I’ve compiled the first stage of my tank game. This is getting basic controls down, moving the tank, turning the turret, and firing. The tank model is free from turbosquid. I’ll be building my own tank and custom rig soon. I have a system for tread deformation but it is not included in this example.
change views - c
tank forward - w
tank back -s
tank left - a
tank right - d
target - t / mouse 2-------------( for WebPlayer i recommend using keyboard button )
fire - space / mouse 1--------- ( for WebPlayer i recommend using keyboard button )
turret rotate - mouse X,Y
Instructions:
1. What your looking at
The fixed view crosshairs is your command view. This allows you to look about and select potential targets.
The red crosshairs is your turrets LOS. It will all ways try to look in the direction of your command view unless a target has been selected, it’s out of the turrets range of motion, or it’s LOS is obstructed.
2. Targeting
To target, place your fixed view crosshairs over the target and press the t key or mouse 2 button.
To un-target press the t key or mouse 2 button while off the target.
Working on preventing the tank from slipping off of slopes.
LOL… it’s just a 1% right now. Think of this as a test bed. Gathering information from outside sources to provide a fresh insight from someone who is not me and see if there are any problems on other systems that i may not be able to see…
Shooting ATM is just on a per button press just so it could be there and give you the user something to do for 5 seconds while you drive about the few hills. A time delay will be implemented.
It would be very interesting to see how you solved the tread-deformation!
Did you choose alternative “4a” as you called it in your other thread or did you solve it differently?
all the movement feels pretty good, just too slow, especially the turret aiming.
Also the projectile speed of the bullet is too fast and gravity should be applied to it. You should have to lob your shots like in battlefield.
Looks promising just for a test tho!
@rhianu i have the Screen.lockCursor in the code i just have it disabled for use in the inspector and forgot to re-enable it for the webplayer.
@Talon_T Thaks for your input. Now that i got all the features into my tool FX GUI i’m going to start working on this again. I may speed it up a bit but i dont want it to be like a FPS in a tank. Yes totally gravity for the projectiles. They are just a quick prefab to get things running. I’ll have to come up with some kind of trajectory system to account for distance to target and angle of the barrel.
I don’t think you should be lobbing your shots. Muzzle velocity on anti-tank guns of the time was 600 - 1100 m/s. The 7.5 KwK 42 on that Panther would be 700, 925 or 1120 m/s, depending on ammunition type. Rate of Fire that gun is ~15 rnds/min. Turret traverse is 32 or 48 deg/sec, depending on which version. Unless you’re planning on combat at extreme ranges, treat it the same as you would a sniper rifle in a FPS.
Turret tracking doesn’t seem to work very well. Starts doing weird things when the cursor goes out of the field of play.
What is it doing? Can you describe a situation or take a screen grab?
If you mean something like in the image below. Thats suppose to happen. Thats telling you that where your looking the projectiles LOS is obstructed and cant reach there or it’s out of the turret / barrel’s range of motion.
I like it,would love to have a more First-person view that is constrained to the commanders hatch (with an option to button-up). Personally I’m all for keeping turret rotation and reload at realistic speeds, though that does limit the broad audience appeal.
I don’t remember the deflection and elevation angles for the gun, but they’re something like -10 deg and 20 deg. Road speed was 29mph and offroad speed was 15mph. It’s usually the big guns that have slower reload times, which seems like a fair trade-off in games.
I always thought that a tank game lends it self well to a simulation because there’s an awful lot of information on them available (like armor thickness at specific points, penetration capabilities of various rounds for various guns, etc.). Personally, I don’t see how keeping it realistic limits appeal. Until I see evidence to support it I’m not going to be able to put much weight behind it.
Hard to describe the turret stuff. Seems like half the time neither the mouse buttons nor the T and Space Bar work. The reticle doesn’t follow the cursor. So if the cursor goes off screen, it’s almost impossible to get it centered over the reticle again. And that’s important because I might want to rotate the turret, but it won’t do it since the cursor is sitting right on the edge. If I right click (mouse 2) then it brings up a menu for flash settings. Pressing T doesn’t do anything. It’s very frustrating.
If I could make one change, it would be to leave movement as WASD, but change turret movement to the arrow keys and Space Bar for firing. No mouse usage at all (unless you maybe go back later and add menu options that are more easily accessed via mouse).
If I was being greedy, I’d add a Shift command to toggle your view between staying inline with the tank’s hull (followling overall movement) and following the turret.
@ justicar : It sounds like it may have to do with the small flash window. I can compile a windows build and let you see if you have the same problems running it in a full screen environment. The webplayer is just for you guys to see what it looks like and kind of how it feels. I am curious to see if a full screen test will give you the same results. The webplayer does not lend it’s self well for the current controls setup i will have to agree with you an that.
@pakfront: WOW thank you for that. I’m going to check it out when i get home from work. I got a 3 day weekend so i hope to get some quality time working on this. A commanders view right over the turrets hatch would be cool and easy, i’ll bring that in this weekend also.
I should also say that I recognize this as WIP, so I apologize if my comment came off overly harsh. Not intended.
I’d certainly be interested in seeing the shell ballistics. I know that there’s going to be some arc and that, yes, gravity does have an effect. When I hear “lob,” I think artillery going waaaaaaaaay up and arcing over, which should not be the case. I admit that it would be interesting to see different shells fire with different arcs and different flight times. Maybe different effects. 7.5 KwK 42 (Panther) apparently had a flatter trajectory and better penetration than 8.8 KwK 36 (Tiger), but the 8.8 did more damage if it did penetrate.