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[Proposal] Tank sprint guage usage and alteration

Posted: 2008-08-21 01:12
by Psyko
Hey :D

The way PR progresses, it will come closer and closer to realism (obviously) and the requirement for finding cover will become more vital.

So heres my suggestion...

Currently, the Tank sprint is only a very slight boost in top speed, and overall the tank goes on full throttle constanly. Its not very subtle, and makes for a visual feast for things that prey on armour.

Personally i would like to see the tank having a slow and a fast speed. slow for a gentle rumble thats the same speed as infantry walk speed, so they can walk along side it and use it for cover. And sprint for its usual speed.

Now, i play armour more than anything else, and i love it! but i feel somthing is incomplete when i would like infantry to support me and me to support infantry, but the infantry know that the tanks never keep up with them, and the tanks know that trying to keep at the same pace as infantry is irritating and impractical because of all the jolting around.

With joypads and throttles you can use a realistic control of accelleration and speed; i'v tried it, but with conventional keyboards you can not. and lets face it...most people use a normal keyboard. (and i find control pads and the likes an enoyance to fiddle with)

I dont think holding down the shift button would harm tanking in any way...in fact it would kind of give the driver the insentive to pace himself, and help him find spots that are suitable and comfortable to relax. Also, the tank slow faward movement would not hinder gunners, it would be a very suitable way for dealing with enemy defencive positions and using the machine gun at the same time. As currently, the gunner's job can prove to be quite frantic, especially on the move!

Picture these situations where this could come in handy:


You roll your tank close to cover that blocks your view of an enemy tank, you roll out slowly, instead of quickly and the enemy tank doesnt see you so quickly, you get the first chance to fire off a shot and you can move back behind cover. a successful hit! :D

heres another one. Your a squad leader on Al Basra, and you need to get from the VCP over to the refinary, but there are enemys shooting a barrage of bullets at you, you need to take your squad safely accross the flat sand and dont want to risk any of your guys getting killed. You call in armour support and request that the armour provide moving cover in the direction of the pipeline, your guys huddle up against the back side of the tank as it slowly moves faward and your men get to safety. Triumph!

And one last one. You are a tank SL and you know there are mines in the area, you need to support a small group of engineers with assault infantry as they take fire, AND you need to make your way to the flag the enemys are defending. sudden jolts could risk the tank hitting a land mine, and cause a catastrophic failure in the assault, so you need to manouver carefully. you deploy smoke, and the engineers quickly pick up the mines, your tank moves faward and the engineers go behind the tank for cover. the tank takes a few shots at the enemy position, and the driver manovers faward to try and spot more mines, the tank stops when a mine is spotted and the process is repeated.

All these benifits come from simply changing the normal drive speed, to the sprint speed, and reduce the normal (non sprint mode) to a walking pace.

I hope i have made sence, and i would love to hear positive and negetive feedback on the idea.

Cheers
Psyko. :mrgreen:

Re: [Proposal] Tank sprint guage usage and alteration

Posted: 2008-08-21 01:15
by Rudd
Agree, but i'd also like a way of doing this for jeeps and APCs as well

Joystick throttle fails for me because I find it hard to find the zero throttle point (if any1 can advise me on that i'll appreciate a PM)

Re: [Proposal] Tank sprint guage usage and alteration

Posted: 2008-08-21 01:18
by Scot
Agree with that, good idea!

Re: [Proposal] Tank sprint guage usage and alteration

Posted: 2008-08-21 01:22
by rangedReCon
I have a question about tanks that's a little off topic. Are tanks really as slow as they are when backing up IRL?

Re: [Proposal] Tank sprint guage usage and alteration

Posted: 2008-08-21 01:30
by Priby
Nice idea!
Could have been useful, last time i tried to provide cover with my APC in Al Basrah.

Re: [Proposal] Tank sprint guage usage and alteration

Posted: 2008-08-21 01:37
by Scorch
I support this idea.

Re: [Proposal] Tank sprint guage usage and alteration

Posted: 2008-08-21 02:09
by LithiumFox
My Name is LithiumFox and I Approve this Thread (though i'm one who uses a joystick, Wingman or something like that came out with a "Zero" thing that allows for you to modify the deadzone :])

Re: [Proposal] Tank sprint guage usage and alteration

Posted: 2008-08-21 02:09
by M_Striker
this is great, but don't reduce the tank backup speed. That's already slow as it is.

Re: [Proposal] Tank sprint guage usage and alteration

Posted: 2008-08-21 02:37
by Tirak
I'd like the suggestion more if normal was fast and slow was shift.

Re: [Proposal] Tank sprint guage usage and alteration

Posted: 2008-08-21 03:07
by Cyrax-Sektor
Psykogundam wrote:Here's another one. Your a squad leader on Al Basra, and you need to get from the VCP over to the refinary, but there are enemys shooting a barrage of bullets at you, you need to take your squad safely accross the flat sand and dont want to risk any of your guys getting killed. You call in armour support and request that the armour provide moving cover in the direction of the pipeline, your guys huddle up against the back side of the tank as it slowly moves faward and your men get to safety. Triumph!

And one last one. You are a tank SL and you know there are mines in the area, you need to support a small group of engineers with assault infantry as they take fire, AND you need to make your way to the flag the enemys are defending. sudden jolts could risk the tank hitting a land mine, and cause a catastrophic failure in the assault, so you need to manouver carefully. you deploy smoke, and the engineers quickly pick up the mines, your tank moves faward and the engineers go behind the tank for cover. the tank takes a few shots at the enemy position, and the driver manovers faward to try and spot more mines, the tank stops when a mine is spotted and the process is repeated.
I approve. Those are some nice scenarios.

Re: [Proposal] Tank sprint guage usage and alteration

Posted: 2008-08-21 12:06
by Psyko
Jonny wrote:Joystick throttle is best IMO.

I tried to code a way of doing this with the sprint key but it is bugged if the speed difference is too great. Although it could well work in a tank so long as we were to use a 'convoy speed' instead of walking speed.

You tend to fly into the air and flip over a lot if the difference is too big.
oooh...thats a pretty big roadblock.

...cus the whole point is to have it at infanrty speed. so how come the tank can go from stationary to full speed in an instant? are you refering to making the sprint speed the slow action?

Re: [Proposal] Tank sprint guage usage and alteration

Posted: 2008-08-21 17:01
by Bringerof_D
loving it

Re: [Proposal] Tank sprint guage usage and alteration

Posted: 2008-08-21 17:20
by philnopatience
GREAT IDEA, an also it would be good for the tanks cuz if there other armored vehicles out there the infantry will be able inform the tank crew before they get ambushed.

Re: [Proposal] Tank sprint guage usage and alteration

Posted: 2008-08-22 01:37
by fuzzhead
Yes we have tried to do this in the past and not suceeded, but of course multiple speed levels on all land vehicles would be HIGHLY useful.


Ask M.Warren, he has actually developed a throttle system using a foot pedal, its prety complex setup but I guess it works especially well for the brit APC's.

If someone feels like trying to get this to work, we would love to include it in the mod.

Re: [Proposal] Tank sprint guage usage and alteration

Posted: 2008-08-22 06:08
by M.Warren
[quote=""'[R-DEV"]fuzzhead;772592']Yes we have tried to do this in the past and not suceeded, but of course multiple speed levels on all land vehicles would be HIGHLY useful.


Ask M.Warren, he has actually developed a throttle system using a foot pedal, its prety complex setup but I guess it works especially well for the brit APC's.

If someone feels like trying to get this to work, we would love to include it in the mod.[/quote]

I'd gladly share my suggestions with them for the use of vehicles. For those that are curious, I've took an older post from another thread to help those that are intrested on using a fluid control system for vehicles. As opposed to the button mashing keyboard mouse combo.

The X-52 works well with Jets, I recommend learning Fighters with the British EF2000 Typhoon as it's the easiest. I also recommend learning Support Jets with the SU-39 Frogfoot as it's the easiest. The U.S. A-10 Warthog has a horrible tendancy to veer right while going down the runway so don't touch it till you know what you're doing.

The X-52 works allright with Transport Helicopters will take some getting used to because the mouse will make you lazy, the MEC Mi-17 Hip and the PLA Z-8 helicopter are the easiest to fly and learn. If you have a fetish for the UH-60 Blackhawk, you'd better wait till you get your controls sorted out as it is very fast and also very unstable... As for Attack Helicopters, start out with the MEC Mi-28 Havok as it has a habit to correct itself if some of the control is lost. The U.S. AH-64 Apache, AH-1 Cobra and PLA WZ-11 handle are more agile and faster.

As for Tanks it will take some time getting used to reversing. While trying to backup it feels like the transmission has a "Slip" before it actually goes, you'll notice this as you hear the engine RPM increase without an input in actual movement.

Anyways, all stock BF2 tanks like the U.S. M1 Abrams, MEC T-90 and the PLA Type 98 work well. however the Challenger 2 has a tendancy to dangerously "slide" around while ontop of a hill, but that has nothing to do with using a flight controller, it's just the way it is anyways.

As for APC's it will take some time getting used to reversing. While trying to backup it feels like the transmission has a "Slip" before it actually goes, you'll notice this as you hear the engine RPM increase without an input in actual movement.

All APC's handle well. It simply takes some time to get used to that transmission "slip" while going in reverse. APC's such as the U.S. LAV-25, MEC BTR-90, PLA WZ-551 handle well. The British Scimitar glides like a dream.

Unfortunately the Warrior IFV is absolutely terrible, it's transmission is sluggish and excessive throttle inputs have to be made to simply get it moving. It also has a tendancy to break hard just to turn, which works well for keyboards but for flightstick/throttle combos... If I actually use the British Warrior IFV I'm forced to switch to my keyboard. Just the way it is.

[quote="M.Warren""]Until a method is devised and implemented I decided to type up a nice little page of information for those intrested in other means of achieving a similar effect to control vehicles in game.

I have the following:

Saitek X52 Flight Control System
<Note 1: If you truely like to customize your controller you'll find that there are plenty of buttons, sliders, knobs, scroll wheels and toggle switches to configure. I was origionally going to keep it simple, but because of the number of buttons present on the controller I had almost assigned every single one to a task of some sort. Even opening up maps, respawn interfaces, communication buttons between talking to the squad and the commander, etc. so there's plenty to go around.>

<Note 2: The flight control system and rudder pedals both come with softwear on disk and can also be downloaded. This softwear will allow you to manually configure and assign specific buttons on the controllers to act identically like the ones on your keyboard.>

Saitek Rudder Pedals
<Note 1: You do not need the Rudder Pedals to use the "Z" axis for turning left and right. The X52 and the X52 Pro both have a "Z" axis on the flight stick where your "twist" your wrist to turn left and right (This "Z" axis also has a "lock" on it so if you have the Rudder Pedals, it will prevent the controller from twisting if you don't want to use this feature.). I simply prefer the Rudder Pedals for a realistic experience, so it's not necessary for proper operation.>

<Note 2: The rudder pedals offer toe breaks like real aircraft. However, you may find that this feature cannot exactly be implemented in game properly. So, instead I use the Rudder Pedals soley for the purpose of steering left and right. Thusly the toe breaks currently remain unassigned at the moment.>

If you have the extra money to burn and you feel like going all the way for a flight control system, you may be intrested in this instead:

Saitek X52 Pro Flight Control System

If you are curious about what you can do with these controllers, I would have to say that you can truely do anything. Between using the Flight Stick, Throttle and Rudder Pedals you can fly both planes and helicopters. You could also utilize them to drive tanks and APC's with ease aswell.

Of course keep in mind that it will take time to get used to. As time goes on and you become increasingly more familiar with certain vehicles and you will notice that they all act slightly different and were origionally made to be played on the basis of mouse and keyboards. So if some seem rough around the edges (Specifically the British Warrior APC as it uses a "breaking" method to turn, rather than using the throttle to turn individual treads. You'll see what I mean.) while using the Flight Stick, Throttle and Rudder Pedals it's not unusual.

To eliminate some of the guesswork and to help you configure or have an idea of setting up your own controls, I'll explain how I generally have mine set up...

Flying: (Jets and Helicopters.)
Right Hand - Flight Stick (Controlling pitch and firing weapons.)
Left Hand - Throttle (Controlling speed, afterburners and communications.)
Feet - Rudder Pedals (Steering Left and Right.)

Driving: (Tanks, APC's and Cars.)
Right Hand - Computer Mouse (For looking around with precision.)
Left Hand - Throttle (Controlling speed, boost and communications.)
Feet - Rudder Pedals (Steering Left and Right.)

Of course you may set it up your own way, but I've noticed that breaking it down like this makes it significantly easier to control aircraft and ground vehicles in this manner to be most effective. So essentially when flying, you simply use your Flight Stick in your right hand, and when driving you use your normal Computer Mouse instead.

I enjoy being able to have a fluid control over vehicles and setting a specific speed to fly at. You'll also notice it's alot easier to land and take off with planes now, along with taxiing them to the runway as simply pushing the flight stick forward will get the aircraft rolling and on it's way. I encourage players to spend the money and get a flight control system if you find yourself playing Project Reality as frequently as myself. And that's atleast once a day for a few hours. You'll also enjoy it better if you use it.

Take care gentlemen.[/quote]

Oh and one other thing... If you do actually get a Flight Stick and Throttle combination and people remember who you are, you'll stick out like a sore thumb. Kinda easy to guess who's behind the wheel when a tank is cruising around at 5KMH and infantry is walking behind it.

After all, fuzzhead can tell you about how a Type 98 tank, the U.S. Pigfarms last flag and a couple of M2 Slams promote an intresting situation, heh heh.

Re: [Proposal] Tank sprint guage usage and alteration

Posted: 2008-08-22 11:13
by Kirq
Good idea, I hope that tank speed is not hardcoded ;)

Re: [Proposal] Tank sprint guage usage and alteration

Posted: 2008-08-22 11:38
by Skodz
I've been asking this for a long time, actually, every vehicle should have an option like that. It would improve armor and vehicle support a lot!

Look at my sig lol