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Tank crew aiming.


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Posted (edited)

Currently the system is disliked by the majority of the user-base (57% according to a pole) to the point where most of us are using 3rd party content to "fix" the gunnery controls.  I propose that you make a bindable axis for the tank controls so that people can use their joysticks to control the turret or revert the controls so the tank turret stops moving when you stop moving your mouse.  The current "chaser" control system where you move your mouse to a point and your turret uses the most efficient path to get to that point simply doesn't feel very good and is less realistic than a simpler control method.

 

As far as priorities go regarding controls i would say this is pretty high as it is viewed as being "unplayable" by many players.  This is to the tank crew community is the equivalent to aircraft having their flight mechanics broken ex: when you role right if you hold your stick too long your plane starts to role right or if you are in a dive and you pull up suddenly your plane starts to dive again.  Its a real problem

 

Problem was fixed with the update.  Though i still think there are some issues when it comes to vr aiming.  Mainly we need to be able to bind aiming to an axis not using 3rd party software and also we need to be able to increase the zoom on the tank gun further for vr to be usable.  I know there is vr zoom, but it doesn't cut it for those longer shots.

 

One other recommendation that is unrelated is make it so the rendering in tank crew is bound to where your vr headset is pointed rather than the cursor as it is immersion breaking when you look to your side and see no friendly tanks until you move your cursor and suddenly the phase into existence.

Edited by zdog0331
Update fixed issue

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