LLv24_Kuppis Posted March 11, 2019 Posted March 11, 2019 I´m finally about to purchase the Tank Crew, and I was wondering which peripherals are most suitable for driving a tank and of course using it in battle. Keyboard+mouse are the obvious entry-level choice, but anyone experienced with steering wheel or maybe even for example flight yoke? 1
BP_Lizard Posted March 11, 2019 Posted March 11, 2019 For tanks, I use the HOTAS’ throttle for forward/brake/reverse. Steering is on the rudder pedals. Turret control on the gaming mouse. All functions are assigned between the buttons of the throttle and mouse. I also use Joy2key. 1
LLv24_Kuppis Posted March 11, 2019 Author Posted March 11, 2019 Thanks for the input and tip on Joy2Key. Went on and purcased Tank Crew
BP_Lizard Posted March 11, 2019 Posted March 11, 2019 You're very welcome. Although, I must admit that I'm not utilizing Joy2Key's full functionality. I merely use it to assign one of the throttle's 4-way button the Left/Right Ctrl and Left/Right Shift functions. That way, I've virtually quadrupled the number of the functions by holding a modifier + a button at the same time.
Thad Posted March 11, 2019 Posted March 11, 2019 I use JoyToKey to aim my tank turrets. This just seems more realistic to me. ?
Thad Posted March 11, 2019 Posted March 11, 2019 (edited) How is what? How I set it up or why do I think it seems more realistic to use the joystick for aiming? Edited March 11, 2019 by Thad
BP_Lizard Posted March 11, 2019 Posted March 11, 2019 9 minutes ago, Thad said: How is what? How I set it up or why do I think it seems more realistic to use the joystick for aiming? How did you assign Joy2Key to move the turret using your stick? I’d like to try that, too.
Thad Posted March 11, 2019 Posted March 11, 2019 (edited) Example Image below. ? Assigned mouse controls to my joystick in separate Tank 'input' file. Oh I use a Thrustmaster HOTAS. Throttle to move and throttle paddles to turn. Edited March 11, 2019 by Thad 1
BP_Lizard Posted March 11, 2019 Posted March 11, 2019 Cool. Thanks. Is aiming as easy with the stick as it is with the mouse? Aren’t you handicapped against AIs who are always quick to the draw and accurate?
Thad Posted March 11, 2019 Posted March 11, 2019 (edited) Truthfully, aiming with the mouse is easier but like I said using the joystick seems more realistic. The turret speed is set but one can set the rate or curve of Joystick precision. Therefore the numbers % on the image. Edited March 11, 2019 by Thad 1
RIVALDO Posted March 11, 2019 Posted March 11, 2019 2 hours ago, BP_Lizard said: Aren’t you handicapped against AIs who are always quick to the draw and accurate? A player controlled tank is even quicker! 1
[_FLAPS_]RogoRogo Posted March 19, 2019 Posted March 19, 2019 On 3/11/2019 at 9:32 PM, RIVALDO said: A player controlled tank is even quicker! That is the ages old question wheter we look at the "competitive advantage" for the merit of itself or want to enjoy "fidelity/realism"... and if the game (in MP) does not allow servers to level the playfield towards "fidelity".. the "competitive advantage meta" will always win. I just hope we get separated turret controls at SOME POINT (and not the joy2key workaround).. so maybe.. MAYBE a "realism" server allows us to aim the turret/gun instead of pixelprecise move the aimpoint in zero order (and the turret/gun follows with a "slew rate" in first-order motion). Since this does not get adressed or even aknowledged by 1C in any form.. very disenheartening so far.
1CGS LukeFF Posted March 19, 2019 1CGS Posted March 19, 2019 5 hours ago, =RFBS=RogoRogo said: Since this does not get adressed or even aknowledged by 1C in any form.. very disenheartening so far. It has been acknowledged by them. It's just not something they've had time to change yet.
Thad Posted March 19, 2019 Posted March 19, 2019 I consider Tank Crew to still be in early development. There is much more to come and I it will get better and better. ?
[_FLAPS_]RogoRogo Posted March 20, 2019 Posted March 20, 2019 16 hours ago, LukeFF said: It has been acknowledged by them. It's just not something they've had time to change yet. That is very nice to read - but unfortunately I was not aware of that... and I WAS looking for any information by 1C/777 about this before typing... not once, not twice.. many times - here, there, everywhere. So maybe you can provide this information (or link to) for me to settle. Because I would like to know whether they adressed the control separation issue.. or also the GAMECHANGING (design intent, genre) issue of changing from an immersion asset driven weapons control to an aimpoint-system (and that was an intentional change). Btw.. the "vehicle tab" only appeared because of community-members speaking out.
1CGS LukeFF Posted March 20, 2019 1CGS Posted March 20, 2019 (edited) 8 hours ago, =RFBS=RogoRogo said: So maybe you can provide this information (or link to) for me to settle. Do a search for Jason's posts, and you'll have your answer. 8 hours ago, =RFBS=RogoRogo said: also the GAMECHANGING (design intent, genre) issue of changing from an immersion asset driven weapons control to an aimpoint-system (and that was an intentional change). What exactly are you going on about here? 8 hours ago, =RFBS=RogoRogo said: Btw.. the "vehicle tab" only appeared because of community-members speaking out. It was first brought up in beta testing and something they acknowledged long before any community members (read: non-beta testers) spoke out. Once again, it's_an_early_access_game right now - just because something is missing or incomplete doesn't mean they have no plans to change it or were somehow oblivious to the need to change / fix it. Edited March 20, 2019 by LukeFF
[_FLAPS_]RogoRogo Posted March 20, 2019 Posted March 20, 2019 4 hours ago, LukeFF said: Do a search for Jason's posts, and you'll have your answer. What exactly are you going on about here? It was first brought up in beta testing and something they acknowledged long before any community members (read: non-beta testers) spoke out. Once again, it's_an_early_access_game right now - just because something is missing or incomplete doesn't mean they have no plans to change it or were somehow oblivious to the need to change / fix it. @1) I have.. extensively.. and found nothing. Since communication outside of organically grown channels is not 1Cs strongest suit and you are not providing me a way to access the information you are refering to.... I must remain uninformed. @2) If I have to discuss with a tester about the fundamental difference for the genre-character of TC whether the gun operates via a first order pixelprecise FPS-aimpoint with a slew rate or an asset-based aim via actually aiming and ranging the gun... well.. then why even bother anymore... (and no.. just because SteelBeasts did it a decade+ (two actually) ago does not count.. because they used the serial mouse protokoll (aka COM) for the actual I/O of the then turret simulators, so it happened to become the "game version" control solution as well. @3) communication... communication...
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