ORIGINAL: reyemmanuel
I didn't notice any turret simulated damage with my older clark board tk20e when battling, as can be seen n my videos. This might just be inherent in tk22s.
Which battle videos are you mentioning, where your tank has a TK20E board & has taken enough hits to be in a damaged state, where your motors are noticeably slower, but your turret seems to be moving at a regular full speed rey? I'd like to take a look at those videos & really watch closely.
The truly older Clark boards, like the first batch, TK20-T, & TK20-H boards, as far as I know, did not have the feature for slowing the turret, but I believe
all the newer TK20, TK20E, & TK22 boards
should actually have the turret slowing damage feature.
Quite a few people might find that the damage simulation defaults don't really slow down their tank enough or much at all, if any, so the turret won't slow at all either. Even if that isn't the case, & the tank movement is slowing enough to notice, it still might be difficult for some people to notice a slow turret if they aren't trying to move the turret for full or at least long swings while the tank is in a damaged state, especially depending on how fast or slow the turret usually moves. Short swings or bumps of turret position might not be enough for someone to gauge if the turret has actually slowed at all, especially if the person hasn't also dialed in the damage simulation to slow down the tank in the correct proportions for each damaged mode too.
I believe I do remember my KV-1 turret slowed after taking damage while testing it when I had a TK20E-RU board in it, but I actually haven't tested my KV-1 with the TK22-KV board in it yet, but I assume it will work when I dial that tank in for both damaged states too.
If your tank movement is getting noticeably slower in each damaged state, the turret swing times should also increase (become slower) with each damaged state too. Best way to really check is do a full circle with the turret (or if you don't have a full 360° turret, do the full 320° swing) & time it when the tank is in an undamaged state. Since motors sometimes swing one way better than the other, go ahead & place the turret back at the original starting point. Then put the tank into the first damaged simulation state & do another full swing in the same rotation direction while timing it. Repeat timing process again for badly damaged state, compare traverse times of all 3 modes. If damage simulation is On, & the drive motor movement is definitely slowing on your tank, it seems it would be an issue if the turret wasn't also slowing on a TK20E or TK22 board.
~ Craig ~