With mouse and keyboard at least. When in turret mode, the turret does not follow the mouse movement 1:1. You make a slight adjustment, nothing happens; you make a slightly larger movement, at first the turret doesn't react, then slowly comes into action, then sways heavily in the direction of the mouse movement.
It seems to inherit power curve, sensitivity and deadzone from the ship controls. The thing is, steering a spaceship and controlling an SRV turret work not so well with mouse settings adjusted for either, and need seperate settings instead.
This also makes me very, very afraid of how it may turn out with multi-crew. If I go into a gunner position on a friend's ship, with my mouse sliders set just right for ship steering (absolute pitch+roll) and no separate mouse settings for turret mode, it'll be just as dreadful as the SRV turret.
FD, please give us separate sliders for mouse sensitivity, deadzone and power curve for each of these
* Ship steering
* SRV steering
* SRV turret mode
* 2.3 multi-crew turret gunner role
Edit: I have submitted this as a bug.
Upon further consideration and comparing how it works with mouse headlook, I think manual turret controls can be salvaged without replicating all 3 sliders:
* Ignore deadzone (deadzone = 0)
* Ignore power curve (mouse displacement happens in a 1:1 correlation to screen action)
* Seperate sensitivity slider
This is how it works for mouse headlook already and it works fine.
It seems to inherit power curve, sensitivity and deadzone from the ship controls. The thing is, steering a spaceship and controlling an SRV turret work not so well with mouse settings adjusted for either, and need seperate settings instead.
This also makes me very, very afraid of how it may turn out with multi-crew. If I go into a gunner position on a friend's ship, with my mouse sliders set just right for ship steering (absolute pitch+roll) and no separate mouse settings for turret mode, it'll be just as dreadful as the SRV turret.
FD, please give us separate sliders for mouse sensitivity, deadzone and power curve for each of these
* Ship steering
* SRV steering
* SRV turret mode
* 2.3 multi-crew turret gunner role
Edit: I have submitted this as a bug.
Upon further consideration and comparing how it works with mouse headlook, I think manual turret controls can be salvaged without replicating all 3 sliders:
* Ignore deadzone (deadzone = 0)
* Ignore power curve (mouse displacement happens in a 1:1 correlation to screen action)
* Seperate sensitivity slider
This is how it works for mouse headlook already and it works fine.
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