How Heavy is Impact on Control Bindings for New Release (beta)?

Sweet mother of pearl , i never even bothered with assigning camera controls due to the plethora of new keybinds. Ah well guess i kinda have to as im eager to try out some deep space exploration mining once the test build goes live.
Well, if you have a XB1/XB360/DS4-style gamepad, you can pretty much double up the assignments to both the free camera and the FSS. Kill two birds with one stone.
 
I use a T-flight HOTAS x and a small keypad and didn't have any real issues with needing more keys.

The biggest issue I've found is muscle memory with the redesigned UI - especially when requesting docking. I'll get used to it sooner or later lol
 
If you are like those who started beta, you'll have 1-2 play days of deciding you hate the new systems mostly because you are trying to find new keys to bind to your liking.

Once you have those bindings, things smooth out and you will likely decide you like the new systems.

Now, I don't know if some default bindings are now in place for the new stuff. I thought I read that they were trying to do a merge kind of thing so you keep your old bindings and default bindings get merged in on new items, but it didn't work for me. I had blanks in the new stuff (marked with a convenient !).

I use a T-flight HOTAS x and a small keypad and didn't have any real issues with needing more keys.

The biggest issue I've found is muscle memory with the redesigned UI - especially when requesting docking. I'll get used to it sooner or later lol

I got used to it pretty quick. In fact when I went back to live I have to now think about it because there are the extra steps to request docking.
 
If you are like those who started beta, you'll have 1-2 play days of deciding you hate the new systems mostly because you are trying to find new keys to bind to your liking.

Once you have those bindings, things smooth out and you will likely decide you like the new systems.

Now, I don't know if some default bindings are now in place for the new stuff. I thought I read that they were trying to do a merge kind of thing so you keep your old bindings and default bindings get merged in on new items, but it didn't work for me. I had blanks in the new stuff (marked with a convenient !).



I got used to it pretty quick. In fact when I went back to live I have to now think about it because there are the extra steps to request docking.
Default bindings work since beta 1. But they don't get merged...
 
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I'd agree with many of the comments here and say it was a reasonable faff to set up.
I've got a configuration that I'm broadly happy with now but I'd still say isn't ideal and I'm hoping they'll make a few revisions to the keybindings for the final release..
 
Problem I had, I had my Hotas set up and none of the new binds came defined so you end up geussing what each thing is as you have no clue as what a fss scanner is or what it does and should I bind a key to it a scroll wheel or a trigger or pedal you have that with each option and when you have Hotas setup and you press trigger you get message saying do you want to overwrite the existing binding which you prob don't so I ended up picking random letters on my keyboard and finding they were allready bound to something else it continued for about an hour and I gave up now I have one bind "m" for mode switch so I can get to combat mode from what ever mode it decides to put me in
 
Default bindings work since beta 1. But they don't get merged...
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Yea. It said in the beta patch notes, that custom binding files won't be updated, so we did it ourselves. It was oki for the beta. But FD better implements some automatic merging for the rollout. I mean, us who did the keybindings during the beta are fine enough. We did the work, we have what we need. But having each and every player set is bindings, without even giving them defaults, is not helping so much.
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The defaults won't be perfect for everybody, but they'd help a lot. Especially as some of the bindings are really only guesswork, what they might do. It's not without reason that I put a number of bindings simply on the keys a-s-d-f-g-h... when entering the beta. Just to be able to activate the function at all, see what it does, then ponder where I'd actually want to have it. Good enough for a beta with known issues, not acceptable for a rollout.
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Yea. It said in the beta patch notes, that custom binding files won't be updated, so we did it ourselves. It was oki for the beta. But FD better implements some automatic merging for the rollout. I mean, us who did the keybindings during the beta are fine enough. We did the work, we have what we need. But having each and every player set is bindings, without even giving them defaults, is not helping so much.
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The defaults won't be perfect for everybody, but they'd help a lot. Especially as some of the bindings are really only guesswork, what they might do. It's not without reason that I put a number of bindings simply on the keys a-s-d-f-g-h... when entering the beta. Just to be able to activate the function at all, see what it does, then ponder where I'd actually want to have it. Good enough for a beta with known issues, not acceptable for a rollout.
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I disagree. Everyone who wants to use the default bindings can simply load them.
 
I guess it depends how you like to configure your controls.

I've seen people saying (unrelated to 3.3) how they move the galmap around using their joystick and (related to 3.3) how they control the FSS/DSS in a similar way.

Sorry, but that poop just won't fly in this house.

Primary flight controls are primary flight controls. End of.
You don't get fighter-pilots waggling their joysticks around to select waypoints or zoom in on a target.
That kind of nonsense would have catastrophic consequences when somebody selects the wrong mode while under stress.

You have secondary controls for operating secondary systems.

With that said, you can cram all the FSS/DSS controls onto a mouse (as long as it's got half a dozen buttons) which gives you a "dedicated" controller for all that stuff... although it's not very "hotas".
And, of course, that's probably not going to help if you're stuck with an XBox or PS4 controller.

I'm taking the opportunity to build a proper little "button box" (using one of Leo Bodnar's joystick boards) which'll have a mini-joystick, a couple of rotaries and a variety of buttons all dedicated to the FSS/DSS, provide controls for navigating the maps and provide a bunch of dedicated secondary controls such as lights, NV, gear, cargo scoop etc too.

Like I said, though, I'm doing this because I want a control system that suits me.
As long as you're okay with using a mouse to control the FSS, you can adopt the new controls without much of a hassle.

The hard part will be rationalising it all so the same controls can be used for similar tasks in different modes.
For example, most of the stuff you use for the FSS can be used for navigating the maps, navigating the HUDs and operating the camera suite.
That's something that FDev should really have put more effort into standardising, themselves.
 
I disagree. Everyone who wants to use the default bindings can simply load them.
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That can be done, but it completely erases any control modifications done. People are in between giving up their modifications, or having to spend extra effort to make bindings. That's fine enough for a beta and yes, it's not much extra effort.
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But imagine this scenario: You are not a diehard fan. You come home after a long day at work. You heard a lot of bad things about the new stuff already. (I mean, look around in the beta forums. There are people around who openly stated that they refused to ever test the new things, as they already in advance decided that this stuff is bad. ) They still decide to give it a try. But instead of being able to try it, the game now forces them to set up controls for something they don't even know yet.
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It's not good. And it's also not that hard to fix. The binding file is well structured. Just check if the structures for the new controls are there yet. If not, just add the default bindings. It avoids a lot of frustration on player side. (5 minutes per player, multiplied by the playerbase, is a lot of time used in a way which can push people to go for something else. ) Thus I think it is necessary to have that.
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I've seen people saying (unrelated to 3.3) how they move the galmap around using their joystick and (related to 3.3) how they control the FSS/DSS in a similar way.

Sorry, but that poop just won't fly in this house.

Primary flight controls are primary flight controls. End of.
You don't get fighter-pilots waggling their joysticks around to select waypoints or zoom in on a target.
That kind of nonsense would have catastrophic consequences when somebody selects the wrong mode while under stress.

You have secondary controls for operating secondary systems.
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Hmm. Some points there:
1. It's still a game. It might be just me, but I don't have a complete jet fighter cockpit at home. If I would, I'd also have no problems placing everything.
2. You might be right that the control stick in a jet fighter is not used in menus. But it's also not like the pilot is transferred to a different screen/location when using other things. In ED, when you go to the galaxy map, system map, FSS, DSS, you don't have access to your ships controls any more. So it's not like you could in system map move your cursor and the ship changes course.
3. Wrong mode under stress: yes. If you get attacked and then, by having strange bindings, start switching between galaxy map and system, you might be at a disadvantage. That already was like that before, you just now can also add the FSS and DSS into the mix. :D
4. From all you write, I guess you know more about fighter planes than anybody else here. Can you please tell us more?
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I've seen people saying (unrelated to 3.3) how they move the galmap around using their joystick and (related to 3.3) how they control the FSS/DSS in a similar way.

Sorry, but that poop just won't fly in this house.


I think you'll just have to get used to it mate, the FSS/DSS works great with the HOTAS. You could always purchase a secondary stick if your immersion is getting destroyed. Am not quite sure what any of this has to do with Fighter jets, can someone explain?
 
Hmm. Some points there:
1. It's still a game. It might be just me, but I don't have a complete jet fighter cockpit at home. If I would, I'd also have no problems placing everything.
2. You might be right that the control stick in a jet fighter is not used in menus. But it's also not like the pilot is transferred to a different screen/location when using other things. In ED, when you go to the galaxy map, system map, FSS, DSS, you don't have access to your ships controls any more. So it's not like you could in system map move your cursor and the ship changes course.
3. Wrong mode under stress: yes. If you get attacked and then, by having strange bindings, start switching between galaxy map and system, you might be at a disadvantage. That already was like that before, you just now can also add the FSS and DSS into the mix. :D
4. From all you write, I guess you know more about fighter planes than anybody else here. Can you please tell us more?
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Thanks for the feedback.

I hope you won't mind if I disregard it?

I think you'll just have to get used to it mate, the FSS/DSS works great with the HOTAS. You could always purchase a secondary stick if your immersion is getting destroyed. Am not quite sure what any of this has to do with Fighter jets, can someone explain?

Nah,

As I said, I'm in the process of building a little panel that'll operate all the new stuff (and a bunch of the current stuff) very nicely.

As for fighter jets, I was simply pointing out that I don't like to re-use controls inappropriately for the same reasons that real aircraft don't.
 
As for fighter jets, I was simply pointing out that I don't like to re-use controls inappropriately for the same reasons that real aircraft don't.

What you are saying makes no sense at all. You are comparing a sci fi computer game with operating a real Aircraft? If you compared it with professional simulators (and desktop simulators) you can use the yoke/stick to manipulate menus.

Fair enough though, plenty of options out there, you can even use the hat switch if you don't want to use the stick itself.
 
What you are saying makes no sense at all. You are comparing a sci fi computer game with operating a real Aircraft? If you compared it with professional simulators (and desktop simulators) you can use the yoke/stick to manipulate menus.

Fair enough though, plenty of options out there, you can even use the hat switch if you don't want to use the stick itself.

Pretty sure you don't use the stick to control any "in flight" aspects of a simulator.

The point, which I've made twice now, is simply that I don't like to re-use primary controls for secondary functions.

It's not that the new controls, alone, add a lot of new key-bindings.
The problem is that the game currently has a heap of different UIs and there's no cohesion between them.
I'd love it if FDev did make the effort to go through ALL the different UIs (the HUDS, the menus, the maps, the camera suite and the new modes) and standardise the required controls so they could be operated using, say, a hat switch and the same variety of buttons.
 
Pretty sure you don't use the stick to control any "in flight" aspects of a simulator.

On fixed based sims you can use the flight controls to manipulate the menus.


I do get where you are coming from, personal choice, and you have plenty of options available to you.

Out of curiosity, have you actually tried the Beta? In order to use the FSS the ship has to be at minimum SC velocity, you are in a completely different mode, so in essence not at the controls of your ship. Kinda like the SRV neural link.
 
Out of curiosity, have you actually tried the Beta? In order to use the FSS the ship has to be at minimum SC velocity, you are in a completely different mode, so in essence not at the controls of your ship. Kinda like the SRV neural link.

Yes, and yes.

TBH, that's also part of the reason why I don't want the "science stuff" on my flight controls too.
To me, at least, it "feels" like you've parked your ship and started playing around with some kind of (really poorly designed) scientific equipment and I want the controls to reflect that I'm doing something unrelated to flying a spaceship.

Originally, I just dug out an old USB game-controller and that easily provided enough dedicated controls for the FSS (and the maps, and the camera-suite) but it's just a bit "hokey", which got me thinking about building a dedicated button-box instead.
Which, in turn, got me thinking about standardising ALL the various UI controls so they could all be operated via the same set of controls.
 
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That can be done, but it completely erases any control modifications done. People are in between giving up their modifications, or having to spend extra effort to make bindings. That's fine enough for a beta and yes, it's not much extra effort.
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But imagine this scenario: You are not a diehard fan. You come home after a long day at work. You heard a lot of bad things about the new stuff already. (I mean, look around in the beta forums. There are people around who openly stated that they refused to ever test the new things, as they already in advance decided that this stuff is bad. ) They still decide to give it a try. But instead of being able to try it, the game now forces them to set up controls for something they don't even know yet.
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It's not good. And it's also not that hard to fix. The binding file is well structured. Just check if the structures for the new controls are there yet. If not, just add the default bindings. It avoids a lot of frustration on player side. (5 minutes per player, multiplied by the playerbase, is a lot of time used in a way which can push people to go for something else. ) Thus I think it is necessary to have that.
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Hmm. Some points there:
1. It's still a game. It might be just me, but I don't have a complete jet fighter cockpit at home. If I would, I'd also have no problems placing everything.
2. You might be right that the control stick in a jet fighter is not used in menus. But it's also not like the pilot is transferred to a different screen/location when using other things. In ED, when you go to the galaxy map, system map, FSS, DSS, you don't have access to your ships controls any more. So it's not like you could in system map move your cursor and the ship changes course.
3. Wrong mode under stress: yes. If you get attacked and then, by having strange bindings, start switching between galaxy map and system, you might be at a disadvantage. That already was like that before, you just now can also add the FSS and DSS into the mix. :D
4. From all you write, I guess you know more about fighter planes than anybody else here. Can you please tell us more?
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Thing is, if you don't use the default bindings the new default bindings aren't likely to work either. It's very unlikely that all buttons for the new functions aren't mapped already. So you would either destroy people's custom bindings or still need to bind a lot yourself.
 
Assuming you have enough unbound controls.

Most people using a HOTAS won't have anything unbound and many will already have made concessions to get what they have now, bound.

I had to adjust over a dozen command inputs and my HOTAS setup has more buttons than most. My backup controls will need to be almost completely redone.

Im using HOTAS and VR + Voice attack and i dont have problem with 2 extra buttons.
 
Thing is, if you don't use the default bindings the new default bindings aren't likely to work either. It's very unlikely that all buttons for the new functions aren't mapped already. So you would either destroy people's custom bindings or still need to bind a lot yourself.
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Only true for three functions: night vision, mode switch and FSS. And you are right, these three indeed need to be handled separately. This is because they are not inside the new sections, but actually new entries in already existing sections.
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But that's three bindings among a long list of new bindings. But there's the whole new controls for FSS and DSS. In the beta you had to build them up from scratch if you had custom key bindings. As they are exclusively for the two new "screens" we have, they do not collide with the existing bindings at all, but exist in parallel. For the release, they should be filled with default settings, even if you run a custom setup. It will make things much easier for people who just jump into the game and want to try the new things.
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