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Re: Tank controls?
Posted: 2009-05-12 23:55
by amazing_retard
nick20404 wrote:I think he is talking about the challenger tank which the turret has an incredibly slow turning speed in game for some reason. All the other tank turrets turn pretty quickly but for some reason the challenger turret is in slowmo.
I agree with this guy. Why does the CH2 turret turn so slow? It makes me stay off the British team in Quiniling.
Re: Tank controls?
Posted: 2009-05-13 00:27
by CodeRedFox
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.
Personally I don't think the current should be move able to by the mouse (but I understand the issues with keys only). Its so unrealistic looking. I have yet to see a video where a tanks turret can be moved the way it does in BF2/PR.
Re: Tank controls?
Posted: 2009-05-13 01:32
by Psyko
if we call the mouse movement "limited movement" and key movement "unlimited movement"...
Limited movement is a
drag to the edge of your mouse mat technique that really irritates me. its one of the reasons why im endorcing this suggestion. its not really about realism for me personally, its more about comfort. but the realism aspect is as big as that.
unlimited movement, combined with target aquisition code from CAS mod could be the solution to the
clearly unrealistic feel that it currently has.
...in any case, when in doubt, raise the deviation

Re: Tank controls?
Posted: 2009-05-13 03:01
by Kenny
Psykogundam wrote: ...in any case, when in doubt, raise the deviation
man im so saving that but I agree with this idea the movement in PR/BF2 with tank aiming is way too smooth remember your shifting a big piece of meatel. So I think having to use
the key board would make the it more realistic and the gameplay better.
Re: Tank controls?
Posted: 2009-05-13 05:02
by Undies
Jay wrote:Hmmm, Where's the trigger?
Also, does that switch in the middle mean that you can't fire the main cannon and the mg at the same time?
On the underside are two buttons, one on either side, which are pressed using your forefinger. One controls power going to the turret to move it, the other shoots the gun. You can only fire one or the other at the same time, not both.
Re: Tank controls?
Posted: 2009-05-13 11:36
by Rhino
Psykogundam wrote:@ Rhino
Modding the controls to use the arrow keys would bring the Leetness down dramatically. in fact, with this plus the CAS tracking system it could change tank battles for the better. why not give it a try?
This is one of the things armour needs in PR imo. target tracking, thermoptic vision mode, vertical gun stabiliser and keys instead of mouse. i say give it a try. you wanna changeover from vanilla thats more than just the exterior appearance and having more than one crewmember? heres the chance. 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.
I've yet to give the CA tank lasing system a go but It's not something I'm dismissing as it dose look interesting but will have to try it to see what its really like. There is a lot of really nice things in CA that have potential to be ported to PR
[R-DEV]CodeRedFox wrote:Personally I don't think the current should be move able to by the mouse (but I understand the issues with keys only). Its so unrealistic looking. I have yet to see a video where a tanks turret can be moved the way it does in BF2/PR.
ye agree with you there, would be nice if everyone had a controller
In fact my x52 has a little mouse on it much like a aiming controller but I would hate to use it

Re: Tank controls?
Posted: 2009-05-13 11:54
by Tirak
Resuggestion,
Please use the Search Function and the *** List before posting suggestions.
Re: Tank controls?
Posted: 2009-05-13 12:22
by PlatinumA1
Tirak strikes again.... haha
and there is a tank sim joystick controller out for sale replica to the CR2 and M1 but I cant find the site again =(
Re: Tank controls?
Posted: 2009-05-13 12:26
by Tirak
Yeah, I'm back to my old tricks. Still, it's sad even for this, the other topic is on the same page.
Re: Tank controls?
Posted: 2009-05-13 17:50
by octo-crab
Tirak wrote:Yeah, I'm back to my old tricks. Still, it's sad even for this, the other topic is on the same page.
Tirak wrote:Resuggestion,
Please use the Search Function and the *** List before posting suggestions.
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.
Re: Tank controls?
Posted: 2009-05-13 18:09
by myles
good idea
Re: Tank controls?
Posted: 2009-05-13 19:03
by Royal_marine_machine
Wow people agree with me
And I wasn't really looking for a realistic control system, I've only controleld the turret on a scimitar, so I'm not suggesting that we get little handles you have to wheel round
I like the ideas of psyko, because tanks are unrealistic as it is D:
And also, it may be a resuggestion, but it's still brought up people talking bout it

so why's that bad?
Re: Tank controls?
Posted: 2009-05-13 19:17
by CodeRedFox
Tirak I think its safe to say if Dev's are in the thread talking about it it doesn't deserve a lock.
If anything the cut and paste response could have been at least helpful with a link the the older
conversation.
Unfortunately allot of the Dev's haven't have the time to check out the CA system. But so far looks very cool.
Re: Tank controls?
Posted: 2009-05-13 19:27
by CAS_117
The problem with keys is that you can't have variable traverse speeds, which is kind of bad. I cannot believe that infantry will be any more effective against armor because their turrets can only turn at maximum speed

. Find
something else.
Tirak wrote:Yeah, I'm back to my old tricks. Still, it's sad even for this, the other topic is on the same page.
Stop it.
Re: Tank controls?
Posted: 2009-05-13 19:31
by CodeRedFox
CAS_117 wrote:The problem with keys is that you can't have variable traverse speeds,which is kind of bad
True but lighting fast turrets I think are worst. Defendant something to look into again.
Re: Tank controls?
Posted: 2009-05-13 19:36
by CAS_117
Lightning fast turrets are exactly what you'll get if you do this.
Re: Tank controls?
Posted: 2009-05-13 19:38
by CodeRedFox
I think I'm miss understanding you

Re: Tank controls?
Posted: 2009-05-13 19:42
by AnRK
*EDIT* Got there before me you sly fox!
Eh? How? If they are controlled by the arrows then the turret movement speed can be capped, it'd involve alot of button bashing ala playing gran turismo on the ps1 with the d pad/digital x/square and other such examples of precise movement with digital not "analogue" controls, but like coderedfox and others have said, I'd rather that then having lightning fast speeds.
Re: Tank controls?
Posted: 2009-05-13 19:50
by CAS_117
From the SA-19 turret.
ObjectTemplate.setMaxSpeed 45/0/0 <- The turrets speed is ALWAYS is less than this (unless you use a mouse). If you wanna slow the turrets traverse lower the number.
ObjectTemplate.setAcceleration 9999/0/0
ObjectTemplate.setInputToYaw PIMouseLookX <- doesn't matter
ObjectTemplate.automaticYawStabilization 1
The game doesn't care if you are using a mouse or keyboard. The speed and acceleration of the turret is the same. The only difference is that the mouse increases % of input at only a fraction that a key or button does (instantly).
What will happen is a loss in the dexterity of the gunners. If that's what you're after well ok. But I cannot help feel that this essentially defeats the entire purpose of the FCS.
Re: Tank controls?
Posted: 2009-05-13 21:20
by CanuckCommander
Having played with CA for about a month now, I think the keyboard controls would break the FCS system in CA. Although the FCS in CA does lock on to laser targets, it only locks within 1 degree. What that means is that, any bump up and down will most likely make you lose lock, forcing you to reacquire the target.
Without the dexterity of mouse controls to keep the reticule within 1 degree of the target, the FCS would actually be counterproductive and worse than PR's current none-FCS guns. The reason is that the reticule will end up bouncing around and the keyboard controls would lack the sensitivity to be able to compensate for the movement, resulting in even worse target acquisition abilities.