One alternative from the Ordnance department suggested modifying the M6 Heavy Tank prototype, in order to fulfill this role. Realizing the T26E2 heavy tank will arrive much later after D-Day, it was recommended to use a practical, but improper design, based on the M4A2 Medium tank. End result is you get super fast target acquisition with mouse like movements, and it looks really really gamey and completely breaks the immersion of controlling a tank turret & gun.In January 1944, the AFVWS of the US Army European front urgently requested for 250 heavy tanks in order to breach through the heavily fortified Siegfried line. The way it works is that you have a small cross for example (like in the actual RO:HOS tank presentation video), and then when you move it around with the mouse the turret will follow this small cross. The point is that the movements, however fast they are, still look jerky and the target acquisition becomes incredibly fast & precise. As for a virtual joystick system, this will become pretty hard to use as a gunlaying system since perfectly centering the mouse in both the horizontal & vertical can be tricky. I wasn't saying that the turret would be swinging as fast as the mouse, infact I even refered to ARMA 2, which uses a system where the turret doesn't move as fast as the mouse movements. Now i don't know exactly how they are doing it with Ro2, but i am certain that TWI would not allow 1:1 scale movement, there's bound to be a limiter there like there was in the Mod, yes, the mod used the mouse too, and it never looked as ridiculous as it can in Arma because there was a limiter.Īnd hopefully, we will be allowed to set the controls so we can use buttons instead if we want, and i really hope we can. With such a system it would basically look the same as if buttons where used, you'd just be using the mouse instead of buttons. You are describing 1:1 scale movement there, where the turret can move as fast as you can move the mouse, but that's not the only way it can be done.įor one it's not hard to impliment limiters, so the turret can never traverse faster than it should be able to, doesen't matter how fast people move their mouse then, the turret will never exceed it's realistic maximum traverse speed, and you will never see that jerky scanning around or turrets instantly turning 90 degree's or silly things like that.Īnother thing that can be done is using the mouse as a virtual joystick, IE, if you move the mouse to the right the turret turns right, and keeps turning right indefinately, just like if you where holding down a button, untill you move the mouse back to a center position again, then it stops.
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