Jump to content
EN
Play

Forum

Make the camera's angle always align with the turret's aim


Recommended Posts

I know this was suggested before on the forum, but I don't know where. I posted the same thing again as I feel it would be a nice improvement.

As you can see, when the turret+camera is turned they aren't completely aligned. This is more noticeable now when the aiming dot was added. It definitely matters IMO on long ranges, so it'd be nice if it was fixed.

FcK9osk.png

Share this post


Link to post
Share on other sites

Under Review

The problem is that having the camera aligned with turret would cause sudden and jerky movements of the camera. Imagine your tank is being shaken by enemy fire — should the camera shake too, to keep the alignment? And what about when your tank is being tilted or flipped? It would very quickly cause severe nausea if that was the case.

Camera angles have been experimented with extensively over the years, and the current setup is the best that the devs could come up with. Though I agree that it would be nice to see where the turret is actually pointing, especially in case of splash turrets like Thunder, when you're trying to hit a surface next to the enemy without autoaim being able to help you.

Share this post


Link to post
Share on other sites

On 9/21/2022 at 8:05 AM, Maf said:

Under review

The problem is that having the camera aligned with turret would cause sudden and jerky movements of the camera. Imagine your tank is being shaken by enemy fire — should the camera shake too, to keep the alignment? And what about when your tank is being tilted or flipped? It would very quickly cause severe nausea if that was the case.

Camera angles have been experimented with extensively over the years, and the current setup is the best that the devs could come up with. Though I agree that it would be nice to see where the turret is actually pointing, especially in case of splash turrets like Thunder, when you're trying to hit a surface next to the enemy without autoaim being able to help you.

I understand that having a camera that is always 100% aligned with the turret would feel awful, that's not what I'd want.

Instead I wish the camera would move exactly the same as it is now, except to just continue to move a little bit more when you've turned and stopped the turret, to gently stop when it's 100% aligned with the gun's aim, instead of stopping a little bit too early. With the same kind of gentle, delayed movement, just turn a little bit more. I hope my explanation is understandable.

Share this post


Link to post
Share on other sites

2 hours ago, qwds said:

I understand that having a camera that is always 100% aligned with the turret would feel awful, that's not what I'd want.

Instead I wish the camera would move exactly the same as it is now, except to just continue to move a little bit more when you've turned and stopped the turret, to gently stop when it's 100% aligned with the gun's aim, instead of stopping a little bit too early. With the same kind of gentle, delayed movement, just turn a little bit more. I hope my explanation is understandable.

Wait, so are you telling that in the image above you're standing still? So if you tilt your camera down until the crosshair is pointing at the wall, and then fire, the shot will land to the left of the crosshair?

Share this post


Link to post
Share on other sites

On 9/21/2022 at 11:42 AM, Maf said:

Wait, so are you telling that in the image above you're standing still? So if you tilt your camera down until the crosshair is pointing at the wall, and then fire, the shot will land to the left of the crosshair?

I'm standing still, yes. I had turned my turret to the side than forward again to show that the camera stops turning too soon. And yes, the shot will not hit the crosshair if you aim at something a bit further away than the wall in the picture. At short distances the mis alignment isn't noticeable

Another solution I didn't think of could be to have a crosshair that isn't fixed on the camera but instead sense where the shots will hit and move around on the screen to adjust accordingly. Maybe that's easier to do.

Share this post


Link to post
Share on other sites

On 9/21/2022 at 11:51 AM, qwds said:

I'm standing still, yes. I had turned my turret to the side than forward again to show that the camera stops turning too soon. And yes, the shot will not hit the crosshair if you aim at something a bit further away than the wall in the picture. At short distances the mis alignment isn't noticeable

Another solution I didn't think of could be to have a crosshair that isn't fixed on the camera but instead sense where the shots will hit and move around on the screen to adjust accordingly. Maybe that's easier to do.

This is weird, seems to be the case with keyboard controls only. Can you confirm if you are using keyboard controls?

Share this post


Link to post
Share on other sites

On 9/21/2022 at 10:42 PM, Akame said:

This is weird, seems to be the case with keyboard controls only. Can you confirm if you are using keyboard controls?

Yes

Share this post


Link to post
Share on other sites

On 9/22/2022 at 9:56 AM, qwds said:

Yes

This is most likely a flaw in the system then, with keyboard controls, the 'camera view' does have a part dead spot for turning left and right partially, @Mafif this could be reported, also if needed, I can confirm and submit visual evidence to make the understanding easier.

Share this post


Link to post
Share on other sites

On 9/22/2022 at 2:10 PM, Akame said:

This is most likely a flaw in the system then, with keyboard controls, the 'camera view' does have a part dead spot for turning left and right partially, @Mafif this could be reported, also if needed, I can confirm and submit visual evidence to make the understanding easier.

Please do, it seems like something the devs would pick up to fix, especially with the aiming dot on the screen, which doesn't really work because of this.

Share this post


Link to post
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...