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Updated new generation!

15.8k Wernster  3.6 years ago

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-All tier II vehicles


Update to the new generation!

Update that involves changes to engine performance, turret imput, and arnament.


New engine setup!

Normally there would be a problem between engine power and acceleration, you "cannot" increase engine power without making it accelerate instantly, to reduce acceleration you would need to lower engine power, but it'll also reduce its hill climbing ability.

the new engine setup aims to fix this issue, it splits the engines in to two, normal engine and additional engine, normal engine would have slower acceleration, to make it feel like a tank and not an electric car, but when you try to climb a slope the normal engine will not be able to overcome it, but that's where the additional engine comes into play, it adds additional power that adds up to the normal engine to make it climb slopes like a real tank would.


Issues

However this would not come without any issues, mainly how easy it is to be exploited.

The cockpit is connected to the gun & turret, it also moves with the gun and turret, so elevating the gun above 10 degrees would make it activate, to fix this I made it so it wouldn't activate when AG2 is activated, however you could still lock the gun in place, and deactivate AG2 to activate it on its own.

To avoid this, it is recommended to leave the gun in a level position when not in use, same for the turret too! Try to keep it facing foward when also not in use, but still, no need to worry as it won't happen often anyways. :3

(Even though this is easily fixed by relocating the cockpit in the hull, I still choose not to since it would require a camera for direct aiming, this will add another +1 to the part count, and eliminate the default green reticle)

The next change will have no issues, hehe.


360 turret rotation!

Finally 360 turrets, I was quite late, at this point 360 turrets are already widespread, thanks to a forum post I've now been able to obtain the input to it, it is also pretty short too! I was expecting it to be super long and complicated but I was wrong, i'm also surprised on how easy it is to edit.

Although tierIV vehicles will remain unchanged, because they already had 360 rotating turrets. Because of their horizontal stabilizer. (By the use of gyros)


Refined and better gun performance

Due to a change on how I test guns against armour models, it would result in more balanced guns and a lower chance of overkill compared to before.


Damage model

Just recently I've figured out that part connections and/or fuel percentage might have a connection with overkill, although I'm still currently testing it, but hopefully it'll lead to an even lower chance of overkill. (Parts exploding instantly without flaming up)


And those are all the changes in the updated new generation!

(I'll also update and rebalance/improve some tanks too)

Thank you and happy tanking! :3

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    47.9k Phantomium

    Coming back to my tank and things you could use: stabilization. I have figured out a formula for the vertical stabilizer that doesn't overdepress/elevate when going on a slope.
    The horizontal stabilizer is still a gyro, but I refined it so that it doesn't lift the tank when sitting on a slope horizontally. It's basically a retarded gyro that, up to 60° slope, keeps your tank on the ground and stabilizes the gun efficiently.
    .
    .
    One thing that annoys me about rotator stabilizers is that they're twitchy. Unlike gyros which are extremely smooth, rotators tend to respond somewhat slower and, therefore, the gun still experiences vibrations, despite keeping relatively close to the stabilization plane. No amount of speed/damper seems to fix this; it's hard coded into the game.

    3.6 years ago
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    47.9k Phantomium

    Also, part connections do impact survivability. I personally try to connect pieces as if they were welded. In the case of casting, they connect to adjacent pieces in a diamond pattern.
    However, just as you said, it's not very clear just how much it impacts survivability.

    3.6 years ago
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    47.9k Phantomium

    Have you ever thought of using Funky Trees for simulating gears?
    That's what I'm using on my tank right now. Basically a huge expression that takes into account the speed the tank reached and then multiplies it by an ever lower coefficient. That coefficient follows an inverse function (aka 1/x) so that acceleration decreases as it reaches its top speed.
    Now, I have to admit, that formula works with the Tracks Mod, but I suppose it should also work for vanilla engines.
    If you want, I can send you the tank and see for yourself what I'm talking about :)
    @Wernster

    3.6 years ago
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    3,656 Dathcha

    Lol @Wernster

    +1 3.6 years ago
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    15.8k Wernster

    @Dathcha I wish I could go back to silver, I don't want to intimidate new users. :3

    3.6 years ago
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    3,656 Dathcha

    Why are you not platinum yet?

    +2 3.6 years ago
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    Bruh finnaly 360 rotating turrets

    +2 3.6 years ago