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JG1_Wittmann

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About JG1_Wittmann

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  1. What post does the first line of you post refer to ? I re-read my post, just to be sure, although I knew I never said 1 life per mission in my post. I was asking why some things are limited in game, and others are not, and that there should be a finite # of a player vehicle pool. Maybe just on some of the missions. Maybe a waiting period after you get killed before you can respawn of a minute or a few.I'm just putting thoughts out there that are being used elsewhere or talked about elsewhere. I will try to make it easier for the equipment locks mention I made. The question is, why does the Russian side, enjoy all the benefits of the AT cannon arsenal available on their aircraft, and yet the german planes have been stripped of such ? Why can't the HS-129 have the 103 ? 110G the 37, or Stuka the 37 ? The bombs have been restricted it seems on all planes, I haven't checked every single one, so that seems to be a balancing move applied equally. You are correct, it is a game, a good # of the posts in this thread I believe talk about the way the server is set up and that some think it has a definite slant towards the Russian side. There is a term used by a lot of people, Fair Play, do yourself a favor, and Google that phrase. Eventually there will be other servers that come online that try to do a job of balancing that is maybe more to the liking of, fair minded players. I enjoy the server because it is challenging. I wish it could handle more players. Last weekend I got a couple of squad mates there, I showed up a few late and the server was full !
  2. Last Time I looked ( It may be changed ) the German Attack AC had there AT cannons removed, the 129 had the 103 locked, and was only allowed the 101, but both of the IL2's were allowed there 37's I believe ? When the 110G2 is there the 37 is locked ? Now why is that ? if you restrict cannons on one side, then both sides should be Equally restricted if you want a fair server . Limit Ground Attack AC, the same way tanks get limited, once they get shot down, wait till next mission. If they are in the air, shoot them down. I believe that if all tanks and AC had a # attached to them it would make for a better game ? No more endless streams of " X " plane or tank. A kill in game would actually mean more at that point I did notice that the server capacity has dropped from 40 to 30 ? the extra 10 was nice, would be good if we could add about maybe 4 to 6 more slots
  3. The turret returning to relative 12 has been an issue that has been mentioned. If you switch to commander from the gun, turret goes to center. That would be a welcome fix if it remained where it was left. The gun aiming system is not an issue for al players. However, in response to Lofte's poll above @58% of those answering say they do not like it as opposed to 21.7% that say they do like it. Perhaps for the smaller percentage, it is not a problem. The larger percentage seems to have some issue with the way it is now compared to how it was before. Now what specifically that means can be open to speculation but it at least says that the majority do not in some part agree with the 21.7 that like it
  4. If you take care to read on in my previous post, you will clearly see that I say I doubt that 1 or 2 are the reason for no action. I thought it obvious that I was making an attempt at sarcasm/humor. I will say that it is somewhat disappointing that No post, that I have seen from developers, mentions a fix to the horrible gun aiming screw up that occurred 2 updates ago. I think I am correct in thinking that a lot of us were hopeful that it was going to be immediately fixed in the update that followed soon from the one that "broke" the turret/gun control If I missed the developer note on the gun/turret fix forthcoming, then I apologize. If anyone on the board has seen this post, can you please post the link here so I can read it. For myself, I work on programming in an industrial setting. If you change a program, to improve it, and it does not work like you wanted you don't just leave it and work on a resolution while the system is "broken" or malfunctioning. You revert back to the last program that worked, you don't just leave your changes that did not work in there until you can fix them. When you have a player poll that has 57% thinking the new gun/turret aiming system is no good, to put it nicely, Why would there not be any developer response ? Do the developers/programmers working on Tank Crew read some of the posts on this forum ? I just now bumped that Poll thread from Lofte , that was posted a month ago October 4, 2019 . This is not a rare occurrence, like hitting invisible objects and having to repair engine, transmission, tracks, etc. This isn't game exploits/damage model flaws like the original T-34 unable to be damaged after an engine shot, or the Tiger losing gun to damage from the T-34 using HE bug, or basically losing it's gun if the wind blows hard. This goes to the core of basic game functions and control..... which were adversely affected according to 57% of the players answering the poll. I, along with many others here, find that the turret control is all messed up and needs to be fixed. It wasn't broken for all tanks before the update, but now it seems to be. I am going to assume, ( but I can't testify to this because I never played it ) that the Sherman turret/gun control has been screwed up from the get go. I see in OrLok 's post about being constructive. I think a lot of comments have been made since the update that screwed up the turret/guns was released. To my knowledge, and it may be my own ignorance, I have not seen a single reply from a DEV, that the issue is being looked at. Why don't we just go back in time to 2 updates ago, unrelease the TC additions, and let us have turret/gun control. I have already shown, in videos, that the JPIV/L70 ( along with all 75mm german AFV guns ) are totally non-effective when deployed under the control of AI . I will refrain from again using the term Worthless, even though that categorization was not incorrect in the way I meant it. Now there may have been issues with other AFV's and their turret/gun aiming. I can't speak to the allies because I have rarely tried them out. Just like the old Windows restore point, can't we UN-RING this bell on these last updates, or at least the portion that affected Tank Crew so badly ?
  5. My reply in a Tank Crew topic : The problem with your post, and repost, is it is that way for you. I understand the function. Apply this to AC flight controls, and how long do half of the flyers have to wait for a fix ? I don't need to realize this, or manipulate anything, etc. . If I roll my plane to the right, and then I hold the stick, it stops rolling. The tank turret used to do the same. Now it does not. If you are trying to make a " Simulation " then you shoot for at least some rudimentary amount of accuracy. This has none. If I am operating a Hydraulic Log Splitter, with a manual Hydraulic Valve, and I move that valve lever left, or right, the cylinder, goes left or right at a constant speed, because I am not changing the speed of the Pump motor, I am simply re-directing the flow of oil. If I release the Valve lever, it either springs to center, or I move it to center the cylinder stops moving , Period, that is reality and the speed is probably real close to a TIger Turret, real slow 1 RPM. Now If I were to put an electrically activated valve instead of a manual one, the only difference is that the open/close action would occur much faster. The speed of the driven object would not change at all, it would just start moving "sooner" Once moving, there is no change in speed. It would not move a small amount, and then go faster. Once it had enough torque to move it would be at a constant speed, unless the pump were to speed up or slow down. If I was to decide to design a control system that moved my log-splitter cylinder/bit with a mouse, I would not make it so that the person operating it had no clue but had to guess how far they had gone. I would not ask for some half-a@@ visual aid, I would want clear and concise control. Therefore, if asked, I would tell this designer to scrap the mouse control and give me more direct control, either via JOYSTICK , or KeyPad, or whatever device I wanted to use. If I pressed a Key to move turret to the left, then it would move left. If I let go of the key, it would stop, etc, etc. Now this is not groundbreaking, simulation rocket science. There have been games developed going back to the late 80's that used key board input for control. You could actually fly some sims with a keyboard. Joysticks could be used by those that had them, and they were lucky to have 2 buttons. I would rather have my turret controlled by Keys, That I select, than a mouse. I do not understand for one second why we have not heard a peep from the developers on this. A hint would be nice Now If I wanted fine movement simulated then That would also have to be added in more precise, accurate steps at a slower rate. Yes, this would slow down because it was not driven by hyd/elec motor, but a hand-wheel that the speed could be varied by the operator. "similar to mouse control for aircraft " How many fly with a mouse ? How many MP servers specify you use a mouse ? How many specify you use a joystick ? The reality is, that this is the first "simulation" game that I have bought in many years where I did not have the ability to set up how I wanted to control tank turrets, gun el, etc etc. Plz ask SSI if you can borrow there code from the late 90's on a game called Panzer Commander, that allowed a player to map a joystick axis to control things, or a keyboard, or mouse etc. If it can't be figured out, maybe this could solve the coding block , that is preventing this from becoming a reality ?
  6. The problem with your post, and repost, is it is that way for you. I understand the function. Apply this to AC flight controls, and how long do half of the flyers have to wait for a fix ? I don't need to realize this, or manipulate anything, etc. . If I roll my plane to the right, and then I hold the stick, it stops rolling. The tank turret used to do the same. Now it does not. If you are trying to make a " Simulation " then you shoot for at least some rudimentary amount of accuracy. This has none. If I am operating a Hydraulic Log Splitter, with a manual Hydraulic Valve, and I move that valve lever left, or right, the cylinder, goes left or right at a constant speed, because I am not changing the speed of the Pump motor, I am simply re-directing the flow of oil. If I release the Valve lever, it either springs to center, or I move it to center the cylinder stops moving , Period, that is reality and the speed is probably real close to a TIger Turret, real slow 1 RPM. Now If I were to put an electrically activated valve instead of a manual one, the only difference is that the open/close action would occur much faster. The speed of the driven object would not change at all, it would just start moving "sooner" Once moving, there is no change in speed. It would not move a small amount, and then go faster. Once it had enough torque to move it would be at a constant speed, unless the pump were to speed up or slow down. If I was to decide to design a control system that moved my log-splitter cylinder/bit with a mouse, I would not make it so that the person operating it had no clue but had to guess how far they had gone. I would not ask for some half-a@@ visual aid, I would want clear and concise control. Therefore, if asked, I would tell this designer to scrap the mouse control and give me more direct control, either via JOYSTICK , or KeyPad, or whatever device I wanted to use. If I pressed a Key to move turret to the left, then it would move left. If I let go of the key, it would stop, etc, etc. Now this is not groundbreaking, simulation rocket science. There have been games developed going back to the late 80's that used key board input for control. You could actually fly some sims with a keyboard. Joysticks could be used by those that had them, and they were lucky to have 2 buttons. I would rather have my turret controlled by Keys, That I select, than a mouse. I do not understand for one second why we have not heard a peep from the developers on this. A hint would be nice Now If I wanted fine movement simulated then That would also have to be added in more precise, accurate steps at a slower rate. Yes, this would slow down because it was not driven by hyd/elec motor, but a hand-wheel that the speed could be varied by the operator. "similar to mouse control for aircraft " How many fly with a mouse ? How many MP servers specify you use a mouse ? How many specify you use a joystick ? The reality is, that this is the first "simulation" game that I have bought in many years where I did not have the ability to set up how I wanted to control tank turrets, gun el, etc etc. Plz ask SSI if you can borrow there code from the late 90's on a game called Panzer Commander, that allowed a player to map a joystick axis to control things, or a keyboard, or mouse etc. If it can't be figured out, maybe this could solve the coding block , that is preventing this from becoming a reality ?
  7. If this exact thing was happening to Aircraft flying controls, that worked fine, for all players, then received a horrible update that made it unplayable for say half, which is about what the poll shows, how long does anyone here think it would take them to issue a patch and fix this ? Would a update that broke flying controls ever even make it to a release or would testing catch the issue ? Mittahrawnuruodo , how it works may be playable and work for you, but for a lot here, say most, it does not. In what reality should my turret move like this : 1) I roll the mouse to the right 2)Gun begins to move right. 3)I stop the mouse, the gun continues moving right until the tgt is totally out of my sight, whether or not I am zoomed in all the way. Refer to my above post, If I went to roll right in an AC and my plane rolled past where I wanted, and I could not stop that roll/dive etc how long would the developers allow that to be broken like that ? Would it even go a single day before it was fixed, or reverted back to the last update ? 4) Sometimes I moves mouse to the right, gun begins going right, then stops and moves left. Sometimes it stops, sometimes not. What I, and many others have going on in game is not Predictable Control. So besides the fact that is totally unrealistic, and has no place in any game that calls itself an accurate sim, that makes it unplayable. If I knew how much mouse would give me X unrealistic coast, that would be somewhat playable, if not laughable as far as realism goes. What many of us have in game at the moment, is a joke. It represents a total lack of developer interest in Tank Crew, other than it being some side show, busy work project etc. If you changed how your roll, pitch etc worked in an aircraft, and 50% of your players told you it was horrible and unplayable, would you let it slide for a month, or the bad word would probably damage your ability to market the sim . It is irrelevant how many programmers are assigned to Tank Crew. When you have a colossal screw up so bad, that half of your player base on the forum you host tells you it's not playable, you pull in people from other areas and you restore the functionality, at least back to where it worked for the vast majority. You do whatever you need to to fix it ASAP, unless of course, you really could care less whether it works or not. If this happened to Flight Controls in BOx, I doubt it would not be fixed in 1 day, and I seriously doubt it would have ever been allowed to be released with such a flaw to begin with !
  8. Is there a group of Beta Testers for these updates ?
  9. I am simply going to repost what I put in the Tank Crew forum since it probably gets less traffic that GB . Maybe some flyers will read this and can relate to what I'm saying. Why should anyone have to change their mouse sensitivity to make the game functional ? That is a load of _______ , you put in what you want. When I move my mouse, on my computer to the edge of my screen, left or right, now matter how much more I move the mouse, it always seems to stop at the edge of my screen. I can always still see the edge of my pointer. I can try to beat hell, moving and moving my mouse like a mad man, and there it sits, at the edge of my monitor. I would imagine, that if the mouse still had mechanical rollers like they used to, no matter how fast of a motor I hooked up to those rollers , it would still not go past the edge of my monitor. Why is this so difficult to implement in the gun scope ? Mouse stops, gun stops. Is this thinking counter-intuitive ? If so, please help me to understand the difficulty in making this work. If I stop my control, what I am trying to control stops. If the Tiger took 1 minute to rotate 360 degrees, that = exactly 1 RPM. So the hunting on this turret, would be very minimal. Say a tank does 360 degrees in 15 seconds, that is 4 RPM, again, not what you would call a fast mover and shaker, and probably not much hunting/overshoot. Now picture this if you will, humor me please ! I am the new owner of a IL2/BOx game. I go in and set up my controls to fly my plane with my joystick. I have my joystick calibrated and I believe everything is good. I get in game, start my engine and begin to roll, taking off. I start to perform a lazy right turn after gaining some altitude. I move my joystick to the right, and my plane rolls almost all the way over. I try to roll left and my plane continues to roll right. I centered my stick, and pushed it left, yet my plane continued rolling right. Eventually my plane begins to stall, luckily, I am able to roll upright and seem to have regained control. I am low on speed and near stall so I nose down just a bit........... and it will not stop moving my elevator and I am now in a steep dive from 400m. I pull up on the stick, and I am still in a steep dive that is increasing. My plane crashes. Now imagine if a large portion of your customer base were experiencing just this scenario. Also imagine if a large part of those people, did not feel that they should have to use 3rd party software to get functionality out of their ability to fly with their joystick. What kind of reviews would this game get ? Would it attract larger and larger #'s of players? Would players think, hey great, as long as I do X to my mouse, or use X software, then I can actually fly my plane or aim the gun in a tank, and shoot and not have wonky crap like continuing to move, not moving, etc etc happen. If I move left, turret moves left. If I move right, turret moves right. If I stop my mouse/joystick/etc, the turret stops. Wow, this is really cool, I have never played a game that actually gave me Direct control over an item, in a predictable way ! Wow, now if only I could get rid of this mouse control, and had customizable axis control, like I do on every single other game I have played in the last X amount of years, then I would tell all my buddies about it and tell them they had to try it The reality is that this is not a very hard problem to solve. It can only be a few things : 1) Pure Laziness 2) Complete Disregard for a large portion of the customers wishes. 3) Lack of resources to make changes that seems like a simple fix. Now I'm not sure what the problem is. I would seriously doubt that it is # 1 or # 2. I would lean toward it being # 3. For all we know, they have this other contractor doing the tank models, maybe the other work for Tank Crew, in the BOX realm, is simply a filler job. For instance, " Hey, if all of you can't keep busy, then get some of the punch list items done for tank crew...... " People immediately start typing, talking on phone, talking in small groups, etc etc, to look busy so they don't have to work on the "orphan" project. I think, and if you disagree feel free to reply, that there was nothing wrong with the aiming system on most, not all, of the tanks in the game before we got this garbage aiming system. The T-34 drivers did not like the crappy, erratic movement of their periscope. So for some reason, the developers of the game, decided to screw up the aiming of any tanks that didn't already have erratic gun behavior. Now can anyone explain how this is more realistic ? If I stop moving my " Mouse " in a direction, my turret or gun should immediately, or with slight deviation for sim accuracy, move a further small amount. I honestly wonder if any of the developers working on the project have in person seen how an item is moved by a hydraulic pump/motor control, or an electric motor control. Not read about in a book, but actually seen. When the hydraulic valve closes, the item moving stops. Now depending on the weight of the item, and the speed it is moving,it may "hunt" . Now if the developers have not heard of the term hunting in reference to gun turret movement, they need to study up. Again, in my opinion, anyone that pays for this game should not have to do anything to get basic functionality out of the game. They should not have to screw with mouse sensitivity, use third party software, etc to get basic play-ability out of the game as far as the turret and gun go. Now if they want to change mouse sensitivity, use 3rd party software, etc, for their own fine tuning purposes, that that should be their choice for a perceived edge, not a requirement to get some decent play-ability out of their purchase that they consider acceptable. There are a lot of great aspects about the BOx series, this gun aiming system Regression is not one of them. If any of the developers read this, please, please, print out a large sign to hang in a main common area of the office, if there is one. On this sign say " If it ain't broke, don't fix it " then let the person/persons that changed the gun aiming system to refer to this sign, and fix what they broke !
  10. Why should anyone have to change their mouse sensitivity to make the game functional ? That is a load of _______ , you put in what you want. When I move my mouse, on my computer to the edge of my screen, left or right, now matter how much more I move the mouse, it always seems to stop at the edge of my screen. I can always still see the edge of my pointer. I can try to beat hell, moving and moving my mouse like a mad man, and there it sits, at the edge of my monitor. I would imagine, that if the mouse still had mechanical rollers like they used to, not matter how fast of a motor I hooked up to those rollers , it would still not go past the edge of my monitor. Why is this so difficult to implement in the gun scope ? Mouse stops, gun stops. Is this thinking counter-intuitive ? If so, please help me to understand the difficulty in making this work. If I stop my control, what I am trying to control stops. If the Tiger took 1 minute to rotate 360 degrees, that = exactly 1 RPM. So the hunting on this turret, would be very minimal. Say a tank does 360 degrees in 15 seconds, that is 4 RPM, again, not what you would call a fast mover and shaker, and probably not much hunting/overshoot. Now picture this if you will, humor me please ! I am the new owner of a IL2/BOx game. I go in and set up my controls to fly my plane with my joystick. I have my joystick calibrated and I believe everything is good. I get in game, start my engine and begin to roll, taking off. I start to perform a lazy right turn after gaining some altitude. I move my joystick to the right, and my plane rolls almost all the way over. I try to roll left and my plane continues to roll right. I centered my stick, and pushed it left, yet my plane continued rolling right. Eventually my plane begins to stall, luckily, I am able to roll upright and seem to have regained control. I am low on speed and near stall so I nose down just a bit........... and it will not stop moving my elevator and I am now in a steep dive from 400m. I pull up on the stick, and I am still in a steep dive that is increasing. My plane crashes. Now imagine if a large portion of your customer base were experiencing just this scenario. Also imagine if a large part of those people, did not feel that they should have to use 3rd party software to get functionality out of their ability to fly with their joystick. What kind of reviews would this game get ? Would it attract larger and larger #'s of players? Would players think, hey great, as long as I do X to my mouse, or use X software, then I can actually fly my plane or aim the gun in a tank, and shoot and not have wonky crap like continuing to move, not moving, etc etc happen. If I move left, turret moves left. If I move right, turret moves right. If I stop my mouse/joystick/etc, the turret stops. Wow, this is really cool, I have never played a game that actually gave me Direct control over an item, in a predictable way ! Wow, now if only I could get rid of this mouse control, and had customizable axis control, like I do on every single other game I have played in the last X amount of years, then I would tell all my buddies about it and tell them they had to try it The reality is that this is not a very hard problem to solve. It can only be a few things : 1) Pure Laziness 2) Complete Disregard for a large portion of the customers wishes. 3) Lack of resources to make changes that seems like a simple fix. Now I'm not sure what the problem is. I would seriously doubt that it is # 1 or # 2. I would lean toward it being # 3. For all we know, they have this other contractor doing the tank models, maybe the other work for Tank Crew, in the BOX realm, is simply a filler job. For instance, " Hey, if all of you can't keep busy, then get some of the punch list items done for tank crew...... " People immediately start typing, talking on phone, talking in small groups, etc etc, to look busy so they don't have to work on the "orphan" project. I think, and if you disagree feel free to reply, that there was nothing wrong with the aiming system on most, not all, of the tanks in the game before we got this garbage aiming system. The T-34 drivers did not like the crappy, erratic movement of their periscope. So for some reason, the developers of the game, decided to screw up the aiming of any tanks that didn't already have erratic gun behavior. Now can anyone explain how this is more realistic ? If I stop moving my " Mouse " in a direction, my turret or gun should immediately, or with slight deviation for sim accuracy, move a further small amount. I honestly wonder if any of the developers working on the project have in person seen how an item is moved by a hydraulic pump/motor control, or an electric motor control. Not read about in a book, but actually seen. When the hydraulic valve closes, the item moving stops. Now depending on the weight of the item, and the speed it is moving,it may "hunt" . Now if the developers have not heard of the term hunting in reference to gun turret movement, they need to study up. Again, in my opinion, anyone that pays for this game should not have to do anything to get basic functionality out of the game. They should not have to screw with mouse sensitivity, use third party software, etc to get basic play-ability out of the game as far as the turret and gun go. Now if they want to change mouse sensitivity, use 3rd party software, etc, for their own fine tuning purposes, that that should be their choice for a perceived edge, not a requirement to get some decent play-ability out of their purchase that they consider acceptable. There are a lot of great aspects about the BOx series, this gun aiming system Regression is not one of them. If any of the developers read this, please, please, print out a large sign to hang in a main common area of the office, if there is one. On this sign say " If it ain't broke, don't fix it " then let the person/persons that changed the gun aiming system to refer to this sign, and fix what they broke !
  11. I will have to try that when I'm off work. I was kind of cool, but didn't really seem as effective as the black reticle.
  12. I agree with all of this, and I think many of the other players do as well. So I have seen the Joy to Key, etc. I actually use it for some functions. THe problem I have is I cannot get it to recognize my rudder., which I want to use to slew the turret. I have different things set up for flying as well. So basically in game, if I want to switch to ground or plane, then I have to exit the game, load up a diff profile, and restart. All of the above is annoying, and alot of it is besides the main point. A customer should not have to buy third party software to run joysticks, simulating a mouse to play a game The game should have these features, at a minimum 1) All moving controls mappable to a joystick axis. I want to control the turret with rudder pedals, configurable, within the game, not some other company's 3rd party software. Now imagine, if the inability to map an Aircraft's rudder, to your rudder pedals was happening or many other controls etc., how long does anyone here think it would take for a glaring error like this to be fixed ? What if aircraft aileron and rudder control was mouse driven, and there was no ability to change this to a joystick without using 3rd Party software ? Would this remain so for how long ? The game would probably be shunned by flight simmers, and rightfully so as other flight sims had thismor realistic ability. Perhaps that is happening to Tank Crew as we speak ? Ability to remove/add the Mouse as the control device for the Turret, Gun, Commander scanning, etc etc.. The Player needs the absolute ability to decide what to use, be it keyboard, joystick/throttle/rudder, mouse, or some head tracking device suck as TIR, etc, or VR goggles as they see fit. 2)The game desperately needs to have a feature added, a "Switch" in the software, so that if a person joins a server, and spawns in an Aircraft, it uses the key-mapping saved for aircraft. If the person spawns in a Tank , then a switch in the software uses the settings for a tank. If the person sees a need for air support, etc then they should be able to switch to an aircraft again, and have those key-mapped settings applied once they have spawned into an aircraft. This should not be difficult to implement, it's simply the difference between a controls profile for Air or Ground.
  13. I have seen some strange things with the new aiming, uncontrollable, etc. One thing that I saw, and I'm not sure what keys I hit i thought I was typing on E-Front in the chat, was my gun reticle, turned yellow. Not the new aiming system , but the regular gun reticle yellow. Does anyone know what keys reproduce this ?
  14. I have seen reference to a trapped Hotkey, what is meant by this ?
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