Analog roll with mouse steering
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- Posts: 3
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Analog roll with mouse steering
When using pitch-yaw follow mouse steering, joystick roll input is disabled. There is a binding for roll during direct mouse steering, but as far as I can tell the only way to roll during follow mouse steering is to use digital inputs. That loses a lot of finesse, especially for agile ships, and especially with the new flight model. Any method (using existing bindings or new ones) to use mouse steering while retaining analog control over all 3 rotation axes would be extremely helpful.
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- EGOSOFT
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- Joined: Tue, 29. Apr 03, 00:56
Re: Analog roll with mouse steering
As per the Public Beta Feedback forum rules, feature requests don't belong there. Moved over to the main forum for you.
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- Posts: 6
- Joined: Wed, 26. Apr 23, 14:43
Re: Analog roll with mouse steering
Yup, just came from Star Citizen, this was how I flew in SC before they disabled space flight. Been trying to set up the controlls the same in X4 as in SC. I fly with left hand on the VKB gladiator ominthrottle (stick) and right hand on the mouse. This controll scheme is called "HOSAM" and there are literally DOZENS of us, even though it's objectively the best setup. I know the game is mainly played with a mouse and keyboard, but with this new flight model I think it's worth the effort to set up sticks.
So to Clarify
- The issue:
With 'Secondary Steering Axis' bound to the X Axis on my stick, roll works with 'mouse steering mode' disabled. However, enabling 'mouse steering mode' disables analog roll. The current workaround is to bind 'roll left' and 'roll right' to X axis +/-, however this limits you to digital roll inputs and feels terrible. I also tested pitch and Yaw on the stick with mouse steering enabled and these were also disabled. It appears that when mouse steering is enabled, all (analog) stick steering is disabled. As there are 3 analog steering axies, however just the two axies on mice, no matter the configuration, we'll always be short one axis when mouse flying.
- The proposed change:
When 'mouse steering mode' is enabled, enable steering inputs. As a T0 implementation, simply have any mouse input on a specific axis, override the stick input on the same axis (i.e. if I input a + yaw on the mouse and a - yaw on the stick, the result would be a + yaw) this would allow us to bind a stick axis to the steering axis not used by our mouse. This would solve the imediate issue. T0.1 would be including a setting/button to determine/toggle the dominant input (i.e. stick overides mouse input) and T1 would be implementing some Boing style average input mechanism (i.e. +5 yaw on the mouse and -3 yaw on the stick would result in a +2 yaw in game). That would solve no issues and be needlessly complex, however it would be a flex on CIG as they're yet to implement it.
So to Clarify
- The issue:
With 'Secondary Steering Axis' bound to the X Axis on my stick, roll works with 'mouse steering mode' disabled. However, enabling 'mouse steering mode' disables analog roll. The current workaround is to bind 'roll left' and 'roll right' to X axis +/-, however this limits you to digital roll inputs and feels terrible. I also tested pitch and Yaw on the stick with mouse steering enabled and these were also disabled. It appears that when mouse steering is enabled, all (analog) stick steering is disabled. As there are 3 analog steering axies, however just the two axies on mice, no matter the configuration, we'll always be short one axis when mouse flying.
- The proposed change:
When 'mouse steering mode' is enabled, enable steering inputs. As a T0 implementation, simply have any mouse input on a specific axis, override the stick input on the same axis (i.e. if I input a + yaw on the mouse and a - yaw on the stick, the result would be a + yaw) this would allow us to bind a stick axis to the steering axis not used by our mouse. This would solve the imediate issue. T0.1 would be including a setting/button to determine/toggle the dominant input (i.e. stick overides mouse input) and T1 would be implementing some Boing style average input mechanism (i.e. +5 yaw on the mouse and -3 yaw on the stick would result in a +2 yaw in game). That would solve no issues and be needlessly complex, however it would be a flex on CIG as they're yet to implement it.