EVERSPACE™

EVERSPACE™

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Morcar Sep 20, 2016 @ 3:19pm
joystick implementation
Meanwhile it is a beautiful game and maybe better than elite dungeon. I have a saitek 55 I used to elite dungeon (unfortunately the game too broad and difficult to understand the lack of translation into Italian, promised factor and not maintained). After this interlude the game will be supported joystick apart from the gamepad and keyboard and mouse? Sorry for my bad english.
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Showing 61-75 of 118 comments
OverDhill Nov 28, 2017 @ 4:46am 
Personally I have hope that this will get fixed. The game is so well done in a lot of other areas. As for what joysticks I have used. I have a Thrustmaster Warthog, the T16000m, Saitek EVO and also used Vjoy (virtual joystick with custom joystick curves). They all act the same, When you move the stick the ship moves a little then stops causing the jerkyness.

On another note. The game does not seem to be able to handle dual joysticks so use Target or Joystick Gremlin and combine into one virtual to get around it. Also the game will not detect the POV 8 Way HAT at all. I have gotten around these issues again using marco's to remap to a key.

Hara Nov 28, 2017 @ 8:24am 
Originally posted by Pie Face Poo Face:
I think the game really wants to be a keyboard/mouse only one so I will leave it alone. For the future you might want to maximise your revenue by not excluding a whole segment of gamers who have HOTAS. When I started with HOTAS in 1998 hardly any gamers knew about the hardware. In 2017 HOTAS has a much bigger adoption with space game and flight sim fans.

You made the mistake of going down the Rockstar games route and only catering to keyboard/mouse and crappy xbox controller users.

You have seen for yourselves the number of requests for HOTAS support and clearly long after release the game still has broken support.

The "it's an arcade game so it doesn't need hotas support" isn't acceptable in 2017.

Sorry you have to respond to people like this, developers.
zentric egg Nov 28, 2017 @ 8:25am 
Originally posted by HaraDaya:
Originally posted by Pie Face Poo Face:
I think the game really wants to be a keyboard/mouse only one so I will leave it alone. For the future you might want to maximise your revenue by not excluding a whole segment of gamers who have HOTAS. When I started with HOTAS in 1998 hardly any gamers knew about the hardware. In 2017 HOTAS has a much bigger adoption with space game and flight sim fans.

You made the mistake of going down the Rockstar games route and only catering to keyboard/mouse and crappy xbox controller users.

You have seen for yourselves the number of requests for HOTAS support and clearly long after release the game still has broken support.

The "it's an arcade game so it doesn't need hotas support" isn't acceptable in 2017.

Sorry you have to respond to people like this, developers.

Go beg for love somewhere else foo.
Last edited by zentric egg; Nov 28, 2017 @ 8:26am
Blaze_Crabwhisker Nov 28, 2017 @ 11:36am 
Originally posted by baci:
Hello, we're aware of the sensitivity issue that occurs with almost-center values for some devices, and looking into a solution. @OverDHill: What are the joysticks that you tried this with?

Thanks very much for the quick response Baci.
Not sure if relevant but I use TrackIR as well. Now I'm wondering if it's somehow linked to that - will unplug later today and advise.
@OverDhill do you also use TrackIR?

(There's one other issue I found related to TrackIR and will post about separately - if I use TrackIR and mouse+kb instead of HOTAS, the aiming reticule is not centred. Ie. If I move the reticule to the centre of the screen, my ship continuously moves in yaw and pitch. This mouse issue goes away if I don't use TrackIR)

@Baci - you have my thanks for looking into this. The game looks really amazing, you and the other Devs have clearly created something remarkable. I realise the game was always intended to be played via mouse+kb, or controller, which I certainly understand the intent behind (much larger market, much lower technical diversity/complexity), but for me is of no interest. I'd been watching this game since early access, and as soon as I discovered you'd added TrackIR and Hotas support (2 days ago - I'm slow!), I purchased the game within literally 30 seconds.
For me, at least 50% of my enjoyment from space games comes from the immersion provided by the freedom to look around (TrackIR), and the tactile experience of HOTAS control. I would rather be worse at the game and play this way, than play via kb+mouse. Having played so many games that allow this immersion and freedom, it's just not enjoyable to go back.
Anyway - I wish you luck in finding the solution! Let me know if there's anything you want me to try out provide.
zentric egg Nov 28, 2017 @ 12:59pm 
"For me, at least 50% of my enjoyment from space games comes from the immersion provided by the freedom to look around (TrackIR), and the tactile experience of HOTAS control. I would rather be worse at the game and play this way, than play via kb+mouse. Having played so many games that allow this immersion and freedom, it's just not enjoyable to go back. " << Yup. I always want to use the CORRECT tools for the job. You will never find me on Asseto Corsa using an xbox controller or Elite Dangerous with mouse and keys. Maximum realism even if the game isn't a hardcore sim. Also going for maximum player base comes from offering a choice of inputs rather than excluding ALL of the HOTAS users.
Hara Nov 28, 2017 @ 5:12pm 
Originally posted by monsieur_cronkypont:
Thanks very much for the quick response Baci.
Not sure if relevant but I use TrackIR as well. Now I'm wondering if it's somehow linked to that - will unplug later today and advise.
@OverDhill do you also use TrackIR?

(There's one other issue I found related to TrackIR and will post about separately - if I use TrackIR and mouse+kb instead of HOTAS, the aiming reticule is not centred. Ie. If I move the reticule to the centre of the screen, my ship continuously moves in yaw and pitch. This mouse issue goes away if I don't use TrackIR)

@Baci - you have my thanks for looking into this. The game looks really amazing, you and the other Devs have clearly created something remarkable. I realise the game was always intended to be played via mouse+kb, or controller, which I certainly understand the intent behind (much larger market, much lower technical diversity/complexity), but for me is of no interest. I'd been watching this game since early access, and as soon as I discovered you'd added TrackIR and Hotas support (2 days ago - I'm slow!), I purchased the game within literally 30 seconds.
For me, at least 50% of my enjoyment from space games comes from the immersion provided by the freedom to look around (TrackIR), and the tactile experience of HOTAS control. I would rather be worse at the game and play this way, than play via kb+mouse. Having played so many games that allow this immersion and freedom, it's just not enjoyable to go back.
Anyway - I wish you luck in finding the solution! Let me know if there's anything you want me to try out provide.

Now that you mention it, I also use TrackIR along with the T16000m joystick. But I'm pretty sure I also tried turning it off without it helping the near-deadzone, as "aim with headtracking" is always on when joystick is being used. It can be turned off for kb&m only.
Agreed with the immersion of peripherals. Can't touch cockpit games without having some sort of peripheral setup.
Blaze_Crabwhisker Nov 29, 2017 @ 1:32am 
@Baci - I just tried unplugging every peripheral except the t16000m, and the jerky movement around the deadzone issue is still there.
Have you ever replicated this issue, or does the issue not exist in your systems to date?
Blaze_Crabwhisker Nov 29, 2017 @ 1:41am 
@Baci - I also just tried using a Logitech Extreme 3d Pro joystick, and the jerky movement near deadzone issue is still there with that.
baci Nov 29, 2017 @ 3:13am 
Thanks for reporting! I have managed to replicate this on the t16000m and we'll work towards a solution.
Blaze_Crabwhisker Nov 29, 2017 @ 3:29am 
Originally posted by baci:
Thanks for reporting! I have managed to replicate this on the t16000m and we'll work towards a solution.

Hey that's fantastic! Very encouraging, and thanks for the update.
OverDhill Nov 29, 2017 @ 6:06am 
Great to hear. Good luck
Blaze_Crabwhisker Dec 7, 2017 @ 12:12am 
@Baci - any update?
baci Dec 7, 2017 @ 1:39am 
Originally posted by monsieur_cronkypont:
@Baci - any update?
Not yet - we will probably take a few weeks with our next patch, since we're updating to a newer version of Unreal Engine right now.
Blaze_Crabwhisker Dec 11, 2017 @ 3:54am 
@Baci - Thanks - but I meant do you have any news about it, eg. can you say whether it will be fixed in the next release?
Last edited by Blaze_Crabwhisker; Dec 11, 2017 @ 3:54am
baci Dec 11, 2017 @ 5:21am 
Originally posted by monsieur_cronkypont:
@Baci - Thanks - but I meant do you have any news about it, eg. can you say whether it will be fixed in the next release?
We're working on it, but I can't promise it yet.
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Date Posted: Sep 20, 2016 @ 3:19pm
Posts: 118