Mouse controls uplayable.

I feel your pain Zachary - doesn't seem to be possible to adjust the sensitivity with any level of finesse.

You haven't answered to any of the questions. I'd like to believe you're not trolling, but it's getting hard. Show us your bindings please, so we can help.
 
What do you mean by "power curve" settings?

He presumably means the response curve which maps input to output, as you get with decent joysticks.

It defines how much your virtual joystick changes in the game from any given movement of your mouse, sort of like a gear system.

pzqdDVX.png
 

Mike Evans

Designer- Elite: Dangerous
Frontier
He presumably means the response curve which maps input to output, as you get with decent joysticks.

It defines how much your virtual joystick changes in the game from any given movement of your mouse, sort of like a gear system.

pzqdDVX.png

Ours is very simple it's just applies a power from 1 to 3 to the input value. Thus 1 would make the input completely linear and any higher value will decrease sensitivity around the neutral position.
 
BTW the next update includes a major overhaul of the mouse customisation options where the sensitivity is better, you can define deadzones and power curves to the mouse input and can set each mouse axis separately (including the ability to set relative yaw/pitch if desired). It's a step up from what it was and nearing the pinnacle of what we can actually do to make mouse use feel better. Obviously the mouse is always operating a virtual joystick as one to one ship movement with it just doesn't work with the sedate turn rates our ships have (I wouldn't have it any other way). So if you can't shift your mouse control paradigm away from FPS or Arcade Space/Air Flight models you'll still have issues with it potentially (sorry but it can't be helped, the only way to fix this would be to drastically speed up our turn rates which will fundamentally change the nature of the flight model and the game).

Just lot of awesome news for mouse and keyboard users! Thanks Mike!
 

nats

Banned
Why are you even helping this guy? He has waited for this game for ten years and he wants a refund because of some mouse control difficulties? Idiot.
 
Why are you even helping this guy?

I'd be angry if I waited for something for ten years, got it and couldn't use it. I might even be angry enough to lash out at those I blamed for my predicament. That's no reason for the rest of us not to give advice to all the lurkers that will find this thread on Google :)
 
I've been playing the single player combat build (that just got released to the kickstarter backers) for a couple of hours now. I don't have a joystick so it was mouse and keyboard for me.

Some thoughts:
0) Those videos from Kroy are great! "Elite: Dangerous Alpha - Back To Basics - Part #1"
1) A decent framerate is vital. Once I found that it was CTRL+F to turn it on I could see my laptop was doing 15 FPS. I dropped the resolution and detail and I now beat the first Sidewinder mission about half the time even though I can hardly see it. Will try it on my PC but I expect it will be slower - at least the screen is bigger...
2) Absolute mouse controls are tricky (but surely the way to go once I get better). Using relative controls with additional keyboard keys for pitch in case you get into a turning race makes it much easier
3) I started with flight assist off - don't do this as you're so busy tapping at the throttle you can't fly it
4) Having the yaw keys handy (A and D) makes fine adjustment when shooting much easier.
5) Keys only is harder as you don't have such each access to yaw because you're covering pitch and roll instead.

So I can already see that skill will play a big part in the game but unfortunately my 8 bit keyboard skills (which got me to Elite on several versions) are pretty much useless! So much more to learn :)

Also please note that the build people like me have is very different to your beta build as shown in the videos. We don't have so many control options and can't separate out the pitch/roll sensitivity from each other for example.
 
Turns out a bigger screen makes a massive difference. Even with a 5 year old graphics card my desktop PC can do low detail 1200x700 (ish) at 60 fps no bother. And mouse and keys killed the Crimson Triumph (the 'experienced' sidewinder mission) first time!

So my top tips for old Elite veterans coming to E:D would be:

relative mouse controls (roll/pitch reversed)
no deadzone
high sensitivity (2/3rds)
Map a couple of keys to pitch forward and back (for when you get into a turning battle)
Keep your speed in the blue zone

Then the 8 bit skills will soon come back :)

Thanks for all the help and tips on this thread. Now I'm off to watch the rest of KroyMortlach's youtube videos :)
 
Pitch & Roll is the way to go :)

Wrong again, random flight simulator enthusiast.

anyway

absolute mode (emulates joystick) is playable for maneuvers, but is absolute ass for hitting a target since switching angular momentum wont happen in real time, i have the same issues you do, but ive already inquired and supposedly with the next update or so they will add a bunch of mouse customization options, including power curves, which will allow you to adjust the sensitivities of mouse movement properly.

Until then, maybe you have a wired xbox or playstation controller lying around? i use a logitech version of those things, it isnt perfect (sensitivity is a bit high and there is no adjustment for it) but it at least makes the game playable for a while.

Some people suggest keyboard only mode, it might work, but i absolutely detest it personally.
 
FWIW I beat all but the last 2 SP combat scenarios in a couple of days with my Apple magic mouse, which is emphatically not a gaming mouse. And I haven't played a game in any serious way since my Amiga days, which is about 20 years (bloody hell!) ago now. I did find watching some YT tutorials first and them customizing the controls helped. Some people may just not be cut out for mouse control, I know I certainly have never mastered those stupid console controllers and yet they seem to work out fine for others.
 
BTW the next update includes a major overhaul of the mouse customisation options where the sensitivity is better, you can define deadzones and power curves to the mouse input and can set each mouse axis separately (including the ability to set relative yaw/pitch if desired). It's a step up from what it was

Hi Mike - great to hear that you recognise that there was an issue (unlike lots of other people on this thread) and are addressing it.

Thanks for chipping in, and I look forward to the next release.
 
Hi Mike - great to hear that you recognise that there was an issue (unlike lots of other people on this thread) and are addressing it.

Thanks for chipping in, and I look forward to the next release.

The mouse controls are going to be improved and this is a known fact for quite some time already.

But the game is 100% playable and enjoyable with KB/M controls even without these improvements.
 
Hi Mike - great to hear that you recognise that there was an issue (unlike lots of other people on this thread) and are addressing it.

Thanks for chipping in, and I look forward to the next release.

IFAIK there isnt going to be any significant changes to the mouse control - just some tweaks such as allowing seperate x/y sensitivity.

It is basically fine as it is and if your having big problems with it then its a fault with your setup/usage somewhere. Worth remembering that Yaw is deliberately very limited and slow on all controllers so if your using pitch/yaw setting then you will need to use keys to roll - using just pitch/yaw on its own is impossible by design (on any controller setup). Attempting to increase yaw via mouse sensitivity will end in disaster.
 
I agree with OP that the mouse controls leaves some to be desired. Especially the mouse dead end zone is to big even when you turn it all the way down. Imo there should be movement towards the mouse pointer even when the mouse pointer is very close to center, the movement should just not be very fast. As it is now you can't get rid of a dead end that is fairly wide. This is what I am experiencing is making movement 'jumpy'. Why can't the ship just move to point where you point the mouse pointer? I may be missing something that makes sense, but right now I don't know why it doesn't move to point the ship towards you mouse pointer?
 
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I agree with OP that the mouse controls leaves some to be desired. Especially the mouse dead end zone is to big even when you turn it all the way down. Imo there should be movement towards the mouse pointer even when the mouse pointer is very close to center, the movement should just not be very fast. As it is now you can't get rid of a dead end that is fairly wide. This is what I am experiencing is making movement 'jumpy'. Why can't the ship just move to point where you point the mouse pointer? I may be missing something that makes sense, but right now I don't know why it doesn't move to point the ship towards you mouse pointer?

Because it doesn't work that way. It's yaw is specially designed to be weak, so you have to roll and pitch to get into position you want.

Learn how to use it. It is fundamentally different than other games.
 
I agree with OP that the mouse controls leaves some to be desired. Especially the mouse dead end zone is to big even when you turn it all the way down. Imo there should be movement towards the mouse pointer even when the mouse pointer is very close to center, the movement should just not be very fast. As it is now you can't get rid of a dead end that is fairly wide. This is what I am experiencing is making movement 'jumpy'. Why can't the ship just move to point where you point the mouse pointer? I may be missing something that makes sense, but right now I don't know why it doesn't move to point the ship towards you mouse pointer?

Because this game is controller agnostic, which means that all controller devices are equal and this means no ship movement towards the pointer. Mouse emulates joystick in ED.
 
Why can't the ship just move to point where you point the mouse pointer? I may be missing something that makes sense, but right now I don't know why it doesn't move to point the ship towards you mouse pointer?

Flying in Elite is a skill that is easy to pick up with a bit of time, but difficult to master. Flying with a mouse is based on a virtual joystick so you can't do any movement that you can't do on a joystick (like leaving a pointer over a spot on the screen and having you ship automatically realign for you is a no go).

This is to ensure it is you piloting the ship, and that's fun. It also means joystick user aren't disadvantaged by auto guidance of a mouse user, because there is no auto guidance.

There are plenty of linked threads and tutorials from more experieinced mouse users even in this thread. I suggest you read and watch a few of those and practice flying a bit. Good luck.
 
FWIW I beat all but the last 2 SP combat scenarios in a couple of days with my Apple magic mouse, which is emphatically not a gaming mouse. And I haven't played a game in any serious way since my Amiga days, which is about 20 years (bloody hell!) ago now. I did find watching some YT tutorials first and them customizing the controls helped. Some people may just not be cut out for mouse control, I know I certainly have never mastered those stupid console controllers and yet they seem to work out fine for others.

Exactly the same here, I totally agree (although I've played a fair few RPGs, strategy games and of course Elite in the meantime). Once I'd got the control basics sorted and beaten the second sidewinder (3rd mission) the next four missions only took one or two attempts (except the 4 federal fighters one which took half a dozen).

I'll be attempting the anaconda one tonight :)

As many have said the key is to remember that YAW (ie simple moving left and right) is very slow by game design - it's nothing to do with the control method.
 
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