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Realisitc stabilization for turrets
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Original by ZGuba during ArmA2 times:


Turret stuff is puzzling me since Armed Assault. We can observe tanks and helicopters twisting madly, while their turret is converged on target all the time - no matter how fast (or how slow) can it turn around.

You can actually turn the gun faster than possible when f.e. the tank is turning left and you're traversing to the right, and slower when trying to turn it together with it.

Current stabilization switch makes turret almost perfectly pinned to vehicle when disabled, and perfectly pinned to world when enabled. Neither is correct for modern tanks with advanced stabilization systems nor for "technical" trucks (inertia force).

Our goal is to have tanks stabilized a bit, and MG mounted on car stabilized a little. We can achieve both if we are given possibilities like these:

  1. Turret movement should always have respect for:

1 maxHorizontalRotSpeed = x1; 2 maxVerticalRotSpeed = y1;
the same way as now without stabilization.

  1. Stabilization effectiveness should be defined by new, more useful config entries:

1 stabilizationSpeedH = x2; 2 stabilizationSpeedV = y2;
instead of single config switch turning it on and off for vertical and horizontal movement. (stabilizedInAxes = 0,1,2 or 3)

By Nyles:

Many older tank designs and most cupola-mounted heavy weapons on other vehicles are not stabilized in real-life.

In ArmA2, even the gunner of an old T34 has a fully stabilized cannon, regardless of the speed of the vehicle and the terrain it moves on.
There is no difference in the quality of the stabilization between vehicles, if they have a stabilized view. It's either 0 or 1.
There is also no differentiation between vertical stabilization only and full two-plane stabilization.
Furthermore, AI vehicle gunner accuracy is not affected by the movement speed of the own vehicle, which would be the case with reduced or no weapon stabilization for mounted systems.

It should be possible to define both max and min view stabilization per vehicle on a scale of 0-100%.
It should also be possible to differntiate between vertical stabilization only and two-plane stabilization systems.
In addition, it should be possible to define a maximum speed up to which the max stabilization can keep the view fully stable before degrading to the min stabilization settings.
Faster vehicle speed should degrade stabilization further down to the specified percentage effectiveness.
AI should be less effective with firing a non- or partially stabilized weapon system on the move.
It would be expected that AI drivers slow down to allow AI gunners to fire their weapons more accurately.
Players controlling AI vehicles would be expected to order AI drivers to slow down to increase accuracy.

Real-world examples follow below. Proposed in-game settings are up to discussion and only listed as guidelines for reference.

    The stabilisation provides reasonable accuracy of the main gun and coax MG up to a speed of about 35 kilometres per hour.
    The AT-5 launcher on-top of the turret is not stabilized and needs to be fired stationary or at very low speeds.
    In-game settings should allow maingun stabilization <75% effectiveness, but only when driving below 35%. Otherwise, stabilization would degrade to <25% on the move.


    While the tank has a stabilized maingun (two-plane), in practice it can only fire accurately when the vehicle is at rest.
    In-game settings should allow stabilization <75% effectiveness, but only at a max speed of <10km/h. Otherwise, stabilization would degrade to <25% on the move.


    The tanks as a very well stabilized maingun (two-plane).
    In-game settings should allow stabilization >95% effectiveness, which degrades to >75% on the move with a speed >30km/h.


    The weapon mount does not provide any automatic stabilization. While crewed, the gunner can manually attempt to stabilize by keeping the weapon aimed roughly at the intended target using the rotation of the cupola for the horizontal axis and by tilting the weapon on its mount on the vertical.
    In-game settings should allow stabilization >50% effectiveness, but only at a max speed of <10km/h and while sending look signals. If not giving any rotation input, stabilization would degrade to <10%.



Legacy ID
Feature Request

Event Timeline

Christian_K edited Additional Information. (Show Details)
Christian_K set Category to Feature Request.
Christian_K set Reproducibility to N/A.
Christian_K set Severity to None.
Christian_K set Resolution to Open.
Christian_K set Legacy ID to 2230179305.May 7 2016, 1:47 PM

This is something i wanted to suggest myself. This should not only be true for land vehicles but also for vehicles on water like the attac boats. In rough waves the GMG tourret isnt usable at long ranges at all! Whats the use of the main gun if you can use it only in no waves condition and not at all while moving at higher speed or in more rougher see conditions.

Crierd added a subscriber: Crierd.May 7 2016, 1:47 PM

Kumeda is right, unless you stop completely, the main turret grenade launcher on the assault boat is not even usable. It needs some serious stabilization.

Fri13 added a subscriber: Fri13.May 7 2016, 1:47 PM
Fri13 added a comment.Jun 19 2013, 5:03 PM

"While the tank has a stabilized maingun (two-plane), in practice it can only fire accurately when the vehicle is at rest."

T-54/55, T-62 (upgrade of T-55), T-64, T-72, T-80 (upgrade of T-64) and T-90 (upgrade of T-72) all have 2 axis stabilization.

T-54/55 can fire accurately from move, but problem is it doesn't have any kind CFS metered distance and is required to do optically.
Same thing was with T-62, T-64 and T-72 first variants but were leter given laser metering.

Example T-72 had excellent stabilization system and better was developed only by West Germans for Leopard 2 (using same technology as Russians used) but problem was that it was not until T-72A that they got laser metering (only distance, not dynamic lead).
But one of the rare features in T-72 was that it had calculator for distance and depending turret rotation it changed the calculated distance continually. It didn't work well if on ice or otherwise slippery terrain where tracks got slipping.

And reason why T-tanks were "inaccurate" were because CCCP trusted more for HEAT shells than APSDFS-T as western world, they got much better penetration but because slow speed and higher trajectory, they were more inaccurate than APSDFS-T shells whats flightpath was more direct and distance to target was less meaningful at long ranges (> 1.7-2.0km) and was easier to hit moving target because high speed.

Example T-72 could as Leopard 2 hit target without problems between 0-1000m as gunner needed just to place reticle on target and fire, but for longer distances the slow HEAT shell and high trajectory gave penalty.

On rough terrain T-tanks problem is the low minus elevation what causes cannon to be freezed when platform quickly pulls up.
Example T-72 can rotate its turret quickly, but stabilization kicks in only when speed is lowered enough (if correctly now remembering, it was 7.2 degree per second).

And one rare feature on that time was T-72 had a partial H&K feature, where commander could take control of turret and rotate cannon to his viewpoint, but commander could not fire cannon nor vertical direction wasn't changed, so gunner needed to aim up/down and fire cannon.

Who knows what vehicles at year 2035 would be used, I bet in 20 years all T-72
models would be latest ones what are out there and T-90S would look more like from a museum as "Armata" (T-99) would be in use, supported by BMP-T etc.

MadDogX added a subscriber: MadDogX.May 7 2016, 1:47 PM

Mass closing ancient tickets with no activity for > 12 months; assume fixed or too trivial.

If this issue is still relevant in current dev build, please re-post.