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The Spacemouse is a very unique controller.
I'm also afraid to break it -- it is very expensive :D (over a longer period of use), thats why I configure it to be extremely senisitve. I use only about 30% of the axis maximum deflection and mostly 0% deadzone (works fine with some minimal training).
I'm just getting used to it in ES2, but initially in Overload (the other game) the first time I used it I though "Oh my god this is so much better, this feels so natural!". There is no translation between thought and movement.
ES2 has much more control options, like abilities and items on top of the two sets of weapons you can fire and it's a challenge to have all those accessible with "only" 15 buttons + 10 more on my 2D mouse.
The hardest challenge will be to memorize which button does what agian^^
"very unique" is an understatement :)
Yes it is. Thank you. It's a perfect fit for your game!
For those interested, here is some gameplay with information in the description of my settings:
https://youtu.be/82AQ_8jSOfk
I also have a request:
Would it be possible to set the boost to be activated as soon as an axis reaches an adjustable value, for example 90% ?
So I wouldn't have to assign the boost to a button and could use it direction-controlled via the axes.
Nice and smooth flying there pilot!
What would be cool to see is your hand controlling the SpaceMouse directly. Very intriguing to see how it works/handles.
Thank you!
Here is the video how it works:
https://youtu.be/NHxCVrYahIA
Cool. Very subtle movements and such an intriguing controller.
Thanks for the video.
I wish there were more games that support this controller. You can use it to move the character in all directions and aim with as much precision as with a gamepad, all with just one hand. The other hand is then free for all other actions.
My request, will the possibility of boosting at an adjustable value for the movement axes be considered? :D
At that point just get a Constellation HOTAS or HOSAS setup and go full simulator.