Autoloaders & Traction

Autoloaders & Traction

Improving Tank Grip


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Are you suffering from the issue of having your brand new tank destroyer; lose grip on the left track, sending you completely side on to several enemy tanks, therefor getting you instantly domed?

I can 100% guarantee you that your roadwheel width settings are the culprit.

You can somewhat remedy this in game by setting the roadwheels to maximum width (0.30m)

However this will be the most you can get, as adding more wheels to the axle currently has no evident effect on grip AFAIK from my own tanks.

This section will cover how to make those beta 0.30m roadwheels get back on the correct sigma grindset and give you better traction

Step 1:

Set your in game roadwheel width to a very distinct amount (such as 0.17678m) by clicking directly on the measurement area. This will allow you to find it when we enter the editing phase.

Step 2:

Save your current tank blueprint. We will now change the roadwheels to be 0.55m wide.

This will drastically boost grip and improve top speed as well.

Open File Explorer / My Computer / My PC and navigate to this address (by default)

C:\Users\=you=\Documents\My Games\Sprocket\Factions\=you=\Blueprints\Vehicles

This is the location in which the game stores all of your blueprints. You can also copy you blueprints and metadata files from here into a backup if you are worried an update may corrupt them.

Step 3:

We will be changing the roadwheel width on the tank highlighted in orange (CE-20T Test)

You can open this .BLUEPRINT file with the default notepad or any other standard text editor.

Doing so will result in this appearing on your screen. Once it does, locate the string labelled "TRK"

The width is either right at the start of the TRK string or right at the edge of the notepad.

  

Step 4:

In this case the W in "width" is the only character visible at the far side of the string.

This means our width will be located at the start of the string.

Here we can see the current width of our roadwheels which is 0.17m.

We will now replace this weak dog number with a big boy number as in 0.55m wide and save it.

BEFORE EDIT

AFTER EDIT

You should now have an extremely improved handling situation, likely along with a much higher top speed as well. FAIR WARNING the game might crash if you go too wide, it hasen't done it for me yet but it always could. The wheels will also look really weird if you go really wide with 1 per axle.

Crew Editing For Autoloaders.


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I bet the lack of autoloaders agitates you greatly.

I have a solution for this. Though it will require amplified space inside the turret (or hull if its a tank destroyer.) as a real autoloader should.

We can accomplish this by following the same steps as the grip editing section.

but instead of focusing on the "TRK" string; we will focus on the "CRW" string.

This is the string where the game stores crew configuration data.

We can amplify the reload easily by just increasing the loader's allocated space.

1 Loader = 1.0m alloc. space. | 3 Loaders = 3.0m alloc. space | 85 Loaders or god amongst men = 85m alloc. space.

I am currently unsure of the ratio for if 2 loaders doubles the reload speed or quadruples it.

I can confirm though, editing commander allocated space will also increase all crew efficiency.

2.0m commander space = 2x loader with 1.0m space.

The turret space can also be worked out easily. Say your turret is at 7.50/9.00

The fastest you can get your reload with that turret space would be 2.5m before the turret is full.

For an example; i will show you my LM6D Jagdjaguar tank destroyer. It is set to use 3 loaders or 3.0m allocated loader space. The hull is almost full and it fires a 1.00m long shell - out of a 10m barrel - 188mm cannon - weighing 10,0075kg

Whilst the gun is huge and so is the shell, the reload rate is just over 10 seconds.

I have also made the turret huge to test just how fast it can get, there seems to be a limit but I''m not sure where as i went FULL SEND straight to 80 loaders. The reload for the 188mm was 0.2s at that point. ludicrous.

That's all for this guide explanation wise. The next section will be a list of all the factors that i have found are editable and savable; so you can use the tank as if you had built it normally.

List Of Savable Settings.

HULL AND TURRET

Armour values cannot be changed beyond 500mm (hard limit)

Armour values can be applied without editing up to 500mm anyway, in game by clicking on the value itself.

I have been unable to figure out how to make the hull bigger or turret in the .blueprint file.

Weight will not stick but is displayed at the bottom of the .blueprint file.

Interior size will not stick either but is also displayed at the bottom of the .blueprint file.

TRACKS

Sprocket width is controlled by belt width.

Idlers AFAIK are identical to roadwheels.

Roadwheels have been covered above.

Belts I'm not sure.

ENGINE AND TRANSMISSION

Engine cylinder number will stick if you add more, increasing power and torque without effecting rev limit.

Engine displacement will stick if you add more, however the rev limit will scale down the larger it gets.

(example: 850.0L engine will have a rev limit of like 50rpm.)

Engine rev limit does not stick.

Engine idle limit does not stick.

Transmission does not really warrant editing as it should be able to be done in game.

The only thing i could think of for transmission is you could add MORE THAN 24 GEARS.

FIREPOWER

Barrel length can be as long as you want, increasing weigh along with it, longest i have made is a useless 17km barrel that penned 36.7mm.

Caliber can be as high as you want, 565mm, 1120mm, 69,420mm. (increases weigh and reload)

Shell length will not display as any longer but it does increase and stick, it is the value just before the caliber (1.0,120) 1.0 shell with 120mm gun. It will increase in length but increase weight, require a longer barrel, longer reload and reduce shell velocity. It will increase penetration but not to a huge degree.

Penetration, Velocity, Damage, Accuracy, Fragments, Base Reload and Burnoff are all uneditable as they are all a dynamic value based on data calculated from barrel length + shell size + gun caliber.

Elevation Torque and Azimuth torque do not stick for whatever reason.

Turret ring torque i cannot find so I'm not sure where that is stored.

CREW

Allocated space sticks to whatever size you please.

Amount of crew members does not stick.

Have fun lads! hope you enjoyed.

Extra Tips

You can place plates and fenders on the trench crossing tails to make curved turrets.

You can also place plates and vents on fuel tanks to make extended radiators.

If you load your tank that was just working before and it displays the hull as overfull or a different weight, load the tank again. This fixes it 100% of the time.

Currently; hiding a bunch of tiny fuel tanks works as ERA and destroys all incoming shells.

The fuel tank does blow off though.

Shells are 1 pixel wide and will be able to slip into any turret ring given enough luck.

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