Variable Vehicle Speeds

Suggestions from our community members for PR:BF2. Read the stickies before posting.
hobbnob
Posts: 997
Joined: 2009-05-12 18:23

Re: Variable Vehicle Speeds

Post by hobbnob »

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.
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

Post by Grizzly »

Awesome Hobbnob, thanks for testing this out!
PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: Variable Vehicle Speeds

Post by PatrickLA_CA »

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
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.
In-game: Cobra-PR
hobbnob
Posts: 997
Joined: 2009-05-12 18:23

Re: Variable Vehicle Speeds

Post by hobbnob »

Yep no worries lads, I like to have my own little build of PR where I put in things that I like :D

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

Post by AquaticPenguin »

hobbnob wrote:Yep no worries lads, I like to have my own little build of PR where I put in things that I like :D

Yeah the crawler gear is a good suggestion though, should help a lot
Mighty mini-modder hobnob strikes once more.
hobbnob
Posts: 997
Joined: 2009-05-12 18:23

Re: Variable Vehicle Speeds

Post by hobbnob »

AquaticPenguin wrote:Mighty mini-modder hobnob strikes once more.
haha yup, when I grow up I wanna be a dev! :D
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Wh33lman
Posts: 667
Joined: 2008-07-16 23:30

Re: Variable Vehicle Speeds

Post by Wh33lman »

hobbnob wrote:haha yup, when I grow up I wanna be a dev! :D
considering your tinkering, i belive your well on your way. any chance of a video demonstration?
Reddeath
Posts: 308
Joined: 2010-03-02 01:39

Re: Variable Vehicle Speeds

Post by Reddeath »

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.
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Ingame: # SuperBagel
Maverick
Posts: 920
Joined: 2008-06-22 06:56

Re: Variable Vehicle Speeds

Post by Maverick »

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

Post by hobbnob »

Wh33lman wrote:considering your tinkering, i belive your well on your way. any chance of a video demonstration?
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 here

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

Post by Bunnyman »

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.
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Grizzly
Posts: 106
Joined: 2008-04-10 05:38

Re: Variable Vehicle Speeds

Post by Grizzly »

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.
ShockUnitBlack
Posts: 2100
Joined: 2010-01-27 20:59

Re: Variable Vehicle Speeds

Post by ShockUnitBlack »

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.
Couldn't agree with that last part more - having players who have certain specialist skills such as driving/flying is huge for teamwork.

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."
Bufl4x
Posts: 252
Joined: 2009-05-05 03:37

Re: Variable Vehicle Speeds

Post by Bufl4x »

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".
I think it might be possible to have the mouse wheel adjust your speed with these emulators.
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.
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