Inverted Controls In Station only

Hi,

All controls and bindings work perfectly in flight but I have an issue whereby when I engage landing gear, my yaw and roll invert and carry out the opposite command to my input on my Saitek 3D Cobra joystick. Pitch, throttle and thrust are ok but yaw and roll invert. As soon as I take off and disengage landing gear all controls work perfectly again. Engage landing gear for landing and the problem returns.

A similar thing occurs when I am grounded at a station, if I engage the external camera and move about with the free camera, controls invert for roll, yaw, up, down, left right etc.

I have checked my bindings and all seems fine.

is anyone else experiencing a similar issue?

Thanks

CMDR Kronor
 
I may sound like a simpleton - but why we even have those overrides in the first place? And totally separate SRV controls (well, those i can somewhat understand) but still - can't we have one and single setup to control all, along with external camera? Do we really need separate set of controls (with overrides) for like everything?
 
I may sound like a simpleton - but why we even have those overrides in the first place? And totally separate SRV controls (well, those i can somewhat understand) but still - can't we have one and single setup to control all, along with external camera? Do we really need separate set of controls (with overrides) for like everything?
Because some people like optional stuff.
 
Because its handy. I remap a few controls when the landing gear is down to allow for full 6 axis thrusting, making landing much easier. With the gear up, I just use four axis thrust (up/down/left/right) and use the throttle for forward/back. And I use a different controller for the SRV, a gamepad, vs a hotas for flight.
 
Oo-kay.. could be this.
So why we don't have HUD color change then? Double standards?
(question for another time since it goes into OT)
 
Oo-kay.. could be this.
So why we don't have HUD color change then? Double standards?
(question for another time since it goes into OT)
Because it's on the bottom of their to-do list. Changing colours requires a HUD overhaul because some older areas of it weren't designed with that functionality in mind. Back in 2015 they said something along the lines of "we'll consider it when we run out of ideas". ;)
 
I may sound like a simpleton - but why we even have those overrides in the first place? And totally separate SRV controls (well, those i can somewhat understand) but still - can't we have one and single setup to control all, along with external camera? Do we really need separate set of controls (with overrides) for like everything?
Consoles.
Gamepads usually have only four axes. You can get away with two (pitch and roll) plus throttle in regular flight and then use the second stick e.g. for headlook, but you need all three translational axes to align and go down onto the landing pad (but can tolerate disabling headlook for that time).
 
Thank you all for your replies will rebind tonight and let you know if it works.

I was stung by the exact same problem following a clear save binding session (eww, that sounds a bit wrong) but it was fully resolved as described above, in my case by pure luck ahem, exemplary & judicious problem solving techniques. If the issue is not down to this...I'd suggest you may be in rather deep doo-doo!

Because some people like optional stuff.

WARNING: Do not derail thread responding to the following comment

...like Arx microtransactions, for example?
 
Consoles.
Gamepads usually have only four axes. You can get away with two (pitch and roll) plus throttle in regular flight and then use the second stick e.g. for headlook, but you need all three translational axes to align and go down onto the landing pad (but can tolerate disabling headlook for that time).

The reason for allowing separate flight control bindings for landing operations is pretty much this - but its not just console controllers that run out of axes in docking procedures, if you look at really high grade flight controllers from a few years back, excluding the space specific stuff like VKB Kosmosimas / Vipril Constellations, Think more along the lines of the Thrustmaster Warthog and CH fighterstick etc, the sticks don't have a twist, only roll and pitch. Players with that kind of stick and throttle have only got three axes on analogue, unless they have pedals, where they have 4. Once you are through the mailslot, yaw sint a big thing any more, so they might set up the pedals might have toebrakes, whcih with a bit of faffing around in software can be mapped to thrusters so they sacrifice yaw from pedals and bind a button to roll_to_yaw_toggle. Or they could allocate a hat for up/down/left/right thrusers, where as in normal flight that same hat can be set to cycle targets/subtargets or supercruise/cargoscoop/hyperjump/lights, or even as simple as a keyboard and joystick plater might have W & S for throttle up/throttle down in normal flight, but in landing mode they have W & S set for forwards and backwards thrusters.
 
but why we even have those overrides in the first place?

It's a game about flying space ships, we are quite lucky to get these kind of options, most devs do the bare minimum on that front, or the overrides are built into the flight computer.

I use landing override to reconfigure the thrusters & alternate flight control toggle for high-g worlds (vertical thrust switches to analog)
 
I may sound like a simpleton - but why we even have those overrides in the first place? And totally separate SRV controls (well, those i can somewhat understand) but still - can't we have one and single setup to control all, along with external camera? Do we really need separate set of controls (with overrides) for like everything?

I use landing overrides to set lateral thrusters on LB and RB instead of hardpoints. makes landing FAOff a breeze.

With most dual stick analog options you'd have to chose between yaw, roll and lateral thrusters to set on the two x-axis. But that's the problem, you've got only two x-axis. So I also use alternative flight controls with left stick press to switch right stick x axis from yaw to lateral thrusters. Because lateral thrusters is essential in FAOff to control your vector.

I know I sound like a mad man and maybe I'm the only guy who'd understand that. But it works buttery smooth.
 
So it was the landing overrides, inverted, now corrected. yaw still needs to remain inverted for some reason but I got it all working, thank you all for your help
 
Theres an 'Alternate' control system you can click a button to engage, try setting that one up the opposite way for Yaw and use for landing.
 
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