I can't find anything that shows me how to enable TrackIR and/or joysticks. Is there such a 'README'? Moreover, is it possible to reassign keyboard..er, keys. I never have nor will I ever be able to come to terms with AWSD and believe me, I've tried!
Or, having bought the Cutlass package, do I have to buy something else? I gotta say, Space Citizen is not very dumbo friendly. :sad:
I wouldn't worry about TrackIR yet, the stuff they did on hangar earlier was patchy at best and we need to remember we're pre-alpha. Hopefully the release of the DFM will give us an updated TrackIR implementation (I'm planning on using it too).
OK fair enough. Does that go for keyboard reassignment and joysticks etc?
Yes, It looks like we get that stuff with the flying module in a few weeks. I'm going to pack up my racing wheel too. And I have a Saitek x-55 Rhino on order. :D
I'll be using my relatively cheap joystick initially until I see how the control systems work and hear more about the SC hardware option. If they are doing a deal with a hardware manufacturer to get a SC control system I reckon they'll announce something some time around mid-year. My intention is to then see what would work best, joystick/HOTAS or something else. When DFM launches we should be able to use plenty of different controllers and CIG have confirmed they will be supporting a range of control devices - HOTAS, joysticks, console controllers, keyboard & mouse etc.
Quote from: TeaLeaf;384298I'll be using my relatively cheap joystick initially until I see how the control systems work and hear more about the SC hardware option. If they are doing a deal with a hardware manufacturer to get a SC control system I reckon they'll announce something some time around mid-year. My intention is to then see what would work best, joystick/HOTAS or something else. When DFM launches we should be able to use plenty of different controllers and CIG have confirmed they will be supporting a range of control devices - HOTAS, joysticks, console controllers, keyboard & mouse etc.
Best answer. :thumbsup2:
I'm starting to get a handle on this. The penny dropped when I was wandering around the Aurora. I couldn't close the hatch once it had been opened. Every 'USE' resulted in me clambering in/out of the ship.
Is it just me or are the 'USE's starting to wear a bit thin? I feel like if I walked into the base of a ladder, that should trigger a climb. Oh well, early days.
Quote from: Doorman;384317I'm starting to get a handle on this. The penny dropped when I was wandering around the Aurora. I couldn't close the hatch once it had been opened. Every 'USE' resulted in me clambering in/out of the ship.
Is it just me or are the 'USE's starting to wear a bit thin? I feel like if I walked into the base of a ladder, that should trigger a climb. Oh well, early days.
The lack of attention to known hangar bugs concerns me (most of these bugs, BTW, do not even make it to the very short official 'list of known bugs'). The stock answer from CIG is that they aren't important and, in any case, it's all hands on deck to get the DFM out to us punters. But, the thing is, I'm looking to CIG to be the kind of developer that puts things right or at least acknowledges they exist and what they plan to do about them. Now that information may be buried somewhere in a post on their forum but it should be in the update patch notes.
Agreed, but my shout on that is that they are going to be doing a heck of a lot more work on the hangar when they move their focus to the PU. I've seen bugs reported and I'd be surprised if they are not logged somewhere for future work though. I'd be more surprised though if any bug list actually mentioned all of the bugs - taking WoW as an example, huge numbers of bugs were reported and fixed without ever seeing the light of day in the extensive patch notes. Let's hope it's not like the Battlefield series bugs that persist until they get a chance to sell you a new game or an expansion pack!
they have a former wow guy on as exec producer now so things like bugs hopefully will get sorted.
I have a Saitek x-55 HOTAS setup coming, and I also have a set of Saitek flight pedals.
The x-55 will have a twist stick suitable for Yaw. Should I use the pedals or the stick for Yaw. The pedals is kind of stiff, and needs large body movement compared to the stick. Maybe they will slow me down and feel clunky.
And, here at work we (not me) do a lot of 3D modeling. We have a lot of these: 3D Connextion Space navigators http://www.3dconnexion.eu/products/what-is-a-3d-mouse.html
They are a superb bit of kit, has 2 buttons and a lot of axis. They are not a joystick though, so i'm not sure they can be used in a game without special drivers or game support.
I don't have room on my desk for a stick, so I will be flailing about with a 360 pad :)
I'd like to see them follow Arma's example: make the bug tracker public, and let Alpha/Beta testers log issues themselves.
I'll also be using a 360 controller for the time being.
I'll probably consider a Saitek x-55 setup when the game is released next year
From this post of mine (http://www.deadmen.co.uk/forum/showthread.php?39490-Joysticks&p=381972&viewfull=1#post381972) ...
QuoteThere's a number of threads on the RSI forum concerning whether or not an HOTAS is necessary for a space sim. The argument against seems to be centred around the perception that fine throttle control is only really necessary in flight sims and that most of the necessary control for dog fighting would be via the joystick controlled thrusters. It will be interesting to see how this develops particularly as an SC badged HOTAS is in the pipeline.
Quote from: Tutonic;384459I'd like to see them follow Arma's example: make the bug tracker public, and let Alpha/Beta testers log issues themselves.
Last night's Wingman's Hangar said they are doing precisely that with a subset of the testers.
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Quote from: vobler;384283. And I have a Saitek x-55 Rhino on order. :D
I cancelled the x-55. I hate it when they tell me, it is unconfirmed, but we will ship tomorrow. An they keep doing that for weeks. I hate that!
I will get a gamepad of some sort and wait out that Hotas bit a while.
I will also be seeing how a 360 pad works out when the DFM is released before I make any decisions.
I have tried Keyboard+Mouse, Joystick and Gamepad.
I have to say I am dissapointed in that if you use your mouse, you steer the ship and aim at the same time. It is very easy compared to joystick, hotas, gamepad. On the sticks you need to steer and aim on seperate axis.
Either the Joysticks need a computer mode that works like the mouse, or the mouse will need to have one of the axis removed. Like steer with mouse and aim with keyboard.
But the first method will be best. In 900 years I am sure the computers can steer to improve my aim, and If we don't get it, We either need to use Mouse OR make some kind of axis mapping our self. So I would prefer an auto aim mode.
But maybe the TrackIr will help here, as you aim with the helmet. Anyway an auto mode is needed.
There might be a setup that allows this; Keys can be remapped with either a file (see hardware section on forum) or a console command in game.
"For your joystick to react the same as youre mouse just bring down the console in flight press ~
and type "pp_RebindKeys layout_joystick_spacesim" followed by enter"
Not tested by me though.
Quote from: vobler;384938I have to say I am dissapointed in that if you use your mouse, you steer the ship and aim at the same time. It is very easy compared to joystick, hotas, gamepad. On the sticks you need to steer and aim on seperate axis.
As someone who plays games only with Mouse+KB, this is excellent news, and would have been disappointed if it was any other way.
Freelancer had the same system. Throttle and Rolling would still need KB input, as in that system the mouse pitches and yaws. So I don't see what your problem with mice is, as two hands and two peripheral parts are still needed to steer the ship.
I also have no issues with the mouse and keyboard. Some weapons are fixed and effectively fire out of the nose of the ship i.e. you hit what you're pointed at (taking into account leading a moving target). So the mouse is fine for that. However some weapons are gimbaled and so need to be aimed within a relatively small firing arc (small on my 300i at least). Although it does take a bit of getting used to I like the way they have allowed ship movement and weapon direction to use a single controller i.e. a mouse. Broadly there are three things I need to be able to do simultaneously: aim and fire gimbaled weapons, steer my ship, bank and change speed. I'm not sure how I would be able to steer, bank, change speed and aim a weapon with just two hands. As it stands I can do all those things, all at the same time. If the Devs took the gimbaled aim feature away from the mouse I'm not sure where they would put it. And wherever it did go I don't have the third hand needed to control it. It does take a while to get used to the steering dead spot reserved for the aim feature, but once it's mastered flying and firing becomes more natural feeling.
Decoupling is also really cool. I love being able to rotate 180 degrees and shoot at the ship trailing behind me. All in all I'm quite impressed. I just need to stay away from space debris....
Quote from: Gorion;384963So I don't see what your problem with mice is, as two hands and two peripheral parts are still needed to steer the ship.
No, you just put your pointer on the target and the ship follows. Click to kill. Not fun at all.
Quote from: smilodon;384965Decoupling is also really cool. I love being able to rotate 180 degrees and shoot at the ship trailing behind me. All in all I'm quite impressed. I just need to stay away from space debris....
Yeah, that use to be called "Cutting Engines".
I'm sure it was a feature of Freelancer and Tachyon the Drive, older space sims etc. Nice feature.
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Quote from: vobler;384966No, you just put your pointer on the target and the ship follows. Click to kill. Not fun at all.
I'd say those with separate steering and aiming capabilities have the advantage in the end. Those without have to steer the entire ship to point in exactly the right direction, and will change course as they aim. Those with separate aiming need to point in a less exact direction and have that extra bit of control over where they aim so should hit the target more often. It's also click to kill, but with a little extra correction available for when you slightly under or overshoot the point part prior to the click.
I saw some comments yesterday peeking in on my phone, that I try to ruin SC for someone, but now I can't find the comment anymore.
I think you mistake me for someone in the dev team. I have no saying in this. :-) I just think it should be the same for all input methods. As I understand it, Elite Dangerous has auto aiming gimbaled weapons for all inputs. We should have that in SC too, that would solve that problem.
Quote from: Gorion;384967Yeah, that use to be called "Cutting Engines".
How does this work exactly? You just press Caps Lock and flip the ship around?
I'm not exactly sure for SC, but in FL we used to go to max speed, point the ship in the direction we wanted it to keep travelling, and then cut the engines.
This would leave the ship travelling via inertia with mostly the same speed, yet one would be free to rotate the ship on its axis. This means that if you're speeding forward, cut the engines, rotate the ship around, and blast your pursuer off.
You could have also used cruise speed, which enabled a ship to travel with increased speed with no weapon usage, cut the engine, travel with the same speed, whilst blasting an enemy whilst flying at very high speeds. Once you're enough distance from his buddies, start up the cruise engine again and get away unhindered.
This engine cut used to work until you accelerated/decelerated.
[video=youtube;rjXPqTTykhY]https://www.youtube.com/watch?v=rjXPqTTykhY[/video]
Forward was thrust, TAB fired afterburners.
Can I assume that everyone here can steer these things and actually go where they want? Because I can't! However much keyboard pounding and mouse waggling the thing just goes round and round. What is the secret? I've even disconnected all my controllers, no difference. 'Peeved' doesn't quite do it! :angry:
Make sure you have your showing 'coupled' above the two little entries for 'G-Safe' and 'Comstab'. Basically toggle CAPS Lock off and on to set reset it. Coupled means to fly like a jet and follow an arc through space. Decoupled means you travel ina straight line but can swivel your ship around it's central axis, which lets you do cool stuff like turn 180 degrees and shoot stuff directly behind you
:doh: Thanks Smilo. I can't believe I didn't think of that, it's so bleedin' obvious! :rolleyes: Now, let's go see if you're right. :D
Well, a bit right. That allows me to point it places but control is a loooong way off in the distance. :sad:
Adjust mouse sensitivity
Quote from: Doorman;385029:doh: Thanks Smilo. I can't believe I didn't think of that, it's so bleedin' obvious! ....
Only because I didn't think of it either and spent a pleasant hour or two sliding gracefully into asteroids until I twigged what was going on. :)
This page seems to be some kind of Control mapping gizmo that we can use to map joysticks and controllers.
https://www.stantonspacebarn.com/tools/actionmaps/#/
I guess one needs to know what one are doing anyway.... :-)
Quote from: vobler;385158This page seems to be some kind of Control mapping gizmo that we can use to map joysticks and controllers.
https://www.stantonspacebarn.com/tools/actionmaps/#/
I guess one needs to know what one are doing anyway.... :-)
In addition, here's a list of pre-made config files for various controllers.
https://forums.robertsspaceindustries.com/discussion/110454/guide-actionmap-and-controller-mapping/p1