New vehicle-gunnery controls

Suggestions from our community members for PR:BF2. Read the stickies before posting.
ShavenRaver
Posts: 35
Joined: 2008-09-03 11:49

Re: New vehicle-gunnery controls

Post by ShavenRaver »

I'm just putting my idea out there again...

NO to mouse controls as they are
NO to WASD
YES to mouse controls like jets!!

Explanation (to those that don't do jets): Upon entering the turret, your current mouse position is centred. Move your mouse to the left or right of the centre position and hold it there. The turret will then continually rotate in that direction. To rotate faster, move the mouse further from the centre position. To stop rotation simply bring the mouse back to the centre position. The same applies to the up/down axis.


It's good because:

1, It's not as easy as 'point and shoot'
2, It better emulates real joystick control
3, Tracking moving targets will actually be easier, but...
4, hitting targets taking evasive action will be more challenging
5, Joystick owners can still use them (with no major advantage or disadvantage)
6, There is no remapping option to the easier 'point and shoot'
7, Turrets can be moved on both axis simultaneously at different speeds


Viola!!
Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: New vehicle-gunnery controls

Post by Tirak »

ShavenRaver wrote:I'm just putting my idea out there again...

NO to mouse controls as they are
NO to WASD
YES to mouse controls like jets!!

Explanation (to those that don't do jets): Upon entering the turret, your current mouse position is centred. Move your mouse to the left or right of the centre position and hold it there. The turret will then continually rotate in that direction. To rotate faster, move the mouse further from the centre position. To stop rotation simply bring the mouse back to the centre position. The same applies to the up/down axis.


It's good because:

1, It's not as easy as 'point and shoot'
2, It better emulates real joystick control
3, Tracking moving targets will actually be easier, but...
4, hitting targets taking evasive action will be more challenging
5, Joystick owners can still use them (with no major advantage or disadvantage)
6, There is no remapping option to the easier 'point and shoot'
7, Turrets can be moved on both axis simultaneously at different speeds


Viola!!
No, you'll never be able to "center" it perfectly again.
ShavenRaver
Posts: 35
Joined: 2008-09-03 11:49

Re: New vehicle-gunnery controls

Post by ShavenRaver »

Tirak wrote:No, you'll never be able to "center" it perfectly again.
Rubbish - of course you will. People that fly jets do it all the time - I'm sure you can too
ShavenRaver
Posts: 35
Joined: 2008-09-03 11:49

Re: New vehicle-gunnery controls

Post by ShavenRaver »

It's need a better, more descriptive name for jet style mouse controls, I think.... does it?

Any suggestions? Anyone?

Anyway, read my suggestion for this topic - let me know what you think
Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: New vehicle-gunnery controls

Post by Tirak »

ShavenRaver wrote:Rubbish - of course you will. People that fly jets do it all the time - I'm sure you can too
I fly with a Joystick, it automatically goes back to center when I release the control. Now use a 50x zoom at a target on the horizon while at combat speed and tell me you're going to hit it square on without your barrel drifting because you haven't brought it perfectly to center.
ShavenRaver
Posts: 35
Joined: 2008-09-03 11:49

Re: New vehicle-gunnery controls

Post by ShavenRaver »

ok - at 50x zoom I see your point, but if mouse movement is sensitive exponentially, then it still might not be an issue

Image

x = mouse input
y = turret rotation speed

If it DOES prove to be difficult, then it's nothing that a simple 'dead zone' couldn't cure. i.e. returning the mouse to within x number of DPI's of the centre position will stop the turret.

Like the blue or green line in this graph

Image

This is what I'm talking about, if anyone has come into this discussion halfway through what I'm saying :smile: ...

https://www.realitymod.com/forum/f18-pr ... post813428


Cheers
Last edited by ShavenRaver on 2008-09-29 17:30, edited 1 time in total.
Reason: Added link to what I'm talking about
WildBill1337
Posts: 317
Joined: 2008-08-02 21:47

Re: New vehicle-gunnery controls

Post by WildBill1337 »

ShavenRaver wrote:I really like the WASD idea for tanks and APC's. I think if AA's were similarly affected there would be a great advantage to the helis and jets - I think the current balance is fine. Anyone else?

If the WASD keys are possible, I'd like to suggest the shift key option for faster turning. Again, not sure this is possible.

If the WASD keys are not possible, then what about still using the mouse....but.....

No longer have it so that where you look is where you shoot. Let me explain:

To keep the turret still, the mouse needs to be centred. To move the turret anti-clockwise, move your mouse left, and to stop it, move your mouse back too previous centred position. To rotate the turret faster, simply move your mouse further from the centred in the desired direction.

This is actually similar to jet controls. Moving your mouse to the right and keeping it there will result in a constant clockwise barrel roll. To stop the barrel roll, you'll need to bring the mouse back.

With this method, I WOULD be in favour of applying this to the AA vehicles

Any thoughts???
good idea. ill vouch for that.
ShavenRaver
Posts: 35
Joined: 2008-09-03 11:49

Re: New vehicle-gunnery controls

Post by ShavenRaver »

Last edited by ShavenRaver on 2008-10-01 09:42, edited 4 times in total.
Reason: Corrected URL
Snowno
Posts: 154
Joined: 2007-08-10 14:32

Re: New vehicle-gunnery controls

Post by Snowno »

Nah, the OP's suggestion was better.
Image
ShavenRaver
Posts: 35
Joined: 2008-09-03 11:49

Re: New vehicle-gunnery controls

Post by ShavenRaver »

Snowno wrote:Nah, the OP's suggestion was better.
What suggestion was that? WASD?

And can you say why you think this is better?
@bsurd
Posts: 353
Joined: 2008-03-18 12:52

Re: New vehicle-gunnery controls

Post by @bsurd »

im not for any changes @ all...

Why:

Its hard enough to gun in a tank now. The MG has lost enough of its Power. And the most ppl. cant even handle a tank right @ the moment.

And i think IRL its not so hard to track and hit then in PR now.

The Stabilisation dosent work really well. And with a change of the turret controls its even harder to check the environment for targets and so on while driving.

And i also think a tank is able to move the turret in different speeds.

Why you all wanne take more and more Power of the big assets?

I think when IRL a Tank is rolling in, everyone is on the run...

But in PR this dont happen. Even in 0.8
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Tomato-Rifle
Posts: 2091
Joined: 2007-12-31 22:24

Re: New vehicle-gunnery controls

Post by Tomato-Rifle »

But if someone has the mouse sensitivity on like 0.1 he would be to slow trying to aim at something, than a guy with a 1.5 sensitivity
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: New vehicle-gunnery controls

Post by Rudd »

ShavenRaver wrote:What suggestion was that? WASD?

And can you say why you think this is better?
because the AAVs are one man and therefore need 2 control interfaces..
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@bsurd
Posts: 353
Joined: 2008-03-18 12:52

Re: New vehicle-gunnery controls

Post by @bsurd »

Tomato_With_A_Rifle wrote:But if someone has the mouse sensitivity on like 0.1 he would be to slow trying to aim at something, than a guy with a 1.5 sensitivity
Everyone can set the sens how he wants it, so were is the Problem...?

And if someone uses a Crappy Mouse to play an online shooter, its not my Problem...

Same with Grafik/Sound settings and things like that...

If someone has a great Headset, he hear you comming much earlier then a guy with a Crappy one... And now? We set the sound setting by default on very low or what?

Same with Grafik...

So let it as it is now, and if someone uses a good gameing mouse with ingame dpi switch and so on, a good headset and a nice PC, he has an advantage.

But you never get this fixed!

Look back to 0.75 and suppression... No one asked me if i find it fair, to have the suppression effect 5 sec longer then my enemy?

Life is no Party, and online Shooters also...

Just my 2 cents
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Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: New vehicle-gunnery controls

Post by Alex6714 »

I would help with the unrealistic uber tank snipe of doom on everything including jets. And while a tank does have all these tracking systems, I doubt it is realistic that one single tank can go out to the battlefield, put up uber sensitivity and shoot down jets/helicopters/everything before they have a chance to shoot back. Don´t see why I am forced to buy a mouse with adjustable DPI, just as people aren´t forced to buy a joystick.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


"oh, they're fire and forget all right...they're fired then they forget where the target is"
ShavenRaver
Posts: 35
Joined: 2008-09-03 11:49

Re: New vehicle-gunnery controls

Post by ShavenRaver »

Jonny wrote:Try READING the OP if you want to know what it says.

And why are you interrogating him?
Ahhh "OP" - original post - bit slow :d uh:

Although I wasn't interrogating him. I just wanted to know why he had the opinion that he does. Cheers
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: New vehicle-gunnery controls

Post by Rudd »

I don't see why people are sticking to the gameplay side of this discussion, can any1 provide a picture of the interface used to control a tank main gun? Is it mouselike? Joystick like? Keyboard like? Giving a realistic portrayal is a priority, and people are just going on about the same old PC arguement about hardware.
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Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: New vehicle-gunnery controls

Post by Tirak »

Image
Tank Gunners Main Sight.

The Hughes infrared Thermal Imaging System (TIS) senses a small difference in heat radiated by objects. This is converted to electrical signals which are displayed on a cathode ray tube, similar to a TV picture. This image also is projected into the gunner's eyepiece. His sight displays target range information, ready-to-fire, and other systems indications. It also indicates if the laser rangefinder has received more than one return. The fire control computer has data entry and test panels for fault diagnosis.

A stabilization system permits accurate firing on the move. The gunner merely places his graticule on the target, and uses the laser rangefinder to determine the range. Then a computer applies necessary angles, and the gunner opens fire. The computer also gets information from a wind sensor and a pendulum static cant sensor on the turret roof. The main gun has a muzzle reference system to measure the bend of the gun. The gunner manually sets battle sight range, ammunition type, barrel wear, muzzle reference compensation, barometric pressure, and ammunition temperature.
http://www.inetres.com/gp/military/cv/tank/M1.html

It appears to me to be Periscope like.
ShavenRaver
Posts: 35
Joined: 2008-09-03 11:49

Re: New vehicle-gunnery controls

Post by ShavenRaver »

@bsurd wrote: Its hard enough to gun in a tank now. The MG has lost enough of its Power. And the most ppl. cant even handle a tank right @ the moment.
I may have misunderstood, but I think we're just talking about main turret controls, not the MG
@bsurd wrote: And i think IRL its not so hard to track and hit then in PR now.
The idea of using jet-like mouse controls means that it may actually be easier to track moving objects - possibly at high magnifications too. Current mouse control requires a steady, continual hand movement - virtually impossible at high magnifications.
@bsurd wrote: And i also think a tank is able to move the turret in different speeds.
Again, with jet-like mouse controls the turret CAN move at different speeds. Unlike the WASD method that relies on acceleration over time.
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