Tracked tanks that should be able to turn on the spot do so extremely slowly. It's pretty annoying. Tank handling feels a bit odd overall too, but i doubt that's really a bug.
It feels like the tank is turning at the rate of 10 degree per sec, which is unrealistically slow. But you can move backward/forward + turn, it speeds up the turning process. And on the other hand, you can still turn the cannon unrealistically fast. I don't know, I don't think this is a bug, this was probably intentional.
Smithy redid handling for most vehicles. I believe he increased tank weight without increasing the rate that they are allowed to spin. I believe a fix is incoming.
On the subject of tank handling, I was having a bad time as be comm one day because I couldn't really reverse up a hill. It wasn't a steep hill either, I think it was a normal ramp type of incline most tanks used actually. Sure, I don't expect to blaze backwards, but I do expect to move.
actually tanks reversing is a problem too i was trying to drive my LT in reverse and it barely moved in a place where it should definitely have gone reasonably fast even in reverse
I've reverted all changes, waiting on Candles to release a hotfix. I have no time to work on this right now.
no need to revert changes... just up the spin speed changing Code: "Neutral Turn Factor" "2" //multiplier to determine how fast the vehicle can turn in place when no forward motion is present to something a bit higher. the reverse speed is set at 10 with nearly nothing in HP (450). There are a number of... interesting changes. wow... your throwing the steering wheel on turns now too. (6 ->30)
What, hp and reverse speed are overwritten from engine scripts, the only value in messing with them in vehicle scripts is if you want an easier time flushing vehicles which shouldn't really be done as you showed me. Or are you saying it uses what's in the vehicle scripts for reverse fro some obscure reason?
No but, I tend to leave in the values I put in the engine scripts in case I want to just jump in and start messing with things. That or I put in 3k hp just so I can quicky dump my current tank then flush the scripts for the new one. I don't remember if Reverse speed used engine script or not. Don't think I tested that. I don't think reverse speed was tied to only one gear either... that is it just keept switching gears till it reached max reverse.
Farting around with the transmission led me to believe nothing in empires actually shifts gears. I didn't test reverse either, but I wouldn't expect it to shift around at all and just be stuck in first.
Reverse on the BE command vehicle is very very bad. I ran into a tree and couldn't backup a 10 degree incline.
It does indeed shift. I spent many days working out how to get the shift working right. The work was lost but, I do have some of it memorized. The problem is that the gearing is so fucking ridiculously set up that a wrong input really fucks up the rest and you just can't figure out what to change to fix it. axleratio -> This has the LARGEST effect on both acceleration and HP gear horsepower torquefactor -> This is the second largest effect damping ALL effect the same things... HP and speed. Change one and it effects it all dramatically.
I know that, vehicles can shift. They can only shift to one gear though from my testing, it automatically goes to the highest gear, or is it lowest gear?, it can find when it hits the shift point. My point is currently no vehicle in empires shifts.
hmm so I went out with the idea to prove lazy wrong.. but, I found something interesting... "autotransmission" "0" Do it faggots! Tell me what you "think" you noticed.
Don't tell me it's something dumb like putting it 0 makes gearing and shifting work better? Like you can actually shift to more than 1 gear? I'm too tired and lazy to actually boot it up to find out what it does because I thought it did what it said it did.