Angels Fall First

Angels Fall First

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TNS Oct 7, 2015 @ 2:42am
Anyone know the full controls of cap class ships?
Kinda lost here...I wish for the full layout please. Like how to properly command the weapon batteries and such...

Help?
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Showing 1-10 of 10 comments
Washeek Oct 7, 2015 @ 3:59am 
I'll try to help. I'm using default keyes and these are the ones I have discovered

W - increase forward thrust
S - increase backward thrust
AD - strafing jets for sideways thrust (will not hold sideways thrust, key must be held to provide continuous thrust)

Mouse both axis - Ship orientation control / camera movement (If you move the camera to quick, the ship orientation will try to follow it as fast as it can)

Spacebar - movement strafing thrust on the vertical Y axis up (same rules as S and D keys)
Cntrl - movement strafing thrust on the vertical Y axis down (same rules as S and D keys)

middle mouse button - Switches the Grav on and of - Grav is a thrust vector management and holding device. Switched on by default. If you switch it off, none of your thrust will hold, however your ship will not compensate for its movement vector allowing for some great maneuvers

J - Button for special action - with capships it gives you the autpilot option and spawns a ghost of your ship that you can position using the movement keys. Another press of J switches on the autopilot who will try and take you to your desired position. Another press switches the autopilot off.

Shift - afterburner/turbo it will increase engine thrust in the direction it is already thrusting (not sure if it only works for forward/backward or strafing as well)

< and > keys - switches the camera modes
M and N keys - switches manned post (main helm / turrets)

mouse scrolling wheel - switches main weapons (tested AIA ships almost always have two different missiles a main ION and a mine dropper)

Left mouse button - Fires selected primary weapon (might have to hold for ion to charge or for missiles to lock on)

Right mouse button - Zoom ?

alt key - camera mouse free view - must be held to function, when you let go, the camera won't reset to the ship, but the ship will try to orientate itself towhere the camera is pointing

G key - targeting as anywhere else
C key - squad orders menu - works as anywhere else
B key - communication menu - works as anywhere else

V key - ship orders menu - You can order turrets that are on the ship.Especially when and on what to fire. It seems that not all turrets function using this setting and that some have to be manned to be used, I'm not sure whether it is like that.

Backspace - countermeasures key - with capships switches on the shield - works for a limited time, has to be recharged

F key - enter and exit a post on the ship, also used when you are piloting a dropship to dock on enemy capships and when you are in a fighter/bomber to resupply and repair? your craft when close enough to a friendly capship

I'm afraid that's all I know. Commanding wepons batteries is done through the V orders menu.
Whiskey144 Oct 7, 2015 @ 9:11am 
To add on to Washeek's post:

Using the autopilot function requires you to first press "J" to entire the waypoint plotting mode, then Left Click to set each waypoint, and then "J" to finish waypoint plotting and enable autopilot. Note that pressing "J" again will turn autopilot off.

Also, when autopilot is running, you can actually get out of the helm seat and just chill on the bridge looking out the windows. Or repair your shot to pieces gun turrets, whichever suits you better.

Right Mouse is indeed zoom- it can be useful for precise targeting.

As for Countermeasures, the default mapping is "\"; but it's best to remap to something else- I use Z for my CM key, since it's easily within reach.

The number bar at the top of the keyboard will also control what weapon is selected for the helmsman; for a battleship or frigate, this is typically:

1- Ion Lance
2- Heavy Missiles
3- Medium Missiles
4- Minelayer

Note that not all ships have all of these weapons; the AISN Ti corvette for example possesses no Ion Lance, instead having dual Medium Missiles, while the USN Rejkhart destroyer possesses dumbfire torpedoes in place of the Ion Lance.

Selecting "V" will bring up the vehicle command menu- by pressing "V"->"1"->"1", you can tell all of the weapons mounted to your ship to attack the target you've selected (generally whatever you personally are shooting at).

Note that for many ships, you won't actually use that- Chaingun turrets should be set to freefire, as they're anti-fighter oriented, whilst other guns can be managed individually.

As a rule of thumb for turret command:

-Chainguns are set to Freefire, to engage fighters
-Plasma/Rocket/Missile/Rail turrets should be directed by pressing the relevant key and then selecting the "Target" command.

Some exceptions:

-USN Rejkharts sport only medium plasma turrets and a heavy ion lance turret, so you'll just be directing the batteries as a whole to shoot whatever you are shooting
-AISN Javerts are fairly similar in their all-big-gun setup

A NOT Exception:

-The AISN Anubis battleship should generally have it's batteries handled separately; it is an all-big-gun ship, but due to differences in coverage, it will want to handle some weapons against different targets or subsystem targets, as the case may be.
TNS Oct 7, 2015 @ 11:14am 
Thanks for the replys! I got it all down now.
Washeek Oct 7, 2015 @ 1:43pm 
The Rejkharts lances seem to work nicely against bombers... Speaking from the receiving end.
Whiskey144 Oct 7, 2015 @ 1:50pm 
...are you sure it's the Rejkhart? It's only got one lance, in an XBAWKS HUEG turret on the top. Granted, I tend to ignore most strikecraft when flying the Rejkhart, given that it has no PD armament.

The Heimdall does mount a pair of ion lances in prow turret mounts, so maybe that's the case?

Either that, or it's just the AI being a godlike aimbot, as per usual.
Washeek Oct 7, 2015 @ 2:50pm 
Could very much be the Heimdall....

Also... I get sniped by AI aimbot flying a fighter from the Hugin lances so there you go
strangelyinteractive  [developer] Oct 7, 2015 @ 3:01pm 
thanks guys, good explain.
Cryos Oct 7, 2015 @ 3:07pm 
Another thing that was wierdly missing from both explanatory posts, "Q" and "E" allow for basic attitude control, on cap ships, one man ships, and gunships. Might have been left out of the other posts because it was assumed you knew that, but just thought I'd throw that in there.
Last edited by Cryos; Oct 7, 2015 @ 3:08pm
Whiskey144 Oct 7, 2015 @ 3:36pm 
Whoops, you're right, we did both forget that detail.

Also, at times it seems that I get teamkilled by AI-controlled ships; I've had it happen as USN where the Huginn's railguns take a very deliberate shot at me, in particular.
Washeek Oct 8, 2015 @ 12:06am 
Originally posted by =PoS= Baryonyx:
Another thing that was wierdly missing from both explanatory posts, "Q" and "E" allow for basic attitude control, on cap ships, one man ships, and gunships. Might have been left out of the other posts because it was assumed you knew that, but just thought I'd throw that in there.

Well thanks.... I did forget it as I very rarely use it.
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Date Posted: Oct 7, 2015 @ 2:42am
Posts: 10