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Just a thought by me anyways.
don't forget 3) mouse acceleration/sensitivity is greatly increased by frame drops.
good point - I think it has to do with how they calculate the acceleration - how far the mouse has moved between frames. if we had consistent framerate it would be less bad to deal with. As the development progresses and they further optimize the performance this may improve but for the moment it's very rough.
Still, they can keep the aim latency in if they make mouse acceleration optional and communicate to the player where the intended point of aim is.
dont draw the line at realism draw the line on fun. how about a pee into your space suit button.
how about the horrible realities of farting in your space suit. they should add a zipper toggle and a ♥♥♥♥ in your hand toggle and press P to pee into space function. fun>real
It is called hardspace
It is not called easyspace
You are floating in space. Your helmet is fixed and there are damn good manoeuvring thrusters that allow you to turn on a dime, almost.
Free look would be interesting but since the helmet takes up the edges of the screen already I don't think that looking at the inside of your helmet is going to let you see more.
As I've found targeting within your line of sight is pretty easy. The hard thing is doing a quick 180 in space, which makes perfect sense. Too quick and you would keep spinning until your thrusters slowed you down.
However I totally support spinning around too fast being added as a mechanic in game. However if you do one to many super fast zero g pirouettes you throw up in your helmet, obscuring your view for the rest of the shift and landing you with a hefty fine from LYNX for puking in their suit.
More options are always better.
A major issue is that there is a delay in its response. Camera movement is generally several frames after the input, which is a pain in the rear when trying to do much of anything precise. Do something akin to Warthunder, where you have the camera follow a raw-input cursor using the physics. This allows for precise turns, and showing where the camera will point when it is done turning, allowing you to line up with an object before you are even looking at it. While at the same time, it retains the ideas of weight.
Reading that the camera seems to be tied to the framerate is a bit disappointing, as that is, blunty put, horrid practice. Fixing that would likely fix the issue itself quite quick.
In addition to that, an issue is that turning quickly will drop frames for me, just outright. I get massive lagspikes when moving heavy objects, which results in objects getting yeeted on accident, sometimes directly into my face.
A major problem I have with the arguments here however is twofold:
1: It already is like Space Engineers, as it the player camera acts like a ship. I do not see a difference, and yet at the same time I do not see people complaining about the weighty, gyro-based turning in SE. And no, a person cannot spin around in microgravity as they would on the ground, as there is nothing to push on, as such RCS or gyros would be required.
2: I feel "fixing" this "issue", is like "fixing" the difficulty in a soulslike. Learn or die (in game). I personally have not been crippled or had my enjoyment with this game dampened because of the mouse movement, almost quite the opposite, as I feel it is almost required for the atmosphere the devs are trying to go for. I genuinely feel that removal of this mechanic in its entirety would make the game less fun.