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There should be options to rebind pitch/roll/yaw, and I think the sensitivity/motion range are tuned badly by default (lowering sens to 15% and raising motion range to 100% works for me), and there needs to be more button-conservation options like JS and Controller have, but otherwise, mouse input is fine.
As DaffanZ and Tyraniic say, this is virtual joystick and is the standard for most space flight sims (eg Elite Dangerous). Speaking as someone who prefers KB&M over joystick in space sims, I hate direct input flight games. They're way too arcadey. That really wouldn't be appropriate for a game like Squadrons.
- Cynthesis5 years agoNew Rookie
Elite Dangerous and Squadron's mouse controls are not virtual joystick by default. Virtual joystick means that left and right movement = roll not yaw. Elite Dangerous can be re-mapped to be virtual joystick, but default left and right mouse is yaw. In Squadrons you can't even re-map it to get roll on mouse.
Real virtual joystick is like Battlefield 4. In that game if you want to use the mouse to pitch up or down, you have to continuously move the mouse (a pita imo, you have to use a second bind for pitch up at least). If you stop moving the mouse the jet will center, emulating how a joystick will re-center itself once input is stopped. In Squadrons it doesn't center itself. If you leave the mouse off center the ship will continuously pitch/yaw. This is nothing like virtual joystick and no this is not the standard. Some games like Elite are close to this though.
tldr: Virtual joystick means that left and right mouse movement are roll. It also means that once input is stopped (the mouse stops moving) the ship will center. Squadrons uses a tethered mouse control mode that does neither of these.
- 5 years ago@Cynthesis If the ship would auto center after input stops like a joystick that would make a world of difference.
- 5 years ago
Finally downloaded and tried this game, yes aiming and mouse controls are awful. Elite Dangerous has much better flight controls with mouse. SWBF2017 has even more fluent flight mechanics it just isn't possible that same studio made this game. Please improve mouse controls.
- 5 years ago
I was afraid they'd hobble us keyboard and mouse users in order to give flight stick users misplaced, perceived parity. But I didn't think it'd be like this straight out of the gate. I mean, it's all pure speculation on my part, but what other reason could there be. Maybe it's simply a genuine mistake.
The oversteer with mouse aim is awful. I'm trying my best to get some kind of handle of it. Trying different settings etc. But....
I confidently assumed it would control similar to Elite Dangerous or War Thunder.
- 5 years ago
I just bought the game and tried it. I spent my first 30 minutes of gameplay of looking for this direct input option for mouse.
since it is supposed to be there in a flight game...
I was angry since I couldn't find it, so I came here, and what do I read now?
Direct Input is a modern mouse invention and is extremely overpowered, crossplay would be impossible and the game's defensive flying would be impossible as everyone would have Starfighter levels of 99% accuracy.What kind of joke is this?
So, you are making a competitive dog fight game, and because mouse is obviously better just like in any other shooter game, you nerf it the way it's useless and we all have to play with a joystick or HOTAS so we will enjoy ourselves together as noobs who can't aim?
ARE YOU F****ING KIDDING ME?
GIVE ME BACK MY MONEY.
- 5 years ago
Yes. Reading that makes me angry also, my friend.
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