"Quasi restart" (a.k.a. HOTAS newbie)

Ok, so I've progressed reasonably well with my oldschool (keyboard+mouse) setup ... Broker and Trailblazer and just managed to tick over to combat Elite - HURRAH!

However, I've never engaged in PvP so feel like I've only really been playing half a game. NPCs melt like butter once you have a Vulture or better and there isn't really any challenge in PvE combat - it just becomes another grind (especially the part where we generate a good RES spawn).

So, I've decided to buy a HOTAS... just a cheapy Thrustmaster T Flight X, but something which should do the job and has only set me back about £35 (reboxed jobby from Amazon). Thinking is that this will cause me to relearn the whole flight model from scratch since the muscle memory I've built up will be useless. Obviously, the experience I have in general gameplay will be useful (in particular in PvE combat) but the mechanics of getting a ship in my sights will be restarted from newbie level again :)

I see this as a great opportunity to effectively reboot my game, albeit I want to keep my progress so far, so don't have any particular appetite to clear save. Instead, I'm thinking I'll dock my current ships (a mediocre Anaconda, a fairly well-equipped Vulture and a freshly acquired and empty Python hull with 16% discount) and buy either an Eagle or a Viper and start learning again. Obviously money will be less of an issue in terms of fitting these out: a single trade run in the Annie nets over 1mn credits on a good route, so it's really about learning how to use the HOTAS.

Any further thoughts on this - has anyone else done it? I think it should be quite a lot of fun going back to those early combat ships which I never really flew properly: I traded my way to my first million credits pretty much exclusively (bar I think one or two missions) so my first proper combat experience was actually in an Asp, quickly followed by a Vulture.
 
I just did a few of the tutorials when I bought mine, bare in mind though that you will likely be tweaking it for weeks to come anyway so my advice would be buy and do a few tutorials followed by buying a ship in game that's fun. A vulture would be a good start as its quite frisky in the handling department, take it to a RES site for a few days and learn to use the stick in a "live" situation.

It wont take you very long to be honest.
 
I just did a few of the tutorials when I bought mine, bare in mind though that you will likely be tweaking it for weeks to come anyway so my advice would be buy and do a few tutorials followed by buying a ship in game that's fun. A vulture would be a good start as its quite frisky in the handling department, take it to a RES site for a few days and learn to use the stick in a "live" situation.

It wont take you very long to be honest.

Yeah good tip re: the tutorials... the other change I'm assuming I'll make is to switch from pitch+yaw (bound to mouse axes at the moment) to pitch+roll (what I'm assuming will work better for the joystick axes) with yaw becoming the "twist" axis. Gut feel is that will be the biggest change to how the game feels.

My only reticence with jumping into a Vulture is that BHing is a bit too easy with its large lasers. If I want to become a better pilot, I'm assuming starting with small weapons (which will therefore take longer to burn through the targets) would be a better training ground? Starting with gimbals until I get my eye in, then moving to fixed once I start to get the hang of things?

I'm also leaning towards an Eagle's manouevrability in favour of the Viper's better firepower... but not 100% on that!
 
personally (again) if you plan to go fixed, then start with them or risk never making the move. If you are bothered about the DPM of the vulture then just put smaller guns on it :p. Eagle is a good shout though as its cheap to die in.
 
The tutorials really need some love! But I've used them regularly since Gamma, even if I change my keybinds and want to test them out, or just want to get into an "arcade" mode for 15 minutes before work when doing proper play and cutting it short would be wrong. The two combat missions (one with the big ship with wingmen, and the wave-after-wave one) are amazing. It would be great if FD extended the tutorials (I still think a "fake" galaxy would be good) and allowed some deeper elements, e.g. a limited amount of cash and some module upgrades, or some basic missions. The manual is OK, but a lot of other games have non-risk tutorials which go into greater depth.
 
What I did when upgrading to my X-55 was do the tutorials then jump into a Sidey to get up to speed with movement changes etc. After a few docks and re-docks etc, and some button tweaking it was plain sailing. Just remember not to put your boost button somewhere it can be leant on....
 
Thanks guys... I'm wondering as well whether I'd be better off learning to fly with FA off from the get go or start with FA On and progress to Off after a bit?
 
Any further thoughts on this - has anyone else done it? I think it should be quite a lot of fun going back to those early combat ships which I never really flew properly: I traded my way to my first million credits pretty much exclusively (bar I think one or two missions) so my first proper combat experience was actually in an Asp, quickly followed by a Vulture.

Personally, I wouldn't restart (unless you really want to). The tutorials actually cover a wide range of activities, and will give your control scheme a great preliminary workout. I'd blast through the tutorials, tweaking the controls as you go. By the time you get to the end of them, you'll be in pretty good shape to pick up where you left off, if you want to. Every time that I made a major change to the interface (including adding pedals, VR etc.), I ran through the tutorials to iron out any problems- worked really well.
 
Thanks guys... I'm wondering as well whether I'd be better off learning to fly with FA off from the get go or start with FA On and progress to Off after a bit?

Personally, FA off for a bit. However its personal preference really. I very rarely fly with FA off, but thats out of sheer laziness.
 

Philip Coutts

Volunteer Moderator
Good choice of stick, it's the same one I went for. I went back and did the tutorial of the sidewinder v sidewinder and I did it a lot! Just kept repeating it over and over until I felt comfortable. I'd gone from an xbox 360 pad to the T-Flight and it took a while to get really "into" it. Now I love it and I wouldn't go back.

As for flying FA off it's tricky to learn but very handy in combat. I rarely complete a dogfight without using FA off at some point.
 
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Thanks for the replies... stick arrived yesterday. Box a bit bashed (it was a reboxed product) but otherwise in perfect working order for a shade over £30 - a bargain.

Well it's certainly a bit different from playing K+M! Great fun getting into it (hint: do not try out your new control method for the first time after a couple of large glasses of wine!) and more fun this morning when my senses were a little more... "attuned"!

It'll take a bit of getting used to but after a couple of gos on the basic combat trainer, I was able to follow and destroy the placid sidewinder with relative ease (FA On). Aggressive sidey on the later training module is still a bit of a challenge but sadly I need to get to work so will leave that for the weekend.

Also had a good go at FA Off an noted a couple of observations:
1. Learning to use FA Off whilst flying through an asteroid field is... "ambitious" to say the least. Not recommended :)
2. FA On definitely has its moments when it's needed, but...
3. FA Off with a stick is not the absolute terror I imagined. I managed to get the waste cannisters done 100% FA Off and it's great for learning the fine control necessary
4. Practising with FA Off seems to improve my FA On skills too... bonus!

All in all, I'm back to being a complete newb with the controls, but this feels like it has so much more potential - I guess that's why fighter pilots navigate using joysticks etc. rather than keyboard and mouse inside their planes :) FA Off is going to take an order of magnitude longer to learn, but I've decided I would quite like to do it in parallel with improving my FA On control. Flicking between the two appears to be the way to go, at least until I'm back to being somewhat competent with my control mechanism.

I didn't think I'd get on well with the yaw control being attached to the twist of the stick... but it's great! I can start to feel where to point the stick when playing follow-my-leader with the basic combat training is becoming more instinctive now and automatically employs a mix of pitch, roll and yaw - whereas previously my roll input was digital, so not as easy to apply all three naturally (tended to default to using pitch & yaw more).

Another bonus is learning FA Off (even though it'll take longer) will give me a huge benefit when smuggling: FA Off with K+M was certainly never for the faint hearted, especially when trying to dock with 200t of illicits!

Thanks again folks - look forward to getting back out there at some point, although it might be a while before I brave Open with my new controls (even in a cheap-to-replace Eagle).

And Cheers SASStalker for the tip about starting off with Fixeds: I can see what you mean, just from playing with tutorials. If I start using Gimbals then I won't develop the same level of fine control needed for Fixeds and I'll be screwed (or at least, limited).

Hurrah for HOTAS!
 
Thanks guys... I'm wondering as well whether I'd be better off learning to fly with FA off from the get go or start with FA On and progress to Off after a bit?
Army or Marines bro? Also, if you going to start learning all over again may as well chanllenge yourself and learn FAOff. That is what I did.
 
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