i have theoretically solved the track steering problem for regular diesel powered tracked vehicles (with the help of a workshop microcontroller), it has a triple clutch system, although it only works with steering (a/d), not W/S, and the steering is slow & weak. I have also recreated the same solution several months ago using the old tracks tutorial, but I've reversed-engineered some of the logic, unfortunately I deleted that build a long time ago. As a noob player, your tutorials are the most reliable & most dependable compared to other videos that Ive watched in the past. Thanks for the tutorial! 👍
So, the turning in place is also known as 0-point turning. What's a bit difficult to program is pivot turning, which is 1 track is fully braked and the other fully powered and you pivot the vehicle around the stationary track. The reason it's difficult is because if you're using a single engine setup like that, the engine doesn't like the power difference and usually tends to wig out as in builds up heat and doesn't really give enough power to the pushing track. I think another in depth tutorial might be needed to see if that's a possibility to solve. Also, half-tracks. Someone else might have figured them out, but I've never been able to get them to work. Work as in the front wheels actually steer the vehicle and the tracks are the thing pushing it along. It's usually when I build one, I go to steer and the tracks keep pushing it along and the front wheels just screech the entire time without doing much. And this is even if I put power to the front wheels. This definitely isn't a demand, but possibly another video that others may be interested in. Especially if heavier mobile missile launching platforms are going to be a thing with the DLC.
Im sure theres no real trick to half tracks? I made one that worked pretty well except for the fact that my engine blew up all the time since cooling modulars is strange in the best cases
I came here for the steering, my tanks can usually steer half okay, but only when sitting still. When they're moving, it takes seemingly infinite time to turn 90 degrees.
I have to agree. I tweaked the numbers a bit and it didnt help. Idk if there is anything I can do to make it turn faster while stopped and while moving. Im very new to tank treads and I havent really gotten into them yet. Thanks for the help to anyone who does and thanks for the tutorial Mr. NJersey!
This is a thing in real life, some tanks can turn on the spot and some tanks can turn at high speed but not on the spot. There is 2 ways to apply power for these 2 outcomes Either apply power to one track to be able to turn on the spot if this is the chosen way a engine with adjustable speed and steering levers for each track will be needed for speed turn so one track doesn't completely stop Or add brake to one track to apply drag to one side for better control but in real life this is limited to differential and which it is why it's bad at turning on the spot Example for research: german tank destroyers usually turned on the spot while American TD's opted for speed and maneuverability I don't own the game but looks interesting
Can you make Video about tanks with Electric Engine. My tank won’t work without throttle, but with throttle it only uncontrollably spin around with uncountable speed.
I know this is a several-month-old video, but if you ever get around to seeing this comment, I have noticed that the controls for point-turning seem to be inverted. I'm about to watch the point turning part over again to make sure I haven't loused anything up but if you happen to see this, is that normal for this form of control scheme or have I made an error in controller logic? ***EDIT*** Figured it out, I actually had to uncross the values feeding into the gearboxes.
What do i do if turning is good but turning while stopped is inverted? Also if i let go of the turning while stopped the leftover energy makes me drive another 20 blocks
@@dark_knight650 no idea, this guy doesn’t teach you how to make his controllers. He just tells you to download his controller, do that&do this etc. I recommend watching a different tutorial
@@MrNJersey the brakes at speed might cause issues, adding 1 more gearbox on each side and slowing down the track one side, during a turn might be a better solution. The brake option would be better for stationary turn.
brakes do work at speed, just need to lower the grip on front and rear wheels on longer tracks so they're not so grabby, leave max grip on center of tracks
Thought this meant new tracks - got excited
Same lol
We rly need it doe
Lol same here
Imagine calling them tank wheels
Thanks for your tutorials! I have to go through all your "how to's" just to come up to the result that I want. Keep it up!
i have theoretically solved the track steering problem for regular diesel powered tracked vehicles (with the help of a workshop microcontroller), it has a triple clutch system, although it only works with steering (a/d), not W/S, and the steering is slow & weak. I have also recreated the same solution several months ago using the old tracks tutorial, but I've reversed-engineered some of the logic, unfortunately I deleted that build a long time ago.
As a noob player, your tutorials are the most reliable & most dependable compared to other videos that Ive watched in the past. Thanks for the tutorial! 👍
So, the turning in place is also known as 0-point turning. What's a bit difficult to program is pivot turning, which is 1 track is fully braked and the other fully powered and you pivot the vehicle around the stationary track. The reason it's difficult is because if you're using a single engine setup like that, the engine doesn't like the power difference and usually tends to wig out as in builds up heat and doesn't really give enough power to the pushing track.
I think another in depth tutorial might be needed to see if that's a possibility to solve. Also, half-tracks. Someone else might have figured them out, but I've never been able to get them to work. Work as in the front wheels actually steer the vehicle and the tracks are the thing pushing it along. It's usually when I build one, I go to steer and the tracks keep pushing it along and the front wheels just screech the entire time without doing much. And this is even if I put power to the front wheels. This definitely isn't a demand, but possibly another video that others may be interested in. Especially if heavier mobile missile launching platforms are going to be a thing with the DLC.
needs a differential of some kind, maybe half-disengage the clutch on the in-turning track?
(for the half-track)
Im sure theres no real trick to half tracks? I made one that worked pretty well except for the fact that my engine blew up all the time since cooling modulars is strange in the best cases
many words
coding issue
try increasing the tires' grip and you can use clutches so when you brake a track the engine doesn't stall
Thank you now i can drive my Panther D tank
Oh this is genius, why haven't I thought of this
I came here for the steering, my tanks can usually steer half okay, but only when sitting still. When they're moving, it takes seemingly infinite time to turn 90 degrees.
If they have a turret (or any other pivoted stuff) try removing it.
I use a dual electric transmission, one motor per track.
I have to agree. I tweaked the numbers a bit and it didnt help. Idk if there is anything I can do to make it turn faster while stopped and while moving. Im very new to tank treads and I havent really gotten into them yet. Thanks for the help to anyone who does and thanks for the tutorial Mr. NJersey!
This is a thing in real life, some tanks can turn on the spot and some tanks can turn at high speed but not on the spot. There is 2 ways to apply power for these 2 outcomes
Either apply power to one track to be able to turn on the spot if this is the chosen way a engine with adjustable speed and steering levers for each track will be needed for speed turn so one track doesn't completely stop
Or add brake to one track to apply drag to one side for better control but in real life this is limited to differential and which it is why it's bad at turning on the spot
Example for research: german tank destroyers usually turned on the spot while American TD's opted for speed and maneuverability
I don't own the game but looks interesting
Can you make Video about tanks with Electric Engine. My tank won’t work without throttle, but with throttle it only uncontrollably spin around with uncountable speed.
Where do you have a tutorial for your starting mechanism or your tank ecu?
Time for kill-dozer 2. The first one stalls a lot.
allmost great but... i dont have that microcontroller
I know this is a several-month-old video, but if you ever get around to seeing this comment, I have noticed that the controls for point-turning seem to be inverted. I'm about to watch the point turning part over again to make sure I haven't loused anything up but if you happen to see this, is that normal for this form of control scheme or have I made an error in controller logic?
***EDIT***
Figured it out, I actually had to uncross the values feeding into the gearboxes.
Thank you so much. Another great tutorial
i love ur tutorials if they were not there i would not no basicly anything!
is there a way to add a limit to how much power the clutches can let through?
clamp
20:00
how about using absolute then switch?
Could you make tutorial on how to counter 1 rotor on heli?
What do i do if turning is good but turning while stopped is inverted? Also if i let go of the turning while stopped the leftover energy makes me drive another 20 blocks
when u do tutorials can u not use ur own microcontrollers
16:06 can't you just make one add and one subtract instead of reverting?
Well it’s math so a lot of different ways to come to the same answer.
i cannot find any nj tank ecu in the workbench or workshop. where can i find it?
@@MrEnterthehole That's American English.
@@freelife-productions5745 neither can i please help
@@freelife-productions5745 copy and paste it from the tank he made or entirely copy it.
Thank you so much!
where do i get that Bloody Ecu
i am going to freak
What's the tank ECU called
Ive been rebuilding my tank from space engineers, its my favourite tank because it weighs 26 000 tonnes
I just used gyroscopes to steer it
hi can u make a tutorial about modular engine ecu? btw i love ur tutorials and vids!!
dude how can we even follow a tutorial if the controller is not explained update: turns out an engine controller is simple enough to do.
I need this
i use them to move power and i lose rpm doing it why?
İmagine sitting right in front of a huge running engine. It would be hot as hell.
And deafening.
Is there also an option to build one with the standard small medium and large engines?
Yes
Cool!
Is there any indication of when the weapons DLC is coming out?
The announcement said that the store page will be up in a few weeks and that will have a release date.
so where do i find the ecu tank microcontroller bc it isnt on you workshop page
steamcommunity.com/sharedfiles/filedetails/?id=2549990081
this game litterally goes from simple ands and ors to ones and zeros
Why did you create this tutorial right after tank build challenge?
That was 3 months ago this wasn't made right after it.
@@freddo5677 ok then, but why time is going so fast? I remember that yesterday was the 12th of June.
How am I supposed to get those controllers?
You can’t
Bruh
@@bleedinactionman8578 since there’s no tutorial in making those controllers, how am I supposed to follow??
@@dark_knight650 no idea, this guy doesn’t teach you how to make his controllers. He just tells you to download his controller, do that&do this etc.
I recommend watching a different tutorial
yo this is practically the same as my tutorial from about 4 days ago lmao
uhm it wont let me spawn in the microcontroller
Edit: Fixed it 2 seconds after lol
Yeahhhh
wow
Mine doesn’t work
how to turn faster while running?
Could possibly use the breaks
@@MrNJersey the brakes at speed might cause issues, adding 1 more gearbox on each side and slowing down the track one side, during a turn might be a better solution. The brake option would be better for stationary turn.
brakes do work at speed, just need to lower the grip on front and rear wheels on longer tracks so they're not so grabby, leave max grip on center of tracks
my brain hurt very much
I always just use motors with a generator
Plane Build Tutorial Updated please
I agree, and an updated heli tutorial too :D
Hello
The moment he did logic he lost me I have no options he had or did
please just give me the microcontroller
Uhuh is it just me or why do my tank tracks deny the laws of physic and go into the wrong direction to move forward?
Short answer: Tracks are annoying
Good you didnt say 1
BECAUSE ITS NOT WORKING!
WTF?