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Trouble is, making it work well with M+K would require the whole flight model to essentially be redesigned to include automatic assists for lots of things. There just isn't enough precision control period with digital input. (When playing the demo, I was even having smooth landings completely borked because there was no analog rudder control. Having that in the full version is loads better.)
In the meantime:
1.) Try assigning your mouse wheel as your throttle axis. That might do the trick for now.
2.) Of course the user has to constantly maintain fine adjustments. The whole point of the game is hands-on piloting! All that fancy auto-pilot and trim stuff with modern aircraft is useful, but all pilots will know how to manually keep an aircraft level in different flight conditions. And that...is definitely a full-time job.
Sadly, instrumentation and controls are barely adequate even with controller. The landing camera is virtually useless due to lack of pitch and roll ladders as wel as altimeter, VS and velocity vector. RCS translation is turned off at low altitudes for no good reason.
The way I worded it, yes. However, I actually only meant better controls, see below.
I completely agree, and I actually don't want that taken away. But the way it is now, it's like force = mouse speed. Instead it should be force = mouse position. In a (real) aircraft, you only adjust the yoke position to counter the external forces, and as long as those stay the same, you don't have to do anything. The way the game is now, is like you would manually control a reaction wheel; to get a steady roll (counter-)force you need to keep moving the mouse at constant speed.
Also speaking of trim ... their are no controls for trim. AT ALL. You shouldn't make the game harder than real life, should you?
As a longitme Orbiter fan and player, i confess that the only mission i was able to achieve has been the RCS one. Flying in VTol mode is really hard... and flying in "engine" mode is not easy.
Some "help" like using pitch to set an angle and then the ship will (try to) mantain that angle could be really useful.
Other than the suggestions already given in this thread, i'd like to add that the game should accept "multiple-buttons" input.
As example, i would like to use my Thrustmaster button-5 with hat for RCS "traslation", and button-6 + hat for RCS rotation.
If i could combine buttons in this way, i could fly any mode and look around without even need to put my hand on the keyboard.
Fair enough. I supposed there would be a lore-based reason for it. I suppose it might be difficult and prone to irreversible error to have an autopilot try to account for multiple different atmospheres and gravity variations between numerous different astral bodies. Whereas, a pilot always has a feel for the craft. If they're always in control, there can be no "automatic" errors.
Hey...I'm working with what we got here. Ferget abbat it.
I'll jump on this side to say that I've love an auto-hover feature. It is sssoooOOOooo hard to hover in a steady position in atmosphere. I can take off and land successfully pretty much anywhere on the first attempt...but hovering...what do you want!? The moon!?
Seriously, it's next to impossible to do smoothly. I'm honestly not that skilled with VTOL stuff, though.
Anyway, yeah trim is a totally different thing from that. It would be nice to have pitch trim for the aerosurfaces at least. A suggestion for debate: maybe in atmosphere, the "Kill Rotation" button should become "attitude hold" or "pitch hold" or "trim set".
+1
Trim me up like a fancy mustache!