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Does "most frequently used devices" include the Thrustmaster T-Flight X?
No, that's a different one. The full name of the one I've got is the Thrustmaster T-Flight Stick X. It's a budget version of the picture you posted, and it's only got one joystick.
I've got one final question: In every other game I've got that I play with a joystick, I use the keyboard in conjunction with the joystick. Basically, I'm using the keyboard for movement, target selection, and general ship functions, and the joystick is used to steer and to fire my weapons. Will I be able to play that way once the Thrustmaster T-Flight X has support?
I understand that currently using one input method immediately swaps the control scheme to that method, which really messes with using joystick and keyboard at once. That being said, it doesn't make sense - not every joystick has nearly enough inputs to cover even the most important actions, so having to use both is all but guaranteed to be necessary for the majority of sticks. Using standard gamepads as default model for non-mouse/KB input including its limitations (number of axis and buttons) is not a good idea, IMHO.
The issue I see for this game - and the same goes for other, similar games like Everspace 1 and 2 - is that they were never designed around the joystick as input method, but rather mouse and keyboard. As such it is almost impossible to get rid of any quirks and biased design decisions when implementing it as alternate input method.
Anyway, I still have high hopes for this game considering your dedication! But I'll definitely wait until proper (direct input) joystick support is added later on before giving it another try.
I tried to configure the game to get it works with my HOTAS ThrustMaster T16000M.
It is very hard to know what button is used for what, but i can live with that. That's something expected when you want to use something like HOTAS.
Most important issue is that most key binding doesn't work properly (or there is something i'm doing wrong).
When you rebind something in the config menu, the key attached is something like "N/A + whatever HOTAS button you touched". My understanding is, to get this key works, you have to push a "not available" key + a button of your HOTAS. Then of course, it doesn't work.
I'll try to find the .CFG file where the key binding is defined, and play around with it if it's possible.
Sorry but i don't find how to attached a screenshot here xD
If you can find a game that has a config file that already works with HOTAS you can change the keybinding for a specific, easily identifiable, command and get the key names there.
If you don't want to go through the headache of figuring out key names and setting files to "read only" you can hang out while the devs continue their hard work to bring compatibility to as many joysticks as they can.
Just some options.
Hi Ghost,
i fund the config file, it's "StarpointGemini3Configuration.cfg" inside the SPG3 folder. But the code looks fine to me. For example :
I would really like to play with HOTAS, i purchase it some months ago and didn't really had fun with it yet.
But you are right, the game is still early Alpha and our LGM friends have many things to correct/implement/correct. I'll put SPG3 aside for now, and maybe reinstalled SPG2 in the meanwhile :)
@LGM guys : if you need beta tester for this HOTAS, or if you need screenshot or copy of my StarpointGemini3Configuration.cfg, feel free to contact me, i'll be glad to help.
As long as there was a valid mapping available, the in-game key binding screen (with 2 options per action, except for axes, mostly) could be used.
At release and with one patch, the "official" list from a somewhat large dev team was frighteningly short:
However, because of this approach and ensuring the game knew what to do with dozens of buttons per device and because the developers had provided a little PDF explaining their approach:
A community-shared document grew support for roughly 50 devices, with a few comments about certain setups.
So was clear that (A) it's really not reasonable to expect the devs to support dozens of devices, each with trigger OS events for their parochial h/w triggers in different ways; but (B) a transparent approach could result in a rather impressive array of support, increasing coverage several fold; and (C) there are those in the community who will contribute their info, especially if the barrier to contribution is low. It was low, as I'm a minor contributor to that.
Here's an illustrative example for a device I don't have:
Attention to Axis mapping is important. The game has its own dead-zone thresholds, although for Virpils I prefer their software to configure that and write to the eprom.
Since I have HOSAS--space flight uses 6 DOF a lot, making HOTAS slightly less preferred--this was nice to have. I was able to get things going pretty quickly with little work thanks to community; in fact, faster than some in-development-for-years-still-raising-money products with extensive in-game mapping.
For every other game, I use JoyToKey and HOSAM. Yes, even Spellforce 3 and what not. RDR2 is a bit weird. Can't use a console controller worth a damn, but Deity I love joysticks with too much crap on them.
If I may make a suggestion, please (pretty please with cherry on top!) avoid hardcoded inputs completely if at all possible. As someone who doesn't use the WASD control scheme in FPS and similar games for instance I can't stress enough how important completely customizable controls are.
That being said I haven't played the game in a while so I can't comment on the progress that's been made. Maybe I'll give it a spin one of these days.
Back on the topic of HOTAS, would a keyboard + VKB Gladiator Mk. II setup work without issues right now?