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As for why the devs didn't do it automatically... It's because every damn direct input device binds it's inputs differently. x +/- on one joystick is z +/- on another. This is why xinput has limitations, to impose standards on hardware manufacturers and developers. I personally do not miss the days of PC gaming when it took 20+ minutes of configuration and testing before you had all your bindings mapped and could actually start to just play the game.
Indeed, I think people got lazy with "Plug and Play" feature. It's time to treat PC like a PC. You can setup it up yourself with HOTAS if you wish.
essential to the game are these basic motions
acceleration
yaw
steer
break
pitch
power up use
if your HOTAS comes with pedals use the pedals for yaw, pitch would be easy just direct the input to up or down on the joystick
digital throttle for your accel (as its not pressure/analogue sensitive its only off or on so having an analogue input like a throttler seems stupid)
use power up on trigger
have a sub button for break as you can accelerate while breaking
I Don't suggest you use the joystick for yaw as it may lessen your joystick's life span due to constant having to fanagle with it during turns and trust me in tracks like Vertigo or Revolving these constant drive of inputs with reaction time matters
if you can remap Steel battalion twin stick controller your good to go
My cockpit is built for both flight and racing so I like that I can disconnect the Mark IV's with one simple cable (RJ45 / Cat5 connector) so I can easily get them out of the way and slide my Fanatec racing pedals into place. If I slide my seat all the way forward on the rails I can reach the racing pedals just fine so when I play something like Elite Dangerous when I deploy the SRV I slide forward, hands on the wheel and move my feet over the Mark IV's and use the racing pedals to drive. Total blast to actually drive the SRV with a proper wheel/pedal set. When sim racing I just move the Mark IV's as I don't need them at all and don't want them in my way.
of course I also find out that not all kinds of gamepad fits the game perfectly as I did use an 8bitdo FC30Pro not the best experience due to the 360-esque button layout and I was kind of lazy to remap the controls even if I could via external software
JoyToKey = Convert any joystick input to keyboard/mouse output
vJoy = Take keyboard input and output a generic gamepad device
vXbox = uses vJoy input to create what the system thinks is a "real" Xbox 360 controller
The main thing that's funky and hard to get right are analog sticks. Sure I have have all that press the A key then setup vJoy/vBox to turn that into say left stick but it's then binary. Full left stick or no left stick, no 30% or 70% etc.
I'll likely give this a go thanks to Steam's fantastic return policy. Really great for a game like this where you won't know if it works the way you want without trying it for yourself.
if there's a hacky way to do this is to say have a rebing application that turns 2 joysticks into 2 Xbox analog sticks (joy stick 1 = left analog stick, joystick 2 = right analog stick)
vJoy+Xboxce seems to work with Hawken+Steel Battalion controller so it could be a proof of concept to get HOTAS pseudo support
This! It's a PC! You can use freely available software to map your HOTAS for this game. Don't blame the devs for not supporting flight sticks in a racing game.
I think this is both true and false. While it's true that a PC gives the owner far more flexiblity to game the way they want over a console that doesn't mean that the developer should leave things in the hands of PC gamers to do what they should have in the first place. Now I say that having not played Redout - so in this case if the developers never envisioned or intended players to use a HOTAS, wheel/pedals, lightgun, etc. then PC players shouldn't be crying. In that case I'm deciding that I want to play differently than the designers intended then it should be up to me to make that work and to not ♥♥♥♥♥ about it. As has been said I can ask nicely, see if others agree and hope to show the developer that it's in their best interest to add support for X - where X could be HOTAS, wheel, VR, etc. etc.
From what I understand of Redout it does seem that HOTAS would be a good control method so it's a bummer it's not there but again that doesn't give anyone the right to yell at the devs, etc. It's their game, not ours, they can build it any way they want. We don't have any rights to play how we want, if we don't like their input devices then we just buy something else, case closed. Whining about it helps no-one.
I have played many games where HOTAS or Wheel support "should" be a no brainer, meaning they are obvious flight or driving games and the developer just left it out. Be it for lack of time/skill to add that support or they've never used a HOTAS/wheel again it doesn't matter, it's their game.
We PC Master Race guys are lucky that with time, reading and experimenting we do have the tools available to use to be able to make just about any control scheme we want. Hell I've seen a guy build a controller out of a bunch of potatoes. Or a microwave. It's nuts.
It's funny that many of the smaller games from very small dev teams seem to get this right where the big publishers do silly stuff like with BF1. All we (usually) ask for is the ability to setup what we want how we want it.