New flight controls, what are your thoughts?

I’d really like to see a simple throttle lock. The ability to set a speed and have it maintained as long as you are not maneuvering. For my purposes it doesn’t have to be a full-on autopilot (though that would be fine too), but just a means so that I don’t have to constantly hold down the boost button if I want to keep moving. I liked that aspect of the pre-1.3 controls.

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I would love to have both options as technology you could install in your ship, and have it change behavior based on that. So an Auto-pilot module that could revert your flight-style to a 1.0, no lo-flight, set-course, slow descent and auto-leveling… Then another like Malveka proposed, a cruise-speed module with lockable speed, and above, same style of customizable technology for the “combat computer”.
The starting ship could be given an Autopilot the from the get-go, as sort of noob-proof tech that you could dismantle, get some resource, and crash freely into the ground. The auto-aim being effective but getting you into a lot of friendly fire would as an optional tech feel like balanced gameplay option…

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Yes some sort of throttle lock would be great, and at the very least throttle should return to your desired speed when you’re not maneuvering. Hello Games have addressed the aiming controls, but it still feels like someone else is controlling the throttle while we fly. And constantly holding down the boost makes it difficult to look around.

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They have improved the flight controls even more in 1.33, no more whiplash when releasing the boost button :smiley:

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That’s great news! I’ll give it a try after work :slight_smile:

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Space flight controls imo have improved quite a bit with patch 1.33, flying without the boost is much faster now! It really feels like we’re cruising thru space, and combat was a lot more interesting. Flying with the boost was a lot faster too!

Flight still needs the throttle lock from earlier versions imo; I miss setting the throttle to a desired speed (usually max) and just letting the ship fly on its own.

What do you guys think?

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Just got an experimental patch, ship is now almost impossible to fly, and there is a new goofy hud targeting thing that shows me where my mouse is in relation to my heading, but the ship and it’s guns still point at the center target… horrible. There is nothing “chill” about not being able to control your ship.

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That’s what happen when we try to fix something which is not broken. They certainly will not keep it when we see the reactions in the steam discussion.

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Yeah I noticed it seems to be designed more for gamepad sticks than mouse/keyboard

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I fear old age setting in. Mouse/Keyboard is the way of the dinosaur I suspect. :sob:

Ninja Inspiration Edit: Game-pads aren’t better, just easier.

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I like the new banking wasd/qe controls… Agreed that it has to be a bug that our weapons are not following the aiming/predictive/reticle… It already worked when a ship was target-locked, before… So getting it for move/direction feels like unnecessary clutter on our screen, if not.
Free-look on pc is a nice gimmicky inclusion.

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I know that this patch is a day old, but in case they haven’t fixed what they broke, I want to vent.

I wish they would quit trying new “everything.” Moving the banking keys is one thing, but I mapped scanner to Q, so now when I bank, I use the scanner. When I’m scanning planets, I bank. Good Lord HG, quit messing with everything… :disappointed_relieved:

And yes, flying now feels like I’m in a small freighter! Other ships, even haulers, pirouette across the sky like always and chew my shields to nothing, while I hit as many friendlies trying to help out as bad guys. At least in 1.34 I could cut fire when a blue trail was swinging into my cone of doom. Now I just spray and pray. Well, mostly I run.

Hopefully today things are halfway back to semi-normal…

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I can’t fly with these new controls at all, kb/m looks quite useless now…

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I opted out of the Experimental mod, and my Lord, the ships are a dream to fly again! I don’t feel like there’s a huge sign on my tail reading “FREE TARGET PRACTICE, I CAN’T FLY!” Half the galaxy isn’t mad at me because I accidentally rake friend and foe alike with my ship’s weapons. Landing is no longer that idiot F key. I lose a few features, but ZOMG it’s so worth it.

I hope HG takes this criticism to heart, because that was just brain dead what they did.

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I just get distracted with all that movement and blinking in the center of the screen.
May look stupid, but I do not understand where to look to aim and shoot properly, following the target.
Both circles are getting red at some moment, but which one I should care about and which one should I ignore, when aiming and shooting?
Has anyone figured out?

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The moving little square is your vector, so, sort of where your ship is going to be… Your predicted direction, more or less. It can be very helpful when pirouetting around, since you can keep track visually and not be so concerned with your mouse trajectory…

In regular technology since the past century, the weapons would be tied to this position, following that small reticle, allowing the gunner to shoot while keep pursuing its target.

Alas, our guns are fixed and shoot straight… To the middle circle, very much. Except, when a target is locked. Then, the weapons become intelligent and the small reticle moving ahead is indeed what you want to look for, and where your shots are going to land… That fire vector (predicted trajectory) accommodates to the target, and not to your movement.
In my opinion, this could be fixed, ideally by having the guns pointing at the vector all the time. Direction or target.

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I have issue with keeping target locked, I think. Target seems to stay locked only when enemy ship is within the fixed circle.
So I lock target by pointing fixed circle at it and then trying to maneuver, predicting targets movement, and at this moment I loose lock of the target.
How do you keep it locked? Which interface pointers should be aligned?

Since the guns are almost fixed, and our combat computer not the smartest, you need to realign with the target constantly, a la WWII dogfight, cutting in a line to align your sights, and the combat computer to kick-in again. Or maybe try what I do (considering I play with certain stuff cheated and a bit OP) just get in range and stand still. I then concentrate on just aiming and spraying them with highly ionized particle charges at infra-light speeds.
I seemed to notice, that when still, the “A” and “D” keys make you strafe (move sideways) and you can play buccaneer with the enemies, moving that way and keeping the aim at them.

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The new flight controls in experimental are interesting! If you set mouse smoothing to 0 and flight sensitivity to 65 it becomes very much useful. Planetary travel is really nice but fighting pirates can be more difficult. Maybe just have to get used to the new controls.

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I’m finding fighting a group of *** pirates pretty difficult as it is. I really don’t want it to get harder.

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