Hardspace: Shipbreaker

Hardspace: Shipbreaker

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Rico2 Jun 16, 2020 @ 4:40pm
Mouse Acceleration
While the rest of the control schema feels nice the mouse acceleration doesnt have an option to turn it off? it's incredibly annoying.
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Showing 31-45 of 60 comments
Xana Jun 19, 2020 @ 12:32pm 
The devs should make it so that when you use ctrl (the stop button) you should be able to look around without the mouse acceleration, seeing as how ctrl is some kind of stabilizer.
Just a thought by me anyways.
Kanthier Jun 19, 2020 @ 12:39pm 
Originally posted by ShutterCat:
I think there's some confusion in this thread. There are two issues with the aiming:
1) Latency. When you command a change in orientation using the mouse, the angular velocity of your view ramps up and back down as though you were commanding a rotation in a spacecraft with rcs or reaction wheels. To me, this is reasonable for rotating your torso or making large (>90deg) changes in point of aim.
2) Mouse acceleration. The change in point of aim is nonlinear with respect to mouse movement. Move your mouse the same distance but faster, get a larger change in angle. This is harder to observe when it's compounded with angular latency and I think people are conflating the two.

I've seen some understandable arguments in this thread in favor of 1), but no one's rebutted the OP's actual complaint, which is about 2)

don't forget 3) mouse acceleration/sensitivity is greatly increased by frame drops.
ShutterCat Jun 19, 2020 @ 4:59pm 
Originally posted by Ddraig:
Originally posted by ShutterCat:
I think there's some confusion in this thread. There are two issues with the aiming:
1) Latency. When you command a change in orientation using the mouse, the angular velocity of your view ramps up and back down as though you were commanding a rotation in a spacecraft with rcs or reaction wheels. To me, this is reasonable for rotating your torso or making large (>90deg) changes in point of aim.
2) Mouse acceleration. The change in point of aim is nonlinear with respect to mouse movement. Move your mouse the same distance but faster, get a larger change in angle. This is harder to observe when it's compounded with angular latency and I think people are conflating the two.

I've seen some understandable arguments in this thread in favor of 1), but no one's rebutted the OP's actual complaint, which is about 2)

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.
Rico2 Jun 19, 2020 @ 9:39pm 
Wait there's aim latency?
cheddar Jun 20, 2020 @ 2:35pm 
Maybe a hold-down to free-look that is separate from suit attitude maneuvering would satisfy this audience?
Rico2 Jun 20, 2020 @ 8:15pm 
Maybe an option to disable mouse acceleration for those who dont want it, as is and has been industry standard for like 15 years is the optimal solution
Cheddar Jun 27, 2020 @ 7:07pm 
both things are annoying as hell. who cares how realistic it is or isnt. just copy space engineers.
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
David Davidson Jun 27, 2020 @ 7:24pm 
Originally posted by Cheddar:
both things are annoying as hell. who cares how realistic it is or isnt. just copy space engineers.
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 a simulator game
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.
Cheddar Jun 27, 2020 @ 7:56pm 
yah no the input setup is terrible. its not about it being too hard its about it being stupid and ♥♥♥♥♥♥. i mean really is that what you want in a game, a game that has ♥♥♥♥♥♥ controls but lets pretend thats part of the fun. really? sure sure thats not a ♥♥♥♥♥♥ design thats a feature. they should at least give the option to remove the mouse input lag and remove the acceleration. both things are stupid and annoying
David Davidson Jun 27, 2020 @ 8:33pm 
Originally posted by Cheddar:
yah no the input setup is terrible. its not about it being too hard its about it being stupid and ♥♥♥♥♥♥. i mean really is that what you want in a game, a game that has ♥♥♥♥♥♥ controls but lets pretend thats part of the fun. really? sure sure thats not a ♥♥♥♥♥♥ design thats a feature. they should at least give the option to remove the mouse input lag and remove the acceleration. both things are stupid and annoying
Well, maybe when they add magnetic boots they'll add first person shooter controls but possibly glue you to the spot when you attach to a piece of hull.

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.
cheddar Jul 2, 2020 @ 7:35pm 
Originally posted by Rico2:
The question is not whether or not its realistic its whether or not there should be an option to turn it off and their absolutely f.ucking should be, no doubt.

More options are always better.
I feel the mechanic is a bit of an issue, however I feel it has to do with other things that it's mere existence.
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.
Canyon Jul 2, 2020 @ 10:03pm 
Originally posted by Galvanized Dreamer:
I feel the mechanic is a bit of an issue, however I feel it has to do with other things that it's mere existence.
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.
im not arguing that the mechanic is bad when it works. i'm arguing that the game has frequent fps drops which makes the mechanic unplayable
Originally posted by Canyon:
im not arguing that the mechanic is bad when it works. i'm arguing that the game has frequent fps drops which makes the mechanic unplayable
Of which, I never argued with, and actually explicitly stated was an issue for me as well.
KWAiRT Jul 2, 2020 @ 10:08pm 
I actually like a bit of mouse smoothing. So if you do turn it off make sure its an option. Controls would feel worse to me if they were off and not as fluid.
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Date Posted: Jun 16, 2020 @ 4:40pm
Posts: 60