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I've been noticing that off-and-on with everything short of the agravs (obviously). It seems like most of the time the mechs/tanks want to face the direction they are moving instead of simply reversing which I guess makes sense because it's faster to accelerate forwards than drive backwards, but that's the whole reason we have the E key/"align vehicle with mouse cursor" button right?
Use this guide to get started, will teach you the basic for navigating the debug menu:
http://imgur.com/a/ElgMV
Then what you need to do is load into any level with the vehicle you want to modify (in this case the Kilgore), hit F1 and go to the |Mech debug| tab. From there right-click on the 'mech' prompt, which for the Kilgore will be: 'assets/data/units/player/loy_tank_10.json' -- this will open a new menu in the |Data editor| tab -- then right-click the first entry on the right side menu labeled 'leg:', which for the Kilgore will be: 'assets/data/lowers/player/loy_tank_10_lo.json'.
You're now looking at the movement data for the Kilgore. Open the toggle for 'Vehicle data', and you'll see a bunch of elements related to movement, most of which should be self-explanatory like 'max_forward_speed'. For determining when your vehicle reverses though, the item you want is 'forward_pref_ratio', 13th down on the list. For Screen Absolute controls on non-agrav units, we have to use an element of the pathfinding AI to determine when the player should reverse or turn their vehicle and go forward instead; it's an agglomeration of several different variables including forward and reverse max speed, acceleration, min and max turn speed, and current vehicle velocity. The end result is that we added the 'forward_pref_ratio' variable as a direct way to modify that formula without changing any of the vehicle's handling characteristics, which I'll break down here:
forward_pref_ratio > 1.0 — vehicle is less likely to use reverse
forward_pref_ratio = 1.0 — no effect, pathing AI uses only the vehicle's handling
forward_pref_ratio < 1.0 — vehicle is more likely to use reverse
forward_pref_ratio = 0 — vehicle only moves in reverse
The exact numbers for the forward_pref_ratio to set different angles vary based on the vehicle's movement stats, but I've made a diagram specifically for the Kilgore to give you an idea:
http://i.imgur.com/7B1vdoT.png
In your case, I think you'll want something around 0.75-0.9
Hope this solves it for you!
Glad I could help!
I found that with any of the slower turning vehicles, specifically tanks, that i preferred using forward = move forward left/right = turn left/right. Where as with the mechs i tended to prefer directional movement to equate to the mech turning to move into the direction of the keys being pressed. If memory serves all tanks and mechs are handled by the same global scheme so i was constantly switching back and forth between control schemes. Having more global categories or a 'remember this preference for this specific vehicle' would be really nice. If maybe a bit of a mess to try and implement cleanly.
Sometimes movement preference also depends on the weapon loadout too, so being able to quickly change movement schemes for a vehicle would be kinda nice. (Part of the pause menu instead of buried in the options menu perhaps?)