Remove mouse steering

I started off on M+K, switched to HOTAS. It feels better.
I can still M+K if I want to, I just usually don't want to. Mouse steering is weird to me, was when I started, still is. Reminds me of that terrible point-click-drag flight model NMS uses that I turned off within 2 minutes of it being released back in... what was it? Pathfinder? Bleh.
 
No, but a 19% (tested results) multi-axes maneuverability handicap with the analog sticks on modern game controllers because kids don't understand square holes is pretty damn lame. [downcast]
 
I've noticed when using a hotas the hand has a natural jitter.

If your stick has jitter, that's a problem with the stick.

If your hand has jitter, that's a problem with your hand.

No, but a 19% (tested results) multi-axes maneuverability handicap with the analog sticks on modern game controllers because kids don't understand square holes is pretty damn lame. [downcast]

Can the controllers in question not be manually calibrated or have their sensitivity increased?
 
If your stick has jitter, that's a problem with the stick.

If your hand has jitter, that's a problem with your hand.



Can the controllers in question not be manually calibrated or have their sensitivity increased?
This is true of everyone, though. Your hand is grounded with the mouse. It's not with a joystick.
 
This is true of everyone, though. Your hand is grounded with the mouse. It's not with a joystick.

Friction stabilizes a mouse. Springs stabilize a stick.

Pick two numbers between zero and 255 and I'll hold my stick in that position as long as you can hold your mouse cursor on the period at the end of this sentience, or at least until I get bored.
 
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Can the controllers in question not be manually calibrated or have their sensitivity increased?

Not really an option in practice. Trying to trace a square outline in the range of the round holes or go from the center to the "corners" has other calibration consequences and isn't really precise enough. Might be possible with additional third party software; not what I've seen offhand from Logitech and Microsoft though. A lot of this sort of optional setup and functionality stuff has been streamlined and removed in the last decade or so to be much more plug-and-play.

Could be set in the game with a control option for hot-zone % limits, kind of like how we have the dead-zone options for around center. This would lose some sensitivity (dynamic range), but at least then we'd get full throws (full ship agility potential).

Or they could just make a controller with square analog stick range of motion again... [blah]
 
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If mouse control is "perceived" to give users an "unfair" advantage, then it must be a viable controller. As long as it doesn't inappropriately exceed the performance (Roll/Yaw/Pitch) rates of a given ship I don't see what the problem is. Also, if its really that good then there would be no reason why it wouldn't be a viable controller in RL...
 
If mouse control is "perceived" to give users an "unfair" advantage, then it must be a viable controller. As long as it doesn't inappropriately exceed the performance (Roll/Yaw/Pitch) rates of a given ship I don't see what the problem is. Also, if its really that good then there would be no reason why it wouldn't be a viable controller in RL...

The advantage of the mouse as a controller, is the micro accuracy. Most RL things we steer manually, does not have that kind of accuracy in their maneuvering capability.

A stick is plenty precise to controll a regular plane. It's not like the nose stays perfectly still anyway.
 
Not really an option in practice. Trying to trace a square outline in the range of the round holes or go from the center to the "corners" has other calibration consequences and isn't really precise enough. Might be possible with additional third party software; not what I've seen offhand from Logitech and Microsoft though. A lot of this sort of optional setup and functionality stuff has been streamlined and removed in the last decade or so to be much more plug-and-play.

Could be set in the game with a control option for hot-zone % limits, kind of like how we have the dead-zone options for around center. This would lose some sensitivity (dynamic range), but at least then we'd get full throws (full ship agility potential).

Or they could just make a controller with square analog stick range of motion again... [blah]

You don't need to trace a square outline, you just need to know the maximum and minimum x/y values reached at the actual corners and make sure you don't exceed them when calibrating the device.

I managed fine for years with a narrow range on my CH mini sticks by noting where the corners actually were and calibrating the maximum and minimum vertical/horizontal to 80/174 instead of 0/255. It essentially reduced precision to the equivalent of 6 or 7-bit, but it worked well enough for thrusters until I could get around to boring out the hole actually constraining the physical movement of the stick (which now lets me do the full 0 to 255 with twice the range of motion).

If you are doing this in Windows you can actually find the configuration values stored in the registry with the device ID and manually edit them, if you can decode them.

Controllers and interfaces could certainly improve, but there are almost always workarounds.
 
You don't need to trace a square outline, you just need to know the maximum and minimum x/y values reached at the actual corners and make sure you don't exceed them when calibrating the device.

...

Like I said, it isn't really an option in practice from my experience, at least not via the Windows calibration options. It's way too imprecise and throws the overall calibration too far off, unfortunately. Might be possible with other third party software, especially if you could input these values instead of relying on stick movements, and perhaps editing the registry as you mention.

Yes, workarounds are possible, but an option in the game controller settings that accounts for this common issue with controllers these days would definitely be nice. I had two threads in the suggestions section of the forum, one in 2015 and one in 2016 about this that as far as I know were ignored by the devs, though I think it'd be a nice and relatively easy feature to implement, all things considered.

Cheers.
 
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Let's face it. Only gankers and murder hobos use this because they can keep their recticle on the target with little difficulty.

And whoever heard of piloting a spaceship with a mouse?! Come on! That's just silly.

Use a joystick, controller, HOTAS, or keyboard. The mouse should only be for pointing.

Agree/Disagree?

Discuss

Totally disagree.. I am left handed and have yet to find a hotas that is comfortable using the left hand. A mouse can be configured with a couple of clicks. So thank you for your concern but keep the mice.
T
 
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