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That said, pitch rate is slightly higher than yaw rate, so you can still do coupled yaw + roll so that eventually the target is above you and you can pitch up.
I hear what you're saying - that the developers were insisting on their own control scheme and going against the standard dogfighting control scheme - the issue is that this also forces people to completely retrain their brains from years of using a flight stick (Imagine a 3rd person adventure game that swapped which control stick moves the character and which moves the camera for instance) or deal with the fact that flight sticks often have less "give" in the default yaw axis than they do for pitch and roll. Neither winds up feeling particularly fantastic, although the latter seems far preferable to having to relearn how to play every other flight sim game on the market once I put this one down.
And while I appreciate you sticking up for the developer's control scheme of choice, it unfortunately doesn't really answer my question. Even heavily using yaw on my flight stick doesn't change the fact that AI fighters can seemingly flip 180 degrees at full speed the moment I can actually see them and can stay endlessly behind me; that, in conjunction with the issue that the same movement controls that don't seem responsive enough for actually getting them into my field of vision also feel too sluggish to actually line up the crosshairs before they do a flip and disappear again.
I was definitely hoping to hear about potential technical solutions in either the keybind mappings themselves or even ini files that could make an A-wing feel more like I'm piloting... well... an A-wing instead of the oil tanker it feels like now. Things like adjustments to hotas axis sensitivity perhaps. Or even information about how the AI functions uniquely in this game and a different way of approaching dogfighting vs. AI story missions that makes it feel more natural and less like you're just doing dougnnuts in space. Is there anything like that or is "just make yourself worse at every other flight sim by accepting and relearning mismapped axes" the really the only actual solution?
In this game, you have to be constantly working the ELS. If you want to maneuver, max E and be very mindful of your speed. A number of players switch roll with yaw in the setup. I don't agree with that, but I'm usually not at the top of the leaderboard.
Speaking of foot pedal rudders, I find they help. A basic controller is more accurate all the way around, though, nature of the beast.
I spend multiple hrs to change the controls to my need, watched multiple Videos how to create custom curves for my Hotas.
After really frustrating 1st 20 hrs i am getting better and better now.
Around 50hrs in Dogfight with increasing 3.3 KDR right now.
I am pretty sure its not the games/controls fault that you cant hit something
Thank you for the helpful suggestions - I'll definitely try them and see how they change things. I don't have foot pedals (just a thrustmaster t-flight hotas x) but I should look into some. I'm still curious about sensitivity curves that might make using a hotas more manageable since I grew up playing the original x-wing game on an old joystick and was really hoping for a similar feeling of using one for this, but I guess I'll continue searching around and see if I can find anything concrete.
I'll be honest: I usually go into the steam forums for help as a last resort expecting either a "you just suck lol" or "I found technical things that helped me, but can't be bothered to direct you to them" response. I'm glad that there are people here who want to help rather than gloat. Thank you!
On the contrary, this is how space sim games have been controlled for 30 years. The entire X-Wing Series (4 games) controlled like this. So did the entire Wing Commander series (5 games). As did FreeSpace (2 games). And StarLancer. And Privateer (2 games). And Starshatter.
The Elite series is about the only oddball that doesn't use yaw and pitch as their primary axis.
IMO, keep your primary directional axis on the stick. That's yaw and pitch. You can roll all day and it's not going to change which direction your ship is flying in. So put it on a less important axis.
So the issue you're describing here is one that actually annoys the heck out of me as well -ships in this game are incredibly slow to respond to control inputs and the flight model is exceptionally floaty. This, unfortunetly, leads to a ton of over-controlling.
I'm not sure if it was done this way to play better on a controller (I haven't tried), but on a high resolution stick it's infuriating.
The bad news is the only real way to fix it is just practice, practice, and more practice. Get good at deflection shooting and ranged shots.
Make sure you have zero deadzone and try reducing the sensitivity to 50% or so. The downside to this is that it's going to necessitate large stick deflections, which comes with its own set of issues, but I found with higher sensitivity settings (especially on a high resolution stick) the over-correcting problems were exasperated.
That's, honestly something I never recognized. I do vaguely remember the old x-wing and tie-fighter games controlling like that, but there was a long period in-between where I didn't have a stick when I played FreeSpace 2. And wow - I haven't thought about Wing Commander in... eons. Wing Commander 3 was one of the first games I ever owned as a kid. That's really good to know. ED has sort of been my standard for space flight games. Although now I'm trying to think back on what the X series and Freelancer did (though I know the X series places far less emphasis on the fighting than it does its free-market simulator) because I know I played them with a stick. It's possible I simply forgot and ED just made a massive impression on me. Either way, I appreciate the information!
Thank you, thank you, thank you. I'm glad to know I'm not crazy in feeling something was massively off. I didn't quite know how to describe it - hence the incredibly long initial post. I'll try out those settings and see how it feels.
I typed out this for another community member - may help you mate.
https://steamcommunity.com/app/1222730/discussions/0/2972902451420640472/
Freelancer used mouse-flight, and X3/X4 use basic yaw/pitch control like most space sims. X4 is a little more basic yet again because it has roll auto-leveling. I really should go back to playing that...
Yea, you're not alone.
I just can't get used to it. I play games like DCS World and I just gave up on this game, I don't want to ruin the way DCS feels becaues I adapt to this weird control scheme. I couldn't stand the control. I haven't tried it since it came out. So flying these ships is not like a plane that rotates on it's own axis and banks to turn? Is it like those old crappy radio shack cars that would run into a wall and a piston would pop out the bottom to rotate the vehicle so it could continue moving forward? I.E. Are you supposed to fly the planes in this game with the ships rotating on the z axis?! That just can't be right.
Multiple hours to change controls? Watch many videos? First 20 hours of frustration? You don't see the problem with this? Some people won't put up with that nonsense. To me this was an inexpensive game that looked interesting. The controls were terrible from the start, I got sick of it in 30 minutes, and setting up the Hotas was a daunting task. There were no pre-configured INI's I could download to make that task bearable like there are for most of the flight sims that are out there. I didn't want to waste my steam time in game setting up controls and eat up my entire 2 hour return window without actually giving the game a fair shot, so I put it aside and said to myself I'd come back to it. Forgot about it and the return window ran out. Steam won this battle... It was my fault for not coming back in time. I ended up loading DCS back up and found new appreciation for excellent controls with a hotas the way it was meant to be played.
I'll give this another shot since I'm stuck with it now, but my first impression was terrible and that was 100% because of the controls.
I’ll just point out that when you yaw, the on screen animation shows you activating your pedal.
For me personally though, I just found it incredibly hard to try to retrain my brain to have yaw on the stick, and I don’t want to make it more difficult when going back to planes/helicopters. Also I just find it more immersive using normal plane configuration.
Binding the axis in this game is the easy part of HOTAS binding (provided you figure out the stupid 4 device limit...). The hard part is binding the dumb "combo" buttons and radial target menus that have no business being in a sim. But that's what we get from a game designed for a console controller that had HOTAS support added as an afterthought.