SRV Turret Mode - Bind Turret Direction to the SRV when turning.

When in Turret Mode, the Turret automatically tracks when turning the SRV (The turret keeps facing it original bearing). It would be better to have the Turret bound to the SRV, so when the SRV turns, so does the turret.

Under the keybindings for Turret Mode, place an option toggle to have the Turret A) follow the SRV when turning, or B) Have the Turret maintain its bearing when turning.

This would be a significant improvement for those who like to drive in turret mode when using a Hotas.
 
I agree. Also, actually having all the regular displays available while in turret mode would to miracles to support vehicle use. And that's before looking at a long list of potential upgrades.
 
You can already lock on to a target and fire the weapons at it whilst not in turret mode, so I'm not sure what else you would want locking the turret to the body to allow, except possibly some vertical movement?
 
I've desperately wanted the SRV turret to control like that since SRVs were first released. As it currently stands, in combat it's just SO easy to get confused which direction the wheels are facing, and be unable to properly control the SRV. This makes SRV combat very frustrating, which is crying shame when attacking bases are some of the most fun missions available in Elite Dangerous (until the number of skimmers/etc overwhelms my ability to control the SRV while fighting).

I was a master of driving tanks while shooting in Battlefield 1942, but I find SRVs to be almost uncontrollable in combat - and I think this is mostly down to the turret not moving with the body it's attached to. Sadly this means that I have to resort to picking-off skimmers/etc one by one at maximum distance, while hiding behind a hill, which I'm sure is NOT what FDev intended, and greatly reduces the fun factor.

I suspect most people don't even bother with SRV combat missions, because of this problem (although they may not realise why SRV combat is so difficult).

This simple improvement would make such a massive difference to surface-based gameplay, I don't understand why this has never been fixed. And it will be even more important with Odyssey. Note to FDev: Some people might prefer the turret's vertical movement is still disconnected from the body, even when the horizontal movement is linked... However, if you are worried this change will make combat too easy, then simply don't allow vertical movement to be disconnected unless horizontal is also disconnected, as then the driver has to manually adjust for hills & bumps (when it moves with the body), which was also great fun in Battlefield 1942.

P.S. I use keyboard & mouse.
 
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I just made a similar suggestion. I suggested that if you are locked onto a target, then the turret stays locked on while turning the SRV. Otherwise, when you turn the SRV then the turret would turn with it. If you notice, this is what it does when you are not in turret mode.
 
I just made a similar suggestion. I suggested that if you are locked onto a target, then the turret stays locked on while turning the SRV. Otherwise, when you turn the SRV then the turret would turn with it. If you notice, this is what it does when you are not in turret mode.

But when you are in the normal mode, you have automatic targeting for your weapon, when you decide to override that, by taking manual control of the turret, and now you want to both manual control and automatic control of the weapon at the same time? so what exactly are you doing in the turret to begin with if you have no intention of controlling the weapon manually?
 
But when you are in the normal mode, you have automatic targeting for your weapon, when you decide to override that, by taking manual control of the turret, and now you want to both manual control and automatic control of the weapon at the same time? so what exactly are you doing in the turret to begin with if you have no intention of controlling the weapon manually?
Honestly, I'm out of the bubble and it's been a while since I shot anything but rocks in normal mode, but I pretty much always entered turret mode to shoot skimmers. One thing that is really annoying is to enter turret mode while driving and then make a steering change but have the turret not turn with the SRV. So let the turret move with the SRV, and I can use manual control to compensate if I want. But if I've locked onto a skimmer and I'm shooting at it, then if I start driving circles around the skimmer, the turret should stay locked on to it. Okay, I guess the turret is not actually locked onto the skimmer, but I mean the turret stays pointed in that general direction while the SRV is turning if you have the skimmer selected. You'd still need to use manual mode to keep track of the skimmer while it's dodging. That's what I meant.
 
One thing that is really annoying is to enter turret mode while driving and then make a steering change but have the turret not turn with the SRV. So let the turret move with the SRV, and I can use manual control to compensate if I want. But if I've locked onto a skimmer and I'm shooting at it, then if I start driving circles around the skimmer, the turret should stay locked on to it.
I think having the turret auto-follow the selected target would make combat TOO easy, like gimballed weapons on steriods (as unlike spaceships there would be no need to keep the SRV pointing in roughly the right direction). FDev won't want that, as it would be automating gameplay & make it basically one-button-click to win.

Turret auto-follow may initially seem like a good idea, but it's the wrong solution to the problem (game design is hard!). And trying to fix the solution to have it "only roughly" follow the target, it would be difficult to make it behave in an understandable way, while also allow the player some turret control.

In the end I think best to keep it simple, and just offer the option for Battlefield 1942 style tank behaviour for the turret. i.e. The turret's direction is relative to the body of the SRV, or at least it's left/right rotation is. Then it still requires player skill to track skimmers, but it's much much harder to get confused about which direction you are driving in while using the turret.
 
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I think having the turret auto-follow the selected target would make combat TOO easy...
But that's essentially what it already does. As said above, I misspoke about following a target, but if a target was selected, then the turret would behave like it does now and keep pointing in that general direction while the SRV turns. You's still need to change your aim if the skimmer is moving around. But if no target is selected, then the turret turns with the SRV, but not necessarily pointing in the same direction as the SRV.

I'll take your word about Battlefield 1942. My thought is like being in the back of a Jeep at the 50 cal machine gun (Rat Patrol). When I'm at the guns, the Jeep can steer left and right and I stay pretty much aligned with where the Jeep is pointing. I can manually change where I'm aiming the guns, but when the Jeep turns, the guns will turn with the Jeep. But if I have something targeted and am shooting at it, then when the Jeep turns I would compensate for the turn and keep aiming and shooting at the target. That would be great if there was another driver, but when you steer yourself, it's a lot more complicated to counter aim the guns at the same time (too many things at once: choosing an SRV direction; steering the SRV; tracking the steering change; compensating for the turn in the turret; changing aim for the jinking skimmer). So to make it a little easier, have the turret auto compensate for the turn, like it does now, but only if something is targeted.

Now a multi crew 2 person SRV, with a driver and a gunner, then full manual control for both.
 
If its just a toggle, say 'turret assist' then fine why not, but using dual stick being able to steer and aim independently is something I enjoy
 
When in Turret Mode, the Turret automatically tracks when turning the SRV (The turret keeps facing it original bearing). It would be better to have the Turret bound to the SRV, so when the SRV turns, so does the turret.

Under the keybindings for Turret Mode, place an option toggle to have the Turret A) follow the SRV when turning, or B) Have the Turret maintain its bearing when turning.

This would be a significant improvement for those who like to drive in turret mode when using a Hotas.

Dislike, I prefer it the opposite way as it resembles tank bi-axle turret stabilisation, just like real-world tank turrets behave. This way aiming on the move is perfect, works same as in War Thunder and World of Tanks. One of the things done right in this game. And we all know FDev is highly resistant to adding extra bindings and buttons, they refuse to even add third firing group for the ships.
 
Dislike, I prefer it the opposite way as it resembles tank bi-axle turret stabilisation, just like real-world tank turrets behave. This way aiming on the move is perfect, works same as in War Thunder and World of Tanks. One of the things done right in this game. And we all know FDev is highly resistant to adding extra bindings and buttons, they refuse to even add third firing group for the ships.

I tend to agree really. Driving the SRV in turret mode takes some amount of practice maybe (and you might need a spare digital control for the wheels, while your analogue controls the turret) but the trade off for having the extra accuracy is it's somewhat harder to do . In the end though it's not THAT difficult (if I can manage it, seriously it can't be that tough) and by the time you've done a couple of Guardian unlocks you'll likely be an expert with it. Then it becomes really satisfying.

A problem with suggestion is the turret can turn somewhat tighter than the wheels, so I'm not sure how you'd resolve that without doing what you can do already, lock the turret. Point it straight ahead, let go of that controller and drive with the wheels alone.
 
Dislike, I prefer it the opposite way as it resembles tank bi-axle turret stabilisation, just like real-world tank turrets behave. This way aiming on the move is perfect, works same as in War Thunder and World of Tanks. One of the things done right in this game. And we all know FDev is highly resistant to adding extra bindings and buttons, they refuse to even add third firing group for the ships.

Similar to what I do.

I drive my SRV with my rudder pedals, and throttle,
This free up my joystick for flying, roll/pitch in SRV cockpit mode and in SRV turret mode, it controlls the gun.

So I basically used the same control setup for when I fly on my SRV. So after some practice, I can now drive around Guardian shooting at stuff, and the biggest problem I have when driving and fighting is the awareness of the surroundings, as it is easy to get stuck, and simply driving around in turret mode, I will mostly move turret in unison when I turn my SRV. takes a little practice but is now mostly automatic.
 
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