Vehicle Turret Turn Speeds
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Zoddom
- Posts: 1029
- Joined: 2008-02-11 15:29
Vehicle Turret Turn Speeds
Hello everyone,
yesterday I noticed again, that the turret turning speeds (at least with some vehicles) are ridiculous.
It was in the PGZ95 (Type 95) and i could spin the turret like crazy. I havent played any other armored vehicls in the last time, but i think theyre all able to spin their turrets much too fast.
This thread can be moved to feedback, but I would like to see some opinions on this first.
greetings
yesterday I noticed again, that the turret turning speeds (at least with some vehicles) are ridiculous.
It was in the PGZ95 (Type 95) and i could spin the turret like crazy. I havent played any other armored vehicls in the last time, but i think theyre all able to spin their turrets much too fast.
This thread can be moved to feedback, but I would like to see some opinions on this first.
greetings
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Sneak Attack
- Posts: 574
- Joined: 2006-12-31 00:14
Re: Vehicle Turret Turn Speeds
It's probably all in the personal settings, if you have it set really sensitive you are gonna be sipping around all over the place but if they limit the turret speed so it is slower everybody would have to have there sensitivity maxed out and people that didn't do that would have really sluggish controls. I find the throttle response time of vehicles to be more of an issue, floor it, wait 3 seconds then move. Let off the gas for half a second and come to a complete stop. Annoying.

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Zoddom
- Posts: 1029
- Joined: 2008-02-11 15:29
Re: Vehicle Turret Turn Speeds
hm i like it the way FH2 managed it. they introduced a maximum speed limit for every turret and so you wont need to max out the sens, because it wont sppin faster with a higher sens.
it feels really smooth, and id really like to see something like that in PR too
it feels really smooth, and id really like to see something like that in PR too
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Gracler
- Posts: 947
- Joined: 2009-03-22 05:16
Re: Vehicle Turret Turn Speeds
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.
I've seen tanks spin there turrets almost the same speed as a helicopter rotor when they got bored of waiting for something.
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80HD
- Posts: 121
- Joined: 2011-06-30 21:05
Re: Vehicle Turret Turn Speeds
Setting mouse sensitivity higher than the vehicles maximum traverse speed will not affect the turret traverse rate.
At least not in all vehicles, try it in a tank.
At least not in all vehicles, try it in a tank.
[PiCE]uamaelstrom
(Server Admin for: Relentless Assault)
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(Server Admin for: Relentless Assault)
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Zoddom
- Posts: 1029
- Joined: 2008-02-11 15:29
Re: Vehicle Turret Turn Speeds
yeah as i said, i ahvent palyed any other vehicles than the type 95 in the last time. but there are certainly some vehicles that have to be adjusted!80HD wrote:Setting mouse sensitivity higher than the vehicles maximum traverse speed will not affect the turret traverse rate.
At least not in all vehicles, try it in a tank.
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Dev1200
- Posts: 1708
- Joined: 2008-11-30 23:01
Re: Vehicle Turret Turn Speeds
Zoddom wrote:hm i like it the way FH2 managed it. they introduced a maximum speed limit for every turret and so you wont need to max out the sens, because it wont sppin faster with a higher sens.
it feels really smooth, and id really like to see something like that in PR too
There was a thread on that, however mods locked it, reasons for doing so are beyond me however.
I'd like to see this system put in, however I believe it was tied to using wasd to control the turret, like how Combined Arms did it.
Last edited by Dev1200 on 2011-08-15 21:21, edited 1 time in total.

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mattnett1
- Posts: 248
- Joined: 2010-04-03 18:30
Re: Vehicle Turret Turn Speeds
I am 80% sure this would be your end... Maybe sensitivity is very high... But I can't turn fast. I turn very slow lol. 
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Vehicle Turret Turn Speeds
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?
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Xander[nl]
- Posts: 2056
- Joined: 2007-05-24 13:27
Re: Vehicle Turret Turn Speeds
System in FH2 never worked properly, at least I could always turn my turret at high speeds after ajusting my game and mouse sensitivity a bit. For what I know this thing only works if you don't mess with the client options after a fresh install.
I would personally prefer a WASD approach but that has been discussed already many times.
I would personally prefer a WASD approach but that has been discussed already many times.

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Mouthpiece
- Posts: 1064
- Joined: 2010-05-24 10:18
Re: Vehicle Turret Turn Speeds
What I don't like about turret turn speed and handheld weapons in deployed mode is that one can easily press a button on my mouse (an option on most "gaming grade" mouses) thus increasing the turn speed drastically. But I tend not to do that mainly because the button on the mouse is hard to reach with my finger 
But, yeah, maybe the DEV's can't do anything to the "mouse input" and it's changes ("hardcoded"? a synonym).
But, yeah, maybe the DEV's can't do anything to the "mouse input" and it's changes ("hardcoded"? a synonym).
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Hunt3r
- Posts: 1573
- Joined: 2009-04-24 22:09
Re: Vehicle Turret Turn Speeds
I thought we already set limits on the max rotation speed of turrets for almost all vehicles. There's no limit on acceleration because then that would set limits on deceleration and that would make gunning vehicles an enormous pain to really get used to.

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Zoddom
- Posts: 1029
- Joined: 2008-02-11 15:29
Re: Vehicle Turret Turn Speeds
ehm well the system in FH 2.5 works very well. increasing your sensivity just ends up in endless (but not faster) spinning of the turret. its very well done.
and rudd, i dont know exactly what you mean, but if you want to say that the max turning rates ARE realistic (with every vehicle) then youd better hop in the PGZ and try it out. it just looks ridiculous, almost like a mixer.
and rudd, i dont know exactly what you mean, but if you want to say that the max turning rates ARE realistic (with every vehicle) then youd better hop in the PGZ and try it out. it just looks ridiculous, almost like a mixer.
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80HD
- Posts: 121
- Joined: 2011-06-30 21:05
Re: Vehicle Turret Turn Speeds
SPAAG's and CIWS DO have a very high traverse speed as they need to track fast moving, low-flying targets.[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?
The Type 95/PGZ95 is a knock-off of the Soviet ZSU-23-4 (with 25mm cannons instead of 4x23, and adding missiles, like the Tunguska M1/2S6 - though the QW-2's are based on the PLA IR MANPADS, not the beam-riding heavier, two stage SA-19's on the 2S6.
The QW-2s are, in turn, knock offs of the SA-16 Gimlet (Igla)... they mount a heavier warhead (1.46 kg vs. the 1.16kg (I think that is right, if not it's close) of the Gimlet, but their flight ceiling is much lower, and their speed is ~600m/s vs. ~800m/s for the SA-16/Igla.
The power traverse on the older models of the ZSU-23-4 is 36?/sec, and the newer (newest?) models are 45?/sec. The QZB 95 mounts 4xQW-2's, so it could be surmised that the weight of the SAM system as well as the associated targeting and tracking systems could lower the traverse... with SAMs as primary armament, SPAA turret traverse speed isn't as critical.
They also have a manual crank in case the power traverse fails, I am sure it's at a crawl, but maybe instead of locking the turret with heavy damage, greatly reducing the traverse rate (if possible) would be good (if possible).
It's very difficult to get exact data on PLA systems, similar to Warsaw pact weapons before they became Wal-Mart for every tinpot dictator and terrorist organization in the world.
One thing that is for certain is that a LAT will tear one up, as will .50 APIT or, even more so, .50 SLAP rounds. The skirt is anti-small arms, anti-fragmentation only.
[PiCE]uamaelstrom
(Server Admin for: Relentless Assault)
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REQUIRED READING:
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Gracler
- Posts: 947
- Joined: 2009-03-22 05:16
Re: Vehicle Turret Turn Speeds
takes 9 seconds to do a 360 with the challenger 2 apparently. In the game I can turn and stop on target in little under 5 seconds.
If I toy with it and make it spin (which isn't really the idea) It can do a full rotation in little under 2 seconds.
If I toy with it and make it spin (which isn't really the idea) It can do a full rotation in little under 2 seconds.
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Zoddom
- Posts: 1029
- Joined: 2008-02-11 15:29
Re: Vehicle Turret Turn Speeds
with the PGZ i was able to do ~500 degrees in one second. no joke.
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illidur
- Posts: 521
- Joined: 2009-05-13 12:36
Re: Vehicle Turret Turn Speeds
2 button presses on my mouse and i can turn a tank into a helicopter. but thats the same with everything even infantry.
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Maverick
- Posts: 920
- Joined: 2008-06-22 06:56
Re: Vehicle Turret Turn Speeds
Actually, I get a very unfair advantage since all I have to do is change my DPI settings on my mouse with the click of a button, but that's why I want the WASD keys to be implemented, so I can control the turret using my Saitek X52, and turret stabilization80HD wrote:Setting mouse sensitivity higher than the vehicles maximum traverse speed will not affect the turret traverse rate.
At least not in all vehicles, try it in a tank.


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Jaymz
- Retired PR Developer
- Posts: 9138
- Joined: 2006-04-29 10:03
Re: Vehicle Turret Turn Speeds
Still too fast, but does anyone remember how insanely fast they were pre-0.95?
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake



