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GTK Boxer Handling + Turret Tweaks #611

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merged 3 commits into from
Dec 31, 2024

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AChesheireCat
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#592

  • Increased initial acceleration to make vehicle feel more responsive

  • Increased braking torque to make braking feel more responsive

  • Decreased fording depth due to being able to operate despite the engine and exhaust being submurged by +1m of water over the hull

  • Swapped the gunner's HMG turret from the M2 to the M3M per the wikipedia page

  • Moved the countermeasures smoke from the commander's turret to the gunner's turret

- Increased initial acceleration to make vehicle feel more responsive

- Increased braking torque to make braking feel more responsive

- Decreased fording depth due to being able to operate despite the engine and exhaust being submurged by +1m of water over the hull

- Swapped the gunner's HMG turret from the M2 to the M3M per the wikipedia page

- Moved the countermeasures smoke from the commander's turret to the gunner's turret
@lambdatiger
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I'll test later tonight, but before I do, are the vehicle handling changes vibes based or something else? And is the 250 round mags accurate or for some other reason?

@AChesheireCat
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I'll test later tonight, but before I do, are the vehicle handling changes vibes based or something else? And is the 250 round mags accurate or for some other reason?

For the most part, yeah. I was chatting with some other BW members about the Boxer and the near-unanimous opinion was that the Boxer's handling is really really poor. Especially when compared against vanilla / other modded vehicles. This doesn't completely get rid of it's unique handling, but makes it a bit more palatable and on-par with vanilla / other modded vehicles of similar type.

The 250rnd mags is because the M3M is only able to take that mag and isn't compatible with the normal M2/.50cal magazines... found that one out when testing lmao.

@kil0byt3 kil0byt3 added this to the v1.3.50 milestone Dec 10, 2024
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Works in game, but some minor feedback

addons/miscFixes/patchCUP/config.cpp Show resolved Hide resolved
addons/miscFixes/patchCUP/config.cpp Outdated Show resolved Hide resolved
addons/miscFixes/patchCUP/config.cpp Outdated Show resolved Hide resolved
@PabstMirror
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I have to look some more but there are some animations that are based on the weapon I think?

		class AnimationSources: AnimationSources
		{
		class main_gun_muzzle_rot
			{
				source = "ammorandom";
				weapon = "CUP_Vhmg_m2_veh";
			};

			class main_gun_reload
			{
				source="reload";
				weapon="CUP_Vhmg_m2_veh";
			};
			class main_gun_reload_mag
			{
				source="reloadmagazine";
				weapon="CUP_Vhmg_m2_veh";
			};
			class main_gun_revolving
			{
				source="revolving";
				weapon="CUP_Vhmg_m2_veh";
			};

@lambdatiger
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lambdatiger commented Dec 11, 2024

I have to look some more but there are some animations that are based on the weapon I think?

Good catch, I only double checked the particle effect memory points which should be good / compatible, but I'll do a second more thorough look through.

Edit: didn't see anything further

@lambdatiger lambdatiger merged commit 943a962 into BourbonWarfare:master Dec 31, 2024
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4 participants