Smooth Steering

In my opinion, driving cars still feels clunky even after the new Carr update. The main reason why I feel this way is because of how steering works for keyboard users (basically everyone). When you steer, it’s always either 0% or 100%. It’s hard to go in-between without spamming the turning keys a certain way. So, when you’re turning a corner or trying to dodge an obstacle, it’s very easy to accidentally fly off of the road. So, I’ve come up with a simple solution. (This is just something I think could fix the issue. I could be wrong though and there might be a better solution)

Basically, there should be an option (off by default) that turns on a “Smooth Steering” mode. In this mode, instead of your turning going straight from 0 to 100 in a split second, it’d take a customizable amount of time.

This would be extremely helpful for people like the drivers in the LVR cup who need to drive smoother than the game currently allows

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Seeing the Carr Update release, I was so happy to see the cars handling was improved. Don’t get me wrong, Nelson’s work these days are excellent, though there’s still a few bits here and there I’d agree need to be polished, especially revolving around the vehicle scene.

A smooth turning feature would smooth out the driving experience for most players in my opinion, especially being a keyboard only, racing game player. This is implemented in every racing game I play, and I love this idea in Unturned!

Instead of the steer speed being dictated by the vehicle’s .dat physics profile GUID, imagine if it was entirely dictated by the player’s controls?

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I agree with everything you said except for this. The speed at which you go from 0-100% of your turning power should be configurable but the actual turning speed should be only changeable by the vehicle’s dat. This is mainly so you can’t do a 90 degree turn in .2 seconds with a garbage truck just by changing your client-side settings.

That is, unless I completely got what you were saying wrong. Which is definitely possible.

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I mean, of course there is still going to be a set turning radius as per .dat configuration. What I’m saying is the speed is all determined by the per-user settings, like how some players like a smoother handling opposed to players who like to ‘yank the steering wheel all the way’ to the left or right. You’re still in a garbage truck that is long, heavy, and more often than not, requires wider turning radii to take corners, but it’s all up to the player to take the corner slow, or risk taking the corner too hard and too fast, and slamming into the curb or something.

For example, based on the player’s total value attributed to the ‘smoothing’, you would find yourself engaging the steering/keys more often while smoothing values are higher (predicated by prior experience with games like Need For Speed), while other players like minimal smoothing for harder turns, more often than not utilizing the vehicle’s full potential steering capabilities (as based on games with more arcadic handling like Grand Theft Auto V).

Visual Graph

Read this as if you are using the theoretical smoothing feature.
At high speeds with smoothing, you find yourself making fine adjustments, or tapping the steer keys, trying not to over-steer (GREEN LINE). At much slower speeds, being able to gauge much more accurately when it is appropriate to begin turning and when it is time to disengage the steering key (RED LINE), you find yourself depressing the steering key much more consistently opposed to the fine adjustments.

Is this what you meant by the way? If not, I’m extremely dumb-dumb.

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Technically this should be somewhat possible after the vehicle update! Steering_Angle_Turn_Speed is how quickly the steering angle changes to match player input, measured in degrees per second. It defaults to reaching the steering input in 200 ms, however, IIRC to be similar to pre-update behavior. If you’d like to experiment with this I’d be curious to hear if adjusting on your vehicles gets closer to what you have in mind.

That said, I also agree it would make sense for the steering input to be analog as opposed to just left/center/right. I wonder how it would feel for the mouse horizontal movement to control this in first-person mode.

A few years ago I did the Trackmania track of the day pretty much every day for a year on keyboard. Keyboard steering ftw. :grin:

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That’s a solid idea! Smooth Steering could definitely improve control for keyboard users.

That would be interesting but it’d also feel very weird. It could be a cool option though if you’re interested in making it.

I didn’t know this. This is exactly what I’m asking for except my idea of it was controlled by a setting. It’s not exactly what I wish it was but it’s still very useful. Thanks for telling me of it!

Though, I do have another idea of how it could work that uses both of these (please tell me if anything I say is impossible or too hard. I don’t code games so I wouldn’t know)

Essentially, it’d be similar to my system above where the player can control the angle turn speed via a setting (I’d say the range should be like from 200 ms to 3-4 seconds). However, this only works if the vehicle does not have Steering_Angle_Turn_Speed in it’s dat file. If the vehicle does, it overrides whatever the player has in their settings and uses the vehicle’s set turning speed. This would both allow for older vehicles that don’t get updates to use the smooth steering feature and new vehicles to restrict how fast a player can turn.

Again, I don’t code games so Idk if any of this is possible

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I like being able to make sharp turns but smooth turns would definitely be helpful in some scenarios, the E and Q keys could be used for smooth turning

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Well they are better at least, thanks Nelson!
Still, i have some suggestions to add to cars/bikes:
1.Alt. sirens: Alternative sirens, like in GTA`s. Can be activated via pressing the horn while the siren is on
2.Speed Changes: cars feel kinda slow, maybe speed them up a bit? I think a Hatchback can go faster than 60km/h, lets say 100km/h. Race Car? Not really that fast, mabe make the max speed around 200km/h?
3.Better turning: make turning slightly slower at higher speeds (if it isnt already in the game)

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This is actually possible already with modhooks, but it should get a better supported implementation.

Not sure how I feel about this. Generally, I don’t think the Unturned map sizes are built with high speed cars in mind & the commute times location to location aren’t that long to where I feel that faster cars are desperately needed. I would like to know how people feel about this more generally because I often find myself disagreeing with the zeitgeist. Let’s see if a poll helps at all.

  • Vanilla Speeds are fine (60kph for most vehicles)
  • Too slow! At least 100kph for most vehicles!
0 voters
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Yeah, I think U3 maps are too small and cramped to have realistic vehicle speeds. Last I checked, the player runs at 32 km/h if that’s a useful number for anything. It does feel odd how close the speed of players and cars is, but I don’t see a need to change it.

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yea, i see your arguments, and i kinda disagree with me from the past. the cars are fast enough for city to city moving (even on russia)

I want to say that I have used modded cars with a speed above 150-200 km/h, planes with a speed of 400 and other vehicles many times. I want to state that Unturned maps are truly not suitable for such transport. For airplanes and helicopters everything is fine, but not for cars. Due to the high speed, it is sometimes difficult to control, but the main difficulty lies in the road. The roads are not very wide and it is extremely inconvenient to take turns and you often crash. Update car speed means update the map.

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