Add Gear Shifting and Handbrake

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GeZe
Retired PR Developer
Posts: 3450
Joined: 2006-02-09 22:09

Add Gear Shifting and Handbrake

Post by GeZe »

Please add gear shifting and a handbrake. This would be

A) More Realistic
B) More Fun

No Downside! Yay! Simple.
RedLenin
Posts: 13
Joined: 2006-03-12 01:20

Post by RedLenin »

I can't really see as those things adding to the experience of combat.

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Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

shifting = maybe

e brake = definetely yes if possible to implement.
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Eagle
Posts: 92
Joined: 2006-01-17 16:38

Post by Eagle »

Shifting, perhaps a player option, but a handbrake, essential, just think of the extra fun you can get out of cornering in an FAV!
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Hitperson
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Post by Hitperson »

i remember doing this in OFP.
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NikovK
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Post by NikovK »

No downside but a key bound in and time spent coding, and so many people grinding the teeth out of tank transmissions... GRRRRRRRCCCCSSCHHHHHK! CHREEEEECK! GRRRUGUGUGUGUGURRRRCH!

But a handbrake? Hell yes. Heeeell. Yeeeeesss. It would let tankers bring their landships to a halt on minor slopes, for one. For two, imagine watching dumb MEC drivers try to powerslide a Vodnik! Rollover hazard.
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Zantetsuken
Posts: 502
Joined: 2006-02-18 04:22

Post by Zantetsuken »

oh that would be fun :) - I can only imagine powersliding in an APC or something like an MLRS truck - anybody see that car dealership commercial where the truck driver powerslides the delivery semi into the dealership parkinglot?
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Rhino
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Post by Rhino »

a hand brake for a car should be to hard as it has 2nd fire free.

but we might be possibal to bind it to the shift key?
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Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

bf2 physics engine makes a handbrake insanely hard to code, if you have to do what i think you have to do... it was insanely hard on 42.

and yeh, shifting for tanks would be horrible, we'd need hours to teach people how to do it right... maybe later, but definetely not untill the driver and the gunner are different people.
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MasterTom
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Post by MasterTom »

Figisaacnewton wrote:bf2 physics engine makes a handbrake insanely hard to code, if you have to do what i think you have to do... it was insanely hard on 42.
true...

a very nasty way could be using vehicle.setPosition(x,y,z)...
tho i agree... that would mean a full stop instantly. :)

Edit:
Nevermind...
it seems using setposition does exactly what is says...
so speed and rotation are not changed. (bummer)
Last edited by MasterTom on 2006-03-17 02:54, edited 1 time in total.
[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Post by [T]Terranova7 »

The gear shifting is what I really like. The primary use in my mind is to help steady the pace of jeep type vehicles. Ever been a gunner on a humvee when your driver is taking off like its grand theft auto? You can barely hit anything because of the rather violent twists and turns constantly knocking off your aim. I can see myself strolling down the street of an Urban map at a nice easy pace, giving my gunner much more time to redircet and take much more accurate shots.

Or imagine the ability for players to actually create their own convoys with relative ease. Instead of an APC taking off 2 miles down the road, he or she can actually maintain the same pace as a tank.
Rhino
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Post by Rhino »

Figisaacnewton wrote:bf2 physics engine makes a handbrake insanely hard to code, if you have to do what i think you have to do... it was insanely hard on 42.

and yeh, shifting for tanks would be horrible, we'd need hours to teach people how to do it right... maybe later, but definetely not untill the driver and the gunner are different people.
Ive got an idea on how to do the gear shifting. But for tanks the gunner and driver would have to be seprate.

Just use the scroll whell or number buttons liek selcinting a diffrent weapon to select diffrent gears. But then you also need to find a clutch unless its going to be a automatic :lol:
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