-24 22:09

Re: Vehicle Turret Turn Speeds

Post by Hunt3r »

ytman wrote:I like what they did with the CROWS. The vehicles are really amazing at standoff ranges but fail rather poorly at closer ranges due to a really slow traverse. I'd personaly like to see system like that on all vehicles.

Slowing the tank turret down even more would, in my opinion, slow tank battles and add a new layer to them as well. And would balance them against the progressively weaker and weaker H-AT options each newer faction is getting.
I think that if we're going to have these vehicles have such poor close in fighting capability they need to be better equipped to actually detect things at standoff ranges, because right now FLIR is just WAY too weak. Even horrible Maverick IR sensors in bad weather will see vehicles more clearly than the FLIR in PR. Infantry should be bright as daylights even at the very edge of the view distance.

If a heat target is painted on a tank then there needs to be a LWR notification, etc.
Last edited by Hunt3r on 2011-08-16 19:49, edited 1 time in total.
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Hotrod525
Posts: 2215
Joined: 2006-12-10 13:28

Re: Vehicle Turret Turn Speeds

Post by Hotrod525 »

Please delete this :D
Last edited by Hotrod525 on 2011-08-16 21:36, edited 2 times in total.
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Jaymz
Retired PR Developer
Posts: 9138
Joined: 2006-04-29 10:03

Re: Vehicle Turret Turn Speeds

Post by Jaymz »

Hunt3r wrote:I think that if we're going to have these vehicles have such poor close in fighting capability they need to be better equipped to actually detect things at standoff ranges, because right now FLIR is just WAY too weak. Even horrible Maverick IR sensors in bad weather will see vehicles more clearly than the FLIR in PR. Infantry should be bright as daylights even at the very edge of the view distance.
The current thermal system seems pretty damn effective to me. I do agree that the signature does seem to drop off a bit too much at distance on certain maps though.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
Hunt3r
Posts: 1573
Joined: 2009-04-24 22:09

Re: Vehicle Turret Turn Speeds

Post by Hunt3r »

[R-DEV]Jaymz wrote:The current thermal system seems pretty damn effective to me. I do agree that the signature does seem to drop off a bit too much at distance on certain maps though.
Up close is okay, but sometimes something like a tank at 800 meters is more visible when you use daytime sights instead of FLIR.

FLIR should be used for target acquisition, but fuzzy enough that daytime should be used for target engagement. FLIR right now is extremely clear and easy to use for target engagement, but at times not effective enough for target acquisition, which is a big problem.
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