#53920
The Jagdtiger issue
Hey again folks,
this thread is about the heaviest unit in the game, which doenst feels like the heaviest yet, even because of its awesome (:o) model!
The main problem about its feeling, is its way too fast spining-around-speed. Its spining even faster than it can drive, which looks extremely unrealistic and takes the tank heavy wight away. You dont have to read the next passage to get an idea of what i mean.
(And indeed this is unrealistic: Since the tanks max. velocity Vt straight max (-intertia force [m*a] and - force of friction [2*1/2*mg*µ]) can never be the same as its spining speed (this speed is reached with the highest gear). The spining around speed being Vspin= r*ω. But this speed is not reached with the highest gear, because a tank which is spining around on the spot is usually using the 1st gear on the left track and the 1st reverse gear on the right. (in this example the tank is turning to the right).
That makes a superb high speed because we got 2 tracks turning in oppesed directions? nope. Since we got a 70t tank. ->the tank got a huge moment of inertia 'J*α'.
So we got ω=α*t. With α being a fuction of the wight, the friction, the moment of interia, and the power of the motor. (α=F(m,Fn,µ,J,P)). The actually speed is Vspin=r*ω.
-> it always will be: Vt straight max > Vspin)
Even if you dont uderstanding anything of what i explained above, you should know that this is unrealistic ;) !
I guess a balance issue was the reason for this uberturning speed. And indeed, players which are circuiting the jagdtiger got a easy run than, especially with infantry. But i guess thats okay, since a vehicle like the jagdtiger shouldnt be send all alone to the front. As a counter action you could give it a quite good area of effect against infantry, which would be pretty realistic as well since it had a 128mm shell.
Like in this old vid:(watch from 3:50 on)
Eastern Front Maps
(maybe its a bit too much here, but its just about the idea)
The idea is having a extremly unmobile vehicle, with a realistic turning speed and a very powerfull shot. The shots effect should be somewhere between tiger an pershing, but still having pretty bad accurancy compared to those. The main idea is the big explosion on the ground, which should give the player a idea of what gun he has on its tank. (ISU got compareable probs, but that should be fixxed in the new patch with its new fuction of which i heared). This idea here could solve the Jagdtigers problem.
Also to stay loyally to the wehrmacht a fliedgray skin would rock our sucks off. (themed compareable as the kingtigers)
Regards,
-V-
this thread is about the heaviest unit in the game, which doenst feels like the heaviest yet, even because of its awesome (:o) model!
The main problem about its feeling, is its way too fast spining-around-speed. Its spining even faster than it can drive, which looks extremely unrealistic and takes the tank heavy wight away. You dont have to read the next passage to get an idea of what i mean.
(And indeed this is unrealistic: Since the tanks max. velocity Vt straight max (-intertia force [m*a] and - force of friction [2*1/2*mg*µ]) can never be the same as its spining speed (this speed is reached with the highest gear). The spining around speed being Vspin= r*ω. But this speed is not reached with the highest gear, because a tank which is spining around on the spot is usually using the 1st gear on the left track and the 1st reverse gear on the right. (in this example the tank is turning to the right).
That makes a superb high speed because we got 2 tracks turning in oppesed directions? nope. Since we got a 70t tank. ->the tank got a huge moment of inertia 'J*α'.
So we got ω=α*t. With α being a fuction of the wight, the friction, the moment of interia, and the power of the motor. (α=F(m,Fn,µ,J,P)). The actually speed is Vspin=r*ω.
-> it always will be: Vt straight max > Vspin)
Even if you dont uderstanding anything of what i explained above, you should know that this is unrealistic ;) !
I guess a balance issue was the reason for this uberturning speed. And indeed, players which are circuiting the jagdtiger got a easy run than, especially with infantry. But i guess thats okay, since a vehicle like the jagdtiger shouldnt be send all alone to the front. As a counter action you could give it a quite good area of effect against infantry, which would be pretty realistic as well since it had a 128mm shell.
Like in this old vid:(watch from 3:50 on)
Eastern Front Maps
(maybe its a bit too much here, but its just about the idea)
The idea is having a extremly unmobile vehicle, with a realistic turning speed and a very powerfull shot. The shots effect should be somewhere between tiger an pershing, but still having pretty bad accurancy compared to those. The main idea is the big explosion on the ground, which should give the player a idea of what gun he has on its tank. (ISU got compareable probs, but that should be fixxed in the new patch with its new fuction of which i heared). This idea here could solve the Jagdtigers problem.
Also to stay loyally to the wehrmacht a fliedgray skin would rock our sucks off. (themed compareable as the kingtigers)
Regards,
-V-









