Two tank suggestions for FH2 -1 reply

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knifeAsniper

Slightly cooler than a n00b

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16th November 2005

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#1 12 years ago

Turret Rotation Speed- I think that FH1 definitely improved turret rotation speed on tanks when compared to vanilla BF1942, but I also think that there is still some room for improvement. If someone turns up mouse sensitivity, they can still achieve laughably unrealistic speeds for turret rotation. I would suggest having the arrow keys rotate the turret. Using this, rotation speeds should be constant for tanks and not changeable. (I ran a search on this subject and found a pretty old thread discussing this subject on FH1, but I figured it might be alright to start a new one for FH2) Disabling tanks- Is it possible to code this? It would be cool if infantry could damage the tracks of a tank with explosives or AT weapons in order to effectively immobilize them. This would make life a lot easier for infantry in maps similar to Arnhem or Ramelle Neuville. Engineers should be able to repair this with a wrench. (I ran a search on this one and didn't find anything)




EON_MagicMan

Lumpy

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27th September 2005

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#2 12 years ago

Well I'm not sure about the possibilities of this on the BF2 engine, since it would be changing the whole dynamic, but what works well is what Red Orchestra for Unreal Tournament 2004 does: You can move the mouse around freely, but the turret takes a certain amount of time to move. So, on the indicator of which way your turret is facing compared to your chassis, your mouse movement is indicated by a silhouette turret shape. A solid turret shape then tries to move to where the silhouette is. The advantage of this is that while the turret has a max movement speed, you don't have to go across your mouse pad, and then lift your mouse and repeat. Also, it allows for better precision aiming than with the keyboard.




Strumtrupp

FH:STURMTRUPP4|BF2:HG_The Tank

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1st January 2005

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#3 12 years ago

Dumb question but how exact were tanks in RL and how did they move the turrents around and guns up+down?

As I wrote in another thread, from a documentation I watched about tanks they said in WW2 tanks did not usually shoot while on the move (no gyro).

What are the possibilites we have? Maybe we can somehow use the controls that lowers-raises boats door thingie?




[21Pz]Stauffenberg

the Wishmaster

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29th April 2005

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#4 12 years ago
knifingsnipersisfunTurret Rotation Speed- I think that FH1 definitely improved turret rotation speed on tanks when compared to vanilla BF1942, but I also think that there is still some room for improvement. If someone turns up mouse sensitivity, they can still achieve laughably unrealistic speeds for turret rotation. I would suggest having the arrow keys rotate the turret. Using this, rotation speeds should be constant for tanks and not changeable.

Are you crazy?? I think you rotated your turret to fast :naughty:




Skorz

Dread pwns me!

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27th April 2003

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#5 12 years ago
EON_MagicManWell I'm not sure about the possibilities of this on the BF2 engine, since it would be changing the whole dynamic, but what works well is what Red Orchestra for Unreal Tournament 2004 does: You can move the mouse around freely, but the turret takes a certain amount of time to move. So, on the indicator of which way your turret is facing compared to your chassis, your mouse movement is indicated by a silhouette turret shape. A solid turret shape then tries to move to where the silhouette is. The advantage of this is that while the turret has a max movement speed, you don't have to go across your mouse pad, and then lift your mouse and repeat. Also, it allows for better precision aiming than with the keyboard.

I like that. :naughty:




Safe-Keeper

Aw, c'mon Cyan, it's quality!

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28th September 2004

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#6 12 years ago
Well I'm not sure about the possibilities of this on the BF2 engine, since it would be changing the whole dynamic, but what works well is what Red Orchestra for Unreal Tournament 2004 does: You can move the mouse around freely, but the turret takes a certain amount of time to move. So, on the indicator of which way your turret is facing compared to your chassis, your mouse movement is indicated by a silhouette turret shape. A solid turret shape then tries to move to where the silhouette is.

Something like that was in Call of Duty and Silent Hunter III, too. If you for example was at an artillery gun and moved the aim quickly 180 degrees, the gun would move slowly around and need some time to "catch up with" you. So you could look in any direction, but not turn the gun as fast as you wanted to.

As I wrote in another thread, from a documentation I watched about tanks they said in WW2 tanks did not usually shoot while on the move (no gyro).

I'm sure I read that at least one type of tank could. Can't remember which it was, though.




roterschnee

Vorwärts Kameraden!

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8th January 2005

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#7 12 years ago

Shermans had gyro stabilisation for their main guns, but it wasn't widely used as it tended to be something of a health hazard for the loader, if he wasn't paying attention he could get a nasty knock on the head from the gun breech. IIRC all late war US tanks had them, not sure about other nations though.

As for how they actually turned the turret. Turrets tended to have been turned by hydraulics, with the traverse speed dependant on the RPM of the engine. The turret could also be turned using a hand wheel operated by the gunner, which was much slower but allowed for very precise aiming of the main gun. Traverse speeds at high RPM tended to be relatively fast, at may RPM a Tiger II could traverse its turret 360 degrees in 19 seconds.




Propa McGanda

I snipe with a Battletoads

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5th February 2005

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#8 12 years ago

Disabling tank tracks is much needed IMO. Imagine if you took out the tracks of an elephant, or some other turretless armor.




Tas

Serious business brigade

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3rd September 2004

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#9 12 years ago
knifingsnipersisfunTurret Rotation Speed- I think that FH1 definitely improved turret rotation speed on tanks when compared to vanilla BF1942, but I also think that there is still some room for improvement. If someone turns up mouse sensitivity, they can still achieve laughably unrealistic speeds for turret rotation. I would suggest having the arrow keys rotate the turret. Using this, rotation speeds should be constant for tanks and not changeable.

I like that idea alot, one of my issues with tanks is the silly way it looks when the turret turns, since it goes with the movements of the players mouse, it just looks very.. very unrealisitc. Movement with the arrow keys would look much more tank-like.




Fuzzy Bunny

Luke, I am your mother.

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1st May 2005

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#10 12 years ago
The 13th RaptorI like that idea alot, one of my issues with tanks is the silly way it looks when the turret turns, since it goes with the movements of the players mouse, it just looks very.. very unrealisitc. Movement with the arrow keys would look much more tank-like.

"Ditto for me". Good idea, hadn't thought of that aspect. Would you control movement of the actual tank using the 'strafe' keys (or your yaw controls for planes)?