Newcomer / Intro How important is Yaw?

How important is Yaw? It seems the default configuration for the controller has Yaw mapped to the right stick, which I find useful sometimes but keep thinking I should change it to Left/Right thrust instead. I know it'd help more in docking, but I don't really want to lose the Yaw. I suppose I could just map the Left/Right thrusters to a different set of button presses, but what is set already seems to be fairly important as well...
 
I have yaw mapped to the left stick along with pitch. Right stick is for lateral and vertical thrusters.

I think yaw is important - just as important as pitch. Especially when lining up targets, docking, aligning in sc, etc.
 
SO you have no roll on the LS then? Is Yaw a good enough way to turn as oppose to using a combination of Roll & Pitch?
 
As to the benefit of Yaw, i think it is. For dogfighting, it's nice because it can fine-tune your flight path to get a better attack vector. Also when approaching the station entrance, it really can give you some last-moment correction to prevent hitting the wall or passing another ship.

The only time I use L/R thrust is when i'm landing on a pad. And for this, I have separate Controls set up for landing (it automatically engages when you drop your gear). Once gear is dropped, my Yaw Controls become L/R thrust controls.

Is Yaw a good enough way to turn as oppose to using a combination of Roll & Pitch?

Definitely NOT. Yaw turns a DIFFERENT way than pitch or roll, and is a slower ship movement than either.
 
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Roll is assigned to the left and right bumpers (I'm assuming you're using an X-Box equivalent controller). Yaw is not sufficient in a quick turning scenario such as combat - pitch/roll is generally best. But head on passes for example can benefit greatly from yaw - lining up a cargo canister almost necessitates yaw. There are other examples as well.

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As to the benefit of Yaw, i think it is. For dogfighting, it's nice because it can fine-tune your flight path to get a better attack vector. Also when approaching the station entrance, it really can give you some last-moment correction to prevent hitting the wall or passing another ship.

The only time I use L/R thrust is when i'm landing on a pad. And for this, I have separate Controls set up for landing (it automatically engages when you drop your gear). Once gear is dropped, my Yaw Controls become L/R thrust controls.

See I'll use lateral thrust for those head on passes (I fly a Viper and thus control engagement range) or for maneuvering around a turret just as much as I do vertical thrust. Or to really throw someone off in a "death loop" (although boosting the opposite way out of the loop is always fun too).
 
SO you have no roll on the LS then? Is Yaw a good enough way to turn as oppose to using a combination of Roll & Pitch?

Yaw is very inefficient when compared to roll + pitch - this is by design, and I would definitely recommend keeping all three bound especially if you're planning on any combat.
 
One thing I'll add that may not be helpful in this case, but worth mentioning: If you have Pitch, Roll, or Yaw mapped to buttons, and not some sort of stick controller, then you'll not get the full control of that function. What I mean is: those controls are not on/off in the ship, they are gradual. So while you can get slight yaw with a stick, on a button it's going to be all on or all off. With something like an Xbox controller, it's obviously more challenging to assign controls than with something like a traditional HOTUS stick.
 
The only time I use L/R thrust is when i'm landing on a pad. And for this, I have separate Controls set up for landing (it automatically engages when you drop your gear). Once gear is dropped, my Yaw Controls become L/R thrust controls.

This is probably what I need to do then. I wasn't aware that the controls can change their behaviour based on context... Well I suspected it, but didn't know it was the landing gear down that triggered it. So this helps me tremendously because I can now figure out how to best configure these things for flying versus landing. Thank you.
 
Glad it helps. :) My first few attempts in Landing Practice were very difficult until i realized this. Another quick tip for landing: I also remap a control for forward/back thrusters. Once I get the landing radar, I never use regular flight (full blown) thrust at all. Instead, I have a switch controlling forward/back for minute adjustments. So it's all up/down left/right forward/back in small clicks, for perfect control.
 
I used to play a lot of Descent, and that's pretty much how every dogfight went... circular straffing for minutes, then find another target, then circle-strafe again, repeat. Pitch/Roll were used to do the initial targeting, but after that it was just going sideways in circles. I think ED made a good choice - personally, i love it being more of an atmospheric flight model, and less of... like a FPS.
 
You need a flight oriented joystick. I've got a FLY5, and like many others it twists for yaw, so you can have yaw, pitch and roll in a single hand. You naturally twist a bit when steering, so yaw is quite organically included in your natural control and it really makes a world of difference over a control pad.
 
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