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Re: controller analog sticks are strange in "ace combat" style controls

I wonder if that is just a feature of all diagonal inputs. In other words, I wonder if it is the same for the usual pitch and yaw setup of a flight stick or default controller. It may be that the game physics is just meant to work that way, so that turning diagonally does not give you 100% angular velocity on either axis.

In Squadrons the fastest turn seems to be pulling up, pitching up. Down maybe equally fast, just doesn't feel that way. I seem to come out of most turns turning up toward my target, then when i get to the target or it turns around, I overshoot.

The need to "counter-steer" seems to be be built into this game, which is annoying. But that's another topic.

1 Reply

  • revivemedic's avatar
    revivemedic
    New Scout
    5 years ago

    @JesuJuvaOU wrote:

    I wonder if that is just a feature of all diagonal inputs. In other words, I wonder if it is the same for the usual pitch and yaw setup of a flight stick or default controller. It may be that the game physics is just meant to work that way, so that turning diagonally does not give you 100% angular velocity.


    Nope. It wasn't an intentional design feature. I have video proof showing how full pitch and roll speed is doubled by assigning pitch and roll to separate sticks, and halved when assigning them to the same stick. This is clearly a bug that puts all of us who like pitch/roll on the same stick at a HUGE competitive disadvantage!

    https://youtu.be/knknwBKd7Lk

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