Forum Discussion
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.
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.