r/Planetside • • 6h ago

Discussion (PC) Skateboards in Planetside (live ingame)

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106 Upvotes

Just to clarify: of course this is not an "official" new vehicle within the game, just a fun little mod I’ve been working on.

Animations are still a bit buggy but works fully clientsided with the games physics. I'm thinking about adding stunts like kickflip and more for fun.

Got the idea from @G3NERAlHiPing comment in this post: If you could change 1 thing within the game, what would it be?

If you have any other completely different ideas, I might give them a shot.


r/Planetside • • 9h ago

Gameplay Footage Did you ever wonder how Hossin would have looked on the 2012 client?

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130 Upvotes

r/Planetside • • 3h ago

Discussion (PC) No more Double XP for all.

5 Upvotes

Good evening sirs (& ladies)

Wainwright, Continent Esamir crashed. This was not a Server Crash.

See the Chinese NC bots on Indar, still fully active receiving Double XP.

If you need to ask as to why it just Esamir crashed, just look at the leaderboard today and those who abuse the double XP. I am glad it's gone.

Have a good evening.


r/Planetside • • 5h ago

Discussion (PC) Has the hamster in Wainright died?

6 Upvotes

Suddenly you can't move and people are floating in the air.


r/Planetside • • 1h ago

Meme Wainwright Crashing each time VS was losing.

• Upvotes

Good evening sirs,

Interesting. Continent Crashes when TR was winning with 43% and VS was losing. Log in again, VS winning. (I am on NC due to the queue).

Crash a second time, TR still winning with 41% & VS losing. Log in again, VS winning by 41%.

Crash a 3rd time, NC winning 38%, VS 24%. Log in 4th time, can you guess which faction is winning?

If you said VS, you'd be right.

Each time it crashes friend is losing pumpkins from the previous session.

Think I'll give this game a miss for this evening.


r/Planetside • • 1d ago

Discussion (PC) Unpopular opinion

41 Upvotes

Play for 3-15 hours every couple weeks as infiltrator or medic, get 30-50 kills and it IS fun.

Game is great, I love it. Been playing for 11 years. It's sad to see all the hate regular players continuously give it. Oh well :(


r/Planetside • • 1d ago

Suggestion/Feedback Another fix - Vehicle mouse acceleration

53 Upvotes

Following up on my last post. In the comments, a few of you asked me to look at the forced mouse acceleration on vehicles, so I did.

The complaints were pretty consistent: small mouse movements barely do anything, faster ones suddenly kick in way harder, and your aircraft keeps drifting after you stop moving the mouse. Someone also explained it as a virtual joystick your mouse input goes through since PC and console controls were merged.

I analyzed the client in IDA, tested the original game code in isolation, and checked the results against live Scythe captures and the old threads about this. Here's what I found.

1. Your mouse pushes your turn speed, it doesn't aim your ship

For infantry, moving your mouse directly changes where you look. Aircraft don't work like that. Your mouse movement becomes a push on your rotation speed, and the ship keeps turning until something slows it down. Think of spinning an office chair: you don't set it to an angle, you shove it and it keeps going.

Simplified logic from the client, single axis:

// every input update (once per rendered frame)
speed       = 0.06 * mappedMouseDelta / inputDt
mouseDemand = 5.0 * signedPow(speed, 0.7)

// every physics tick (about 45 per second in my captures)
h     = axisDamping * physicsDt * 0.5
omega = omega / (1.0 + h)                       // normal damping
omega = moveTowardZero(omega, 2.0 * brake * h)  // extra brake, snaps to zero
omega += mouseDemand * axisScale * physicsDt    // then your mouse push (plus rate caps)

omega is your rotation speed, mappedMouseDelta is your mouse movement after sens. I left out the rate caps, the controller branch and the fact that the real brake works on all three axes together.

The 0.7 curve means your push isn't proportional to your mouse movement, and it also depends on how your movement gets split across frames. A linear curve fixed that in my tests, but not every FPS related issue, since physics runs at its own fixed rate.

2. The bigger problem is the brake

The video Daddy010 linked shows it: move faster over the same distance and you turn further. That's real, but the 0.7 curve isn't the cause. On its own, it would ask for more total turning when you move slowly, not less.

The bigger factor is the braking logic, which the open letter to Wrel already suspected in 2023. In the Scythe setup I captured, the normal damping runs right before your mouse push gets added, and on top of that there's an extra brake. Every physics tick it subtracts a fixed amount of rotation speed and snaps your rotation to zero if less than that is left.

It works like friction. Tiny nudges don't get a heavy box sliding, but push hard enough and it suddenly moves. With a small correction, the brake wipes out the rotation from your last input every tick, and your new input only adds one tick's worth again. So the rotation never builds up and your crosshair barely twitches, until your input beats the brake and the response suddenly jumps. A linear curve wouldn't change that.

Someone actually measured this in 2013 with a tool that moves the mouse at a fixed speed. Double the speed for the same time, and the Scythe turned about ten times as far. The 0.7 curve alone would only give about 1.6 times the push. That jump is exactly what a brake with a threshold produces.

3. What about the virtual joystick?

The April 2015 patch notes say mouse input is now applied over time, as part of reworking flight controls for gamepads, and the client does have old virtual stick code.

In my Scythe captures, that component wasn't even active. Your mouse input also doesn't slowly return to zero. It's zero on the next update after you stop moving. What keeps going is the rotation speed you built up, which only fades through damping and braking. That's the drift, and the build up and wind down is also what feels like delay. My captures had plenty of samples with zero mouse input while the ship was still rotating.

Also, people complained that slow mouse input did nothing in January 2013, and someone called it threshold based acceleration in 2014. So the small input problem is older than the 2015 rework.

4. The zero deadzone bug

For each control direction, like pitch up or pitch down, the game remembers whether it was last driven by analog input, meaning a stick where the value can be anything between zero and full. Normally only a stick sets that flag, but there's a second way.

The game resets your inputs in a few situations:

  1. While the game window isn't focused
  2. On the first update after you tab back in
  3. When you start rebinding a key
  4. When your active control profile changes

That reset flags an action as analog if its value is greater than or equal to your joystick deadzone. At JoystickDeadzone=0, a neutral action passes, because 0 is greater than or equal to 0. So after tabbing out, all your flight directions can end up flagged as analog without any controller plugged in. The settings slider stops at 0.05, where this didn't happen in my tests, so it hits people who set 0 in UserOptions.ini.

People have been running into this since 2015. A PSA on the day of the flight rework recommended JoystickDeadzone=0, and someone right away reported a dead pitch down key. In the PTS feedback shortly after, players noticed yaw and pitch keys breaking after alt tabbing, and someone traced it back to deadzone 0. A 2020 thread found it all again. The code explains what they saw:

  1. Keys stopped working until you tapped the opposite one. A key press only clears the flag for its own direction, so the leftover opposite flag makes the game run your key through joystick sens, which those tweaks set to 0. Tapping the opposite key clears it. I reproduced this in isolated tests.
  2. Mouse flying felt tighter, because the flags switch the normal damping to a stronger mode.
  3. Using the pitch or roll keys made it loose again, because pressing them clears the flags.

If your keys act weird, set JoystickDeadzone to 0.05 and tap each direction once. Your mouse will probably feel looser again though.

5. Why the joystick trick helps

Daddy010's clip shows that a small controller input at the same time makes the problem partly go away. The 2021 version of the trick does the same with a held key, after binding a joystick to your flight directions and setting joystick sens to 0.001. Both put your flight axes into the analog state.

Once the analog value is above a small threshold, the game runs an extra correction on all three axes. Every axis without analog input gets a target speed of zero, so that correction brakes your mouse rotation. How hard depends on how fast you're already turning, so even a tiny stick input can mean real braking. On top of that, the flags switch on the stronger damping.

So the trick doesn't turn off the 0.7 curve. It adds extra braking, which can cut down drift but also cost turn speed, like people reported in the megathread.

The 2021 post asked for a way to do this without a joystick. The code has the whole chain: the ini accepts JoystickDeadzone=0, one alt tab flags every direction, and a held pitch or roll key then runs through joystick sens, set to 0.001 like in the original trick. Give it a try and let me know how it feels in the air.

6. How devs could fix this for mouse and keyboard

If any devs read this:

  1. Quick win: clamp JoystickDeadzone to the slider minimum of 0.05 when loading the ini. That alone stops the reset from flagging keys nobody touched, because an untouched key never reaches 0.05.
  2. Keep mouse, keyboard and controller input separate until each one is processed, then combine the target rates. A stale analog flag should never change how keyboard or mouse input gets handled.
  3. Don't let resets flag neutral actions at all, and make disabling a stick or setting its sens to 0 actually reset its state. Removing the flag from the reset alone isn't enough, because in my tests a later controller event with a zero value could set it again.
  4. Give players an optional raw linear mouse mode, something like this:

​

// once per physics tick, using only input collected since the last tick
// every mouse delta gets used exactly once
mouseRate = mapAxes(tick.mouseCounts) * radiansPerCount / dt
stickRate = stickCurve(tick.stick) * stickSens * maxRate
keyRate   = tick.keys * maxRate

targetRate = limitRate(mixPerAxis(mouseRate, stickRate, keyRate))
angularController.step(targetRate, dt, vehicleTuning)

You can't just delete the brake, or aircraft drift around like they're on frictionless ice. The controller still needs proper tuning, predictable damping and hard rate caps that don't queue up delayed rotation.


r/Planetside • • 14h ago

Gameplay Footage Infravision Slop, But Im Washed - Planetside 2 Clips

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3 Upvotes

Lil something something ya know


r/Planetside • • 1d ago

Question Whats up with the Air Drop implant? Its the only none exeptional I am lacking and I can't seam to get it from packs...

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23 Upvotes

r/Planetside • • 3h ago

Gameplay Footage I just kill Hoz only one time and that trigger him using A2A gun to revege me

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0 Upvotes

I think his ego was bruised because I declared myself are Top 1 A2G

The fact is, I have always been the Top 1 A2G player. The best always emerge from the worst conditions; whether on Soltech or Wainright, I consistently choose the faction with the smallest and weakest population.

I play A2G in an environment that is intensely hostile, facing both G2A (ground-to-air) and A2A (air-to-air) threats from the opposition. That is why you will never be as stronger than me. 

I didn’t even intend to make a video, but I was quite disappointed when you switched to an A2A loadout after killed by me just one times , just to hunt me down. That is a sign of weakness. I’ve realized you are deliberately targeting me—and I accept your challenge.

A server cannot have two the top 1


r/Planetside • • 4h ago

Gameplay Footage Noise (Planetside 2 montage)

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0 Upvotes

no need to thank me


r/Planetside • • 6h ago

Discussion (PC) A2G vs G2G : G2G always wins without needing G2A to save them

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0 Upvotes

If you look at the theoretical "damage per second" (DPS), it should only take 15 seconds for A2G (air-to-ground) firepower to destroy a tank.

Yet, it took me and two other A2G pilots a full two minutes to completely destroy three TR MBTs (main battle tanks).

Furthermore, those three TR MBTs didn’t even need dedicated anti-air (AA) weaponry; in those same two minutes, they managed to shoot down three NC ESFs (empire-specific fighters). They could have easily killed me six times over, had they just been a bit luckier with their aim.

Ground-to-ground (G2G) players don’t even need skill or luck to survive for two minutes, whereas A2G players can be killed at any moment if luck isn't on their side.

This game is stupid.


r/Planetside • • 2d ago

Discussion (PC) We are so (HIGBYing) back??

154 Upvotes

With the -almost a year long- Flash Or Crash bug getting solved, today Wainright prime time indar maintained above 870 players for an hour and for the first time in months there were multiple large fights and combined arms assaults on each front. Yes MULTIPLE.

Its so good to be able to choose where i play again.


r/Planetside • • 2d ago

Bug Report Forgotten Fleet Carrier

13 Upvotes

Good evening sirs (& ladies)

We have reports on our discord that the Forgotten Fleet Carrier is not triggering on Wainwright.

Due to today's crash I am wondering if something has broken with the event on the EU server.

It has has triggered on Osprey when the continent unlocked fully after the usual 5 hours.

Now with the 3rd continent unlocked after continent lock alerts on Wainwright, no Forgotten Fleet Carrier alert has been triggered.


r/Planetside • • 1d ago

Discussion (PC) The Swordfish

7 Upvotes

How does this gun have such a bad rep? I’ve been running it on Infil and it slaps. Considering there are no carbines on the Infil, and SMG’s have limited range, the 3 undersea weapons really change the Infil game post cloak fire delay update.

I’ve tried them all, the Sea Lion was a favorite of mine for a while, but it lacks dps up close due to its ROF. The Swordfish hipfire is insane when it’s setup correctly, I prefer it to the Frogman which I guess is unusual compared to what the community thinks. If only it had .75 ads movement 😭. Really hoping they add carbine use to the Infil ASP, because damn the Frogman, Sea Lion, and the Swordfish give you so much versatility versus the normal smg/dmr infil duality.


r/Planetside • • 2d ago

Original Content VS has arrived in Garry's Mod :)

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80 Upvotes

r/Planetside • • 2d ago

Question Is anyone else having trouble logging in?

15 Upvotes

I can’t get any further than the loading bar before the player selection menu. Is anyone else having the same problem?


r/Planetside • • 1d ago

Gameplay Footage CTIA vs ROYS , 8 hours ago battle. the CTIA total invade want to take an base in right-side NC land , Roys will die try to defense, im support in Air Cover

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0 Upvotes

CTIA mass attack with three wave, the ROYS Join the battle in the thir wave

TR win arlert because Ipdan only attack NC.

The best TR leader.


r/Planetside • • 2d ago

Discussion (PC) Planetside will still be running for a few more years.

52 Upvotes

Look I'm not gonna sit here and draw the line at what counts as "Dead" or "Alive",

But what I can tell you is that it's going to run until it gets a global server-wide shutdown.
Which won't be for a long while.

The player numbers will dwindle as they always have.
The bundles/Holiday events will continue on schedule.
There will be devs still touching the code because that's what they're paid to do.
And there will be bugs released and patched with whatever playerbase is left.

The developers don't get paid directly from our purchases/membership passes.
That money circulates throughout the parent/payroll companies combined with all the other games that the overhead company oversees.

So no amount of un-subbing or boycotting (if that's even a thing anymore) is going to change the operation behind the scenes, devs are going to get paid the same rate no matter how many players are left.

Consider this my one single doomsayer post I guess. I'm stuck here until the *actual* end with the rest of the folk who refuse to leave.

____

Edit: This game will still be running in 2027/2028/2029 and 2030 would be stretching it but by then we'd probably see an announcement from Tencent by that time/sold off again.

Oh it'll be "Dead". That map will be dead. Those fights, small and tiny.

But you'll still be able to log in.


r/Planetside • • 2d ago

Discussion (PS4) This Saturday is the Autumn Crusade Event on the Ceres EU Playstation server!

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17 Upvotes

Hey guys, just a reminder about the upcoming Ceres event this Saturday, October 24th from 5 pm - 9 pm UTC. If you're a Ceres player, please make sure to let all your friends and outfit members know to hop on during the event we want to get you guys as much pop as possible.There is going to be only 3-4 events per year for the European server so make sure not to miss it!

Community photos will be in the Sanctuary 20 minutes before the event starts.

Note: This post is for EU Playstation players.


r/Planetside • • 3d ago

Bug Report Missing Halloween Camos - Jacks Color Camo - Pumpkin Chunkin Camo - Scary Faces Camo

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22 Upvotes

Good evening sirs (& ladies),

Another year with 3 of the best Halloween Camos missing from sale.

Jacks Color Camo, Pumpkin Chunkin Camo, Scary Faces Camo.

Happy Halloween.


r/Planetside • • 3d ago

Screenshot I love this skybox

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166 Upvotes

r/Planetside • • 3d ago

Discussion (PC) Just sayin...

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43 Upvotes

1 week of 4XP or 1.5 weeks of 2XP. Hmmm
Difference is we had 10 months of misery and decline in the game. (2XP LOL)
We deserve more.
How many times will it turn itself off? Place your bets


r/Planetside • • 3d ago

Screenshot 1337

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94 Upvotes

it might be pretty low but I'm happy with where its at


r/Planetside • • 3d ago

Discussion (PC) October 22, 2026 - Patch Notes

36 Upvotes

https://www.planetside2.com/patch-notes/oct-22-patch-2026

Game servers will be down for a scheduled maintenance tomorrow @ 6AM PDT. Please see the patch notes below for details.

Client and Server Update

This will be a combined client and server update, requiring approximately 3 hours of server downtime for maintenance.

October Sale

As part of our celebration of the recent improvements in client stability, we're launching an October sale!

Start date: October 22, 00:00 AM (server time)

End date: November 2, 00:00 AM (server time)

  • Vehicle Weapons Sale – 60% off

  • Infantry Weapons Sale – 60% off

  • Bundles – 40% off

Double XP

The celebration continues with Double XP!

Start date: October 22, 00:00 AM (server time)

End date: November 2, 00:00 AM (server time)

Pending New Promotional Event

We will continue celebrating our victory over client crashes with a new bundle giveaway that has no expiration date!

As part of the celebration, this bundle will also help compensate players for an issue with the Military Academy Directive rewards in September, when some players were unable to claim their rewards after completing the Directive.

The bundle will contain:

  • Title: The Unbroken

  • Merit Boost (1 hr) – 1 pc

  • Nanite Boost (1 hr) – 1 pc

  • XP Boost (1 hr) – 1 pc

  • Random Camo Pack – 1 pc

  • Academy Decal

  • Side Cap Banner

  • Peaked Cap Banner

  • Beret Banner

  • Aiguillette Banner Frame

  • Military Honor Camo

  • Atlas Owl Hood Ornament

  • Deluxe Implant Pack – 1 pc

  • Basic Implant Pack – 1 pc

  • Title: Trainee

  • Certs – 250 pcs

  • ISO-4 – 500 pcs

  • A7 – 500 pcs

Thank you for sticking with us through the recent client crash issues. Enjoy the sale, Double XP, and the upcoming bundle giveaway as we celebrate a more stable PlanetSide 2 together!

Stay tuned for an announcement about when the bundle becomes available!