October 2020
@monkaSTEER and @v3r7. Actually, Freelancer has a different and well thought-out control system! They use gimballed weapons that fire at the position of the cursor, not in the direction being faced by the ship. While there is no deadzone for the gimballed weapons, which always fire at the cursor, there is a deadzone for ship rotation. This means easy shooting and no rocking back and forth trying to orientate your ship on the center.
Surprisingly, because in Star Wars weapons should not traditionally be gimballed a different control scheme is needed. People are suggesting to implement the control scheme in Tie-fighter and X-wing Alliance, I guess because it works. @Straatford87 if you really want relative mouse control, I suggest seeing how House of the Dying Sun did it. They had very positive reviews on Steam and as far as I could tell there were no issues with their relative control scheme. It works because while the ship turns to face the cursor, the cursor autocenters. Thus the ship goes where you point.
I don’t understand why this thread is marked as “solved”; you’ve got plenty of more comments since raising the same issue and some of the lengths of the posts show a real passion.
November 2020
November 2020
November 2020
Space Engineers has fantastic mouse and Keyboard flight controls. Really simple but it's how flying with a mouse should be done in my opinion.
November 2020
+ 1 Million for the ability to rebind the mouse axis to roll instead of yaw.
How have we reached version 3.0 without the ability to bind the mouse axes the way we want them. It would seem to me that hard coding any controls in a simulation would be a cardinal sin. Yet here we are.
I haven't played this since 2 days after release because I had faith this would be fixed in short order, and because I wanted to enjoy the experience, which I can't since I can't control the ship the way my brain wants to. Why are the mouse axes hard coded, was it just laziness or is there a technical or engine limitation or issue?
Anyway, here is what would fix the mouse issues for me...
The ability to rebind roll to the horizontal (X) mouse axis instead of the default hard coded yaw.
Fix those two issues and I personally have no other complaints with the mouse as adjusting the range of motion and sensitivity settings worked fine for me.
November 2020
@Qu4ntumShift wrote:
- A slider added to the control configuration that adjusts the amount/speed of spring used to automatically recenter the mouse. At a setting of zero there is no automatic recentering, and at a setting of 100 the mouse recenters itself very quickly.
Hear! Hear!
November 2020
Nope, EA has no interest in fix this issue that is even fixable by a 8yo kid.
This issue is all over the forums and many have opened a ticket with tech support, including me, and no answer.
November 2020
Agreed, its like errors with any of their other games, when its been this long with such a huge error its apparent they have no intention of actually addressing it, simply making a 'we're listening' post to supplicate and mollify people, if you didn't refund like myself and others your stuck with it as is their usual practice.
November 2020 - last edited November 2020
BUG: Binding pitch up and pitch down to the keyboard as secondary control inputs causes Improper control behavior.
Behavior: Pressing pitch up or down on the keyboard causes the mouse control to recenter itself upon release overriding all mouse inputs to pitch and yaw.
Expected Behavior: Upon releasing pitch up or down on the keyboard the pitch should return to the current mouse input values making sure to account for mouse inputs made during the key press. In addition, keyboard inputs to pitch should not affect the yaw input of the mouse in any way at any time. The keyboard inputs should only temporarily set the pitch to its maximum value and then defer back to the pitch and yaw values of the mouse, with subsequent mouse inputs made during the keypress accounted for and without ever affecting the yaw value of the mouse input. (Edited for clarity)
Addendum: While not tested, the assumption would be that the same behavior is achieved when using yaw as a secondary input on the keyboard, overriding the mouse input value upon release and incorrectly affecting pitch in the aforementioned way.
November 2020
Hi, Tom and fellow players.
Honestly, I've gotten used to the mouse and keyboard and have slight, but not extreme, complaints. In brief I agree with Qu4ntumShift as far as what needs to be done to fix the issues, but with two additional suggestions.
I'll explain why I feel this way, but that's the gist of it.
So...at first, my reaction to the control scheme was "Why isn't this like SWTOR: Galactic Starfighter? That was an amazing game and I performed extremely well."
Then, I remembered how long it took me to get used to that very game.
So, today, with drift bound to mouse2, and recenter on the mouse thumb, I have relatively accurate control of piloting and aim. The issue is precision.
Current settings:
Piloting the craft would be a joy, and the boost/drift should be refined and expanded upon. Of course, without VR, I crash into unforeseeable edges of walls and other objects and ships occasionally. Sometimes, this cannot be avoided simply because I am using a 2D screen with a limited FOV, so I have adjusted my play style and loadouts to suit my capabilities with this setup. Unfortunately, precision and immediacy of reaction - necessary for dogfighting - related to the non-automatic reset to center in the mouse virtual stick has such a learning curve that it is as of yet beyond me, and I would have to double my playing hours to nail even the next few maneuvers I want to try, so diminishing returns. In other words, I will continue to better at strategy and squad tactics, but my mechanical reflexes and reactions will still be limited.
When in a dogfight, lightning reflexes are an absolute must. The learning curve for the non-automatic reset to center was so high I considered purchasing a flight stick and throttle in addition to already having a controller, but decided against it because of the simple fact that different doesn't mean worse. I'm very glad I stuck with the mouse and Squadrons. It's not perfect, though, and this needs to be recognized and addressed.
I hope I speak for everyone who does play with the KB/mouse when I say we would appreciate some engagement at least to refine to include the two suggested settings from Qu4ntumShift (bindable mouse axes and scalable stick recenter rate upon button press) as well as the above two settings I mention and possibly some others.
Thank you.