1) Ability to have gimbals aim based on head position -- not on mouse pointer location. The game has great controller support except for this crucial aspect; one still has to reach for a mouse to aim gimbals which had been pointing off to the side when we pushed the mouse pointer away. Controller users ideally would have an axis or headtracking available to use for aiming, by simply looking at the target. As it is, it seems to be a terrible disadvantage to use a controller, despite the otherwise good controller support.
2) Keep headtracking active when on foot. It is a bit jarring suddenly to have my character's head frozen as soon as I get up from the pilot's chair. I keep wanting to use my head to fine-tune my "aim" for door controls, NPCs etc. And sometimes I just want to look around while walking.
3) For headtracking, the central HUD pip should be fixed to "infinity" as in the Reflex Sight mod -- but should work with any FOV setting (the mod only works at the default 90 degrees, which is a bit wide for a headtracking user).
4) Tooltips should display when icons are highlighted via controller use -- not just via mouse. Still learning what all the icons do, but the tooltips only work if I reach for the mouse. This is probably a bug rather than a lack of feature.
5) When the ships return to their governed max speed (which I can accept as a safety feature built into them that there's a max speed allowed in any one direction) after boost or travel drive, we should see and hear the forward engines doing that work to slow you back down to normal speed. The silent and mysterious force slowing the ship down is just plain weird. Weirder still is that it's faster to come to a stop with Flight Assist On than it is firing full reverse thrust with it off. Maybe the beta addresses that; I have not tried it.
Small things X4 really needs IMHO
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Re: Small things X4 really needs IMHO
All good points, but I definitely agree with the headtracking continuing when you're on foot. I wish it did. It feels weird not to be able to continue using it.Keeper1st wrote: ↑Sat, 4. Jan 25, 21:12 1) Ability to have gimbals aim based on head position -- not on mouse pointer location. The game has great controller support except for this crucial aspect; one still has to reach for a mouse to aim gimbals which had been pointing off to the side when we pushed the mouse pointer away. Controller users ideally would have an axis or headtracking available to use for aiming, by simply looking at the target. As it is, it seems to be a terrible disadvantage to use a controller, despite the otherwise good controller support.
2) Keep headtracking active when on foot. It is a bit jarring suddenly to have my character's head frozen as soon as I get up from the pilot's chair. I keep wanting to use my head to fine-tune my "aim" for door controls, NPCs etc. And sometimes I just want to look around while walking.
3) For headtracking, the central HUD pip should be fixed to "infinity" as in the Reflex Sight mod -- but should work with any FOV setting (the mod only works at the default 90 degrees, which is a bit wide for a headtracking user).
4) Tooltips should display when icons are highlighted via controller use -- not just via mouse. Still learning what all the icons do, but the tooltips only work if I reach for the mouse. This is probably a bug rather than a lack of feature.
5) When the ships return to their governed max speed (which I can accept as a safety feature built into them that there's a max speed allowed in any one direction) after boost or travel drive, we should see and hear the forward engines doing that work to slow you back down to normal speed. The silent and mysterious force slowing the ship down is just plain weird. Weirder still is that it's faster to come to a stop with Flight Assist On than it is firing full reverse thrust with it off. Maybe the beta addresses that; I have not tried it.
However, I can kinda see why they haven't done it. It can be very disorientating if you're not used to it and and a fair bit of work to get the orientation right. I remember using it in Arma. It was cool, but a bit of pain to get it working right when on foot. It's quite different from when sat in a cockpit. but I still think it would be a great extension of TrackIR and immersion.
1. Please do more on NPC civilian/uniform variety, and bio customisations, Devs.
2. Stations need sirens/warnings when enemy is close in numbers or Station in danger of destruction (in Sandbox).
Yes, for immersion. Thankyou ahead of time. (Edit: This is actually happening!!!)
"No problem can withstand the assault of sustained thinking."
"Before acting 'out of the box', consider why the box was there in the first place."
2. Stations need sirens/warnings when enemy is close in numbers or Station in danger of destruction (in Sandbox).
Yes, for immersion. Thankyou ahead of time. (Edit: This is actually happening!!!)
"No problem can withstand the assault of sustained thinking."
"Before acting 'out of the box', consider why the box was there in the first place."