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TankTweak mutator

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Ducky

Super Moderator
May 22, 2011
6,358
237
0
Netherlands
As of today the release build of the TankTweak mutator has been white-listed.
The previous white-listed TankTweak mutator was the debug build and that one did write a lot of debug info to the server logs. In some cases it caused problems. The debug release is not white-listed anymore. The download link in the OP has been updated to point to the release build version of TankTweak.

My apologies for the inconvenience!
 

Kerc Kasha

FNG / Fresh Meat
Sep 11, 2011
293
162
0
As of today the release build of the TankTweak mutator has been white-listed.
The previous white-listed TankTweak mutator was the debug build and that one did write a lot of debug info to the server logs. In some cases it caused problems. The debug release is not white-listed anymore. The download link in the OP has been updated to point to the release build version of TankTweak.

My apologies for the inconvenience!
That explains why the server I was playing on last night was constantly unranking.

Went from a full server to empty on map change...
 

[TW]Ramm-Jaeger

Tripwire Interactive President
Oct 11, 2005
1,887
3,113
0
www.redorchestragame.com
Has anyone using this mutator come up with good default settings you like to use? I'm looking at integrating this functionality into the official code-base, and I'm looking for what the community likes as a default.
 

Raneman

FNG / Fresh Meat
Jan 12, 2011
642
788
0
Has anyone using this mutator come up with good default settings you like to use? I'm looking at integrating this functionality into the official code-base, and I'm looking for what the community likes as a default.
Definitely AI gunner and hull gunner OFF. I don't think anyone needs a bot to aim they gun for them and shoot it. That's just silly. Everything else is fine though.
 

Cwivey

FNG / Fresh Meat
Sep 14, 2011
2,963
118
0
In the hills! (of England)
I say disallow the AI use of the main gun, but keep the AI Hull Gunner active with the reduced accuracy and reduced range. Still need to stop them pesky engineers charging the fronts of tanks while limiting the long-range headshots on folk hiding away.
 

Ducky

Super Moderator
May 22, 2011
6,358
237
0
Netherlands
Has anyone using this mutator come up with good default settings you like to use? I'm looking at integrating this functionality into the official code-base, and I'm looking for what the community likes as a default.
I know that [40-1]MORD did play a lot with the settings of this mutator. Also Cat_in_da_Hat did play with it. They both still use it on their servers.

My personal preferred settings are to disable the main gun completely and to reduce the accuracy of the hull mg on moving targets and on long distance. None moving targets should still be easy to kill. This way an AT gunner should think twice before going prone in front of a tank, but the infantry units still have a fair chance to escape from it.
 
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[TW]Ramm-Jaeger

Tripwire Interactive President
Oct 11, 2005
1,887
3,113
0
www.redorchestragame.com
Let me clarify - for those NOT disabling AI I'm looking for what tweaked setting server admins like to run. Disabling AI is easy to leave as an option. But I'm looking for good playable defaults with AI on.
 

[TW]Ramm-Jaeger

Tripwire Interactive President
Oct 11, 2005
1,887
3,113
0
www.redorchestragame.com
Also, one of the things I'm considering adding is somewhere between on/off. Basically a setting where the AI will only fire at someone if the human commander in the tank orders them to do it, and even then they will only fire for a short while then stop. In this way, tank AI will be somewhat useful, but not overpowering like they currently are.
 

Major_Day

FNG / Fresh Meat
Feb 16, 2007
2,651
329
0
Glasgow, Scotland
Let me clarify - for those NOT disabling AI I'm looking for what tweaked setting server admins like to run. Disabling AI is easy to leave as an option. But I'm looking for good playable defaults with AI on.
I think the default ability of the AI depends on whether the game difficulty on the server is set to Hero, Veteran, Soldier or Recruit.
I have the mg on,but gunner off,for the AI.
 
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Ducky

Super Moderator
May 22, 2011
6,358
237
0
Netherlands
also, one of the things i'm considering adding is somewhere between on/off. Basically a setting where the ai will only fire at someone if the human commander in the tank orders them to do it, and even then they will only fire for a short while then stop. In this way, tank ai will be somewhat useful, but not overpowering like they currently are.
+10 :)
 

Major_Day

FNG / Fresh Meat
Feb 16, 2007
2,651
329
0
Glasgow, Scotland
lol

You can add it at the bottom of the ini file like this
Code:
; +10
:p
No you've lost me there,can you do it for me?

[TankTweak.TankTweak]
DifficultyInfantryMissPercentage=(Recruit=35.0,Soldier=30.0,Veteran=25.0,Hero=20.0)
DifficultyMainGunVarianceFactor=(Recruit=1.0,Soldier=1.0,Veteran=0.66,Hero=0.25)
TargetSpeedMissPercentage=(Still=0.0,Walking=0.0,Running=20.0)
RangeSettings=(Short=50.0,Medium=100.0,Long=150.0)
RangeMissPercentage=(Short=10.0,Medium=30.0,Long=60.0)
MainGunErrorVsDistRatios=(Horizontal=0.025,Vertical=0.0125)
AllowAIToControlHullMG=true
AllowAIToControlMainGun=true

[IniVersion]
0=1327193125.000000
 

Mike_Nomad

FNG / Fresh Meat
Feb 15, 2006
5,025
1,037
0
77
Florida, USA
www.raidersmerciless.com
Also, one of the things I'm considering adding is somewhere between on/off. Basically a setting where the AI will only fire at someone if the human commander in the tank orders them to do it, and even then they will only fire for a short while then stop. In this way, tank AI will be somewhat useful, but not overpowering like they currently are.
This is a great idea. I'd love that ability in TT.
 

The Beast (nl)

FNG / Fresh Meat
Jul 2, 2006
3,160
486
0
The Netherlands
It is great to have a tanktweak but...

When i go from the driver`s seat to the gunner`s seat and i want to use the canon the first i must do is lower the canon and turn it forward.

The AI mustn`t take over the gunner`s seat when i am the driver.
 

Major_Day

FNG / Fresh Meat
Feb 16, 2007
2,651
329
0
Glasgow, Scotland
If tanktweak is in use on the server,and the admin has used tanktweak to stop the bots from using the main gun,then this doesn't happen.:IS2:
It only happens on servers not using tanktweak, or servers where tanktweak has not been configured to stop the bots using the main gun.
 
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clambo

FNG / Fresh Meat
Sep 17, 2007
411
111
0
Northern Virginia
I'd love to see the default hull gunner be fairly pathetic in spotting and accuracy -
but the ability to hit some keys to "wake him up" for a few seconds.

Example:

hit key 7 for somewhat accurate medium high % hull spotting for 7 seconds

hit key 8 for somewhat less accurate medium % hull spotting for 15 seconds

hit key 9 for less accurate medium low % hull spotting for 30 seconds

hit key 0 for low low % hull spotting for 45 seconds

Unless you hit a key it stays at a lowest (fairly pathetic) spotting and accuracy%

For every key press above - it takes 45 seconds until one of the keys works again.

This simulates a tired crew getting yelled at by the commander - ha

The commander sees better than the hull gunner anyway.
 

Calumhm

FNG / Fresh Meat
Jul 22, 2009
389
30
0
29
Plymouth, England
I'd like to see AI crew spot enemies.

Tanks have cupolas and plenty of viewports, so the crew's awareness is much better than just the player's vision; I wanna have my AI crewmen spot threats (up to a limited distance) if they're looking in the right direction.

Might be hard to implement though.
 

Cat_in_da_Hat

FNG / Fresh Meat
Dec 11, 2006
1,749
115
0
Some good ideas Calumhm and Clambo.

Would be great if the AI could start yelling out that an engineer is chasing us with a satchel.
 

Ducky

Super Moderator
May 22, 2011
6,358
237
0
Netherlands
I'd like to see AI crew spot enemies.

Tanks have cupolas and plenty of viewports, so the crew's awareness is much better than just the player's vision; I wanna have my AI crewmen spot threats (up to a limited distance) if they're looking in the right direction.

Might be hard to implement though.
Yes, that is a good idea, but it has nothing to do with this mutator. Please post it in the Ideas and Suggestions section. Then at least they won't be forgotten and others will jump in to start a discussion.

I'd love to see the default hull gunner be fairly pathetic in spotting and accuracy -
but the ability to hit some keys to "wake him up" for a few seconds.

Example:

hit key 7 for somewhat accurate medium high % hull spotting for 7 seconds

hit key 8 for somewhat less accurate medium % hull spotting for 15 seconds

hit key 9 for less accurate medium low % hull spotting for 30 seconds

hit key 0 for low low % hull spotting for 45 seconds

Unless you hit a key it stays at a lowest (fairly pathetic) spotting and accuracy%

For every key press above - it takes 45 seconds until one of the keys works again.

This simulates a tired crew getting yelled at by the commander - ha

The commander sees better than the hull gunner anyway.
No additional functionality will be added to this mutator, because it is going to be integrated in RO2s code-base and some sort of command feature will probably be added. Please check Ramm's post about it.

Also, one of the things I'm considering adding is somewhere between on/off. Basically a setting where the AI will only fire at someone if the human commander in the tank orders them to do it, and even then they will only fire for a short while then stop. In this way, tank AI will be somewhat useful, but not overpowering like they currently are.
 
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