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Re: Diagonal Analog Input is Too Weak

@ToasterMonkeyhas a very good point. The circular boundary of the stick physically prevents max pitch+roll simultaneously (when bound to the same stick) with the linear input mapping as it is now. This is not a problem when pitch and yaw are on the same stick, because it is how aiming in typical FSP games is mapped; it "feels right."

Since pitch+roll on the right stick (aviator scheme) is actually how the flight controls should be (watch the pilot's right hand when playing), I hope this gets fixed soon.

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