It all comes down to accessibility - players should be comfortable with both types of vehicles and be able to switch between them effortlessly. What are the challenges of balancing the gameplay across land and air? And we believe that there are a lot of other successful formulas that no one has thought of yet. Instead, we see the rise of other online genres - MOBAs, shooters, military games such as War Thunder. However, no one has managed to replace this aging champion. MMORPG was the staple of the genre for many years, thanks to enormous success of World of Warcraft. How has this online game world evolved over the years? Also, this time we decided to simulate full-scale war and not just aviation, and thus War Thunder was born. At the same time, it became obvious to that to stay independent and self-funded on current market, we should go to free-to-play online business model. We made a lot of WWII flight simulation games and were enamored by this era and its military vehicles. Where did the idea for War Thunder come from? Gaijin developer Alexander Trifonov talks about the new mobile game in this exclusive interview. Now the simulation game, which has over 500 authentic planes, is coming to Nvidia Shield Tablets thanks to Tegra K1 technology. Unfortunately, there is no fix for the lack of smooth movement at this time.Russian game developer Gaijin Entertainment has been able to bring World War II and Korean War ground and air combat to over 5 million players across PC, Steam and PlayStation 4 with the free-to-play online game, War Thunder. The output rate of telemetry from War Thunder is extremely low and will likely result in some jerky or "steppy" type motion when pitching or rolling over a gradual period of time. Thus, there will be no movement available for motion platforms. War Thunder does not provide any telemetry for ground or naval vehicles. The Yaw axis has been inverted in the General Tuning for use with motion platforms. War Thunder's telemetry output for Yaw is opposite of what is found in the majority of flight simulators. IMPORTANT NOTE REGARDING THE NEGATIVE MAX TELEMETRY VALUES It is HIGHLY recommended you disable any Sway in tunings by reducing the Effects slider to 0 and setting Max Telemetry to 1800 as indicated in the General Tuning. Therefore, it has been disabled in this tuning. The current values that War Thunder exports is associated with Angle of Sideslip (AoS) which is not an accurate representation of Sway and the g-forces associates with Sway telemetry. War Thunder does not have Sway telemetry. There is no way to filter this movement without impacting normal flight. The movement will cease after the plane has loaded. War Thunder has buggy telemetry that can randomly cause the the platform to surge/pitch forward when first loading an aircraft. WARNING: EXTREME SURGE MOVEMENT WHEN LOADING ![]() War Thunder simply does not provide Yaw telemetry for these helicopters. In addition, there are certain helicopters (Russian Ka50) that do not have Yaw telemetry available. This is not an issue with Sim Racing Studio, the telemetry for pitch and roll just does not exist for certain aircraft due to the buggy nature of War Thunder. This includes the initial aircraft utilized for the training mission, many of the 1st tier aircraft as well a few in other tiers. Telemetry for pitch and roll in War Thunder is missing for certain aircraft. IMPORTANT NOTE ON MISSING PITCH, ROLL, & YAW MOVEMENT However, War Thunder is more an arcade sim vs a realistic sim experience so expectations of performance should be adjusted accordingly. The General Tuning has been tested on various aircraft from various countries. The tuning is based on telemetry captured from various tiers of aircraft in the game from bi-planes, jets, bombers, to helicopters. Below is the general tuning for War Thunder.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |