Sensitivity curve settings for hotas and controller users

In light of some recent threads I'd like to discuss the possibility of Frontier adding sensitivity curve settings for hotas and controller.

I use a X52 pro and FA off at all times and although I've gotten used to it, the on center sensitivity, particularly for the x52, is a bit much. I didn't have nearly as much of an issue with on center sensitivity with my old HOTAS One so being able to adjust it would be awesome.
 
Can't you set that through the HOTAS software? Pretty sure my X-56 allows me to do that. I haven't done so, as I had no idea which way to adjust the graphs. :)
If you can, I haven't figured out how to. I went through that program with a fine tooth comb and couldn't find a single setting to change sensitivity. If there is one, or even a third party software that does it, please share.
 
The software with the x56 might be different to yours @Sir Ganksalot ? I have the 56 too and I haven't tried the settings myself beyond setting deadzones etc, but I thought I'd seen it too. Check out the website in case there is a new driver or software package you can get for the 52.

Can't promise of course, but thought I'd share in case it helps out mate.
 

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Couldn't hurt, unless FDev borked it up and messed with the defaults. I don't think they're actually necessary, but yeah - plenty folks like em, so why not? :)
 
You can get around this by using third party software to emulate a virtual joystick. I use Joystick Curves for changing the sensitivity of my twist axis for yaw since I found it too sensitive in the fine adjustments for aiming gauss cannons to hit Thargoid Scouts - but you can use it for several different inputs as well. Just feed the stick input into Joystick Curves and then bind the output of the virtual joystick as the keybind.
 
Having both, I can confirm that the X52 sw does NOT allow curve mapping, the X56 does- but annoyingly not for all axes on the stick -just the major ones. You cant put curves on the thumbsticks or any of the rotaries.

Having the ability to apply a curve to any axis, from any controller, within the game would be awesome.
 
That would be a neat addition. Though there are virtual joystick programs as well as dedicated software options. Thrustmaster just uses a virtual joystick setup that they designed themselves, for instance. VKB actually lets you change the firmware in the stick itself (which is just super convenient.)
I started upgrading sticks when I started flying FA-OFF full time. Couldn't imagine doing that without joystick curves!
 

Deleted member 121570

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Just to say that whilst curves and stuff might help, they're not a requirement. As with all things, it's best to try things out and decide what works for you individually. They might equally inhibit you and not be worth it.

Having the option in-game would make this super-easy for people to try out rather than installing 3rd party stuff, making it easier to find what works for em and what doesn't.
 
Just to say that whilst curves and stuff might help, they're not a requirement. As with all things, it's best to try things out and decide what works for you individually. They might equally inhibit you and not be worth it.

Having the option in-game would make this super-easy for people to try out rather than installing 3rd party stuff, making it easier to find what works for em and what doesn't.
Well said. It's very much horses for courses.
 
Been asking for ingame curves for a long time now.
I wish Fdev would just bite the bullet and do as other games do and not feel bad about it.
 
Last time I bothered checking I had a roughly 19% effective multi-axes maneuverability handicap in the "corners" in the game on my analog sticks due to them having a round range of motion instead of the proper square. Problem being, they're all round these days. 💩

...

And some people want a curve in rates on top of that... It's no wonder Frontier haven't bothered and likely don't even know better. Do I blame "console" makers and "gamers?" Do I?!


No, but welcome to the common denominator just the same.
 
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I use the aforementioned Joystick Curves when using anything other than my CH stuff, which has it's own software.

In general, I want less sensitivity near the center, for more fine aiming precision with rotationals, and better control over landings with translational axes, with full sensitivity reached after about half deflection.

Last time I bothered checking I had a roughly 19% effective multi-axes maneuverability handicap in the "corners" in the game on my analog sticks due to them having a round range of motion instead of the proper square. Problem being, they're all round these days. 💩

This is easy to solve with proper calibration with any too that allows you to see raw input. You simply have to limit the maximum travel in the affected axes to what can be easily reached diagonally. Even the default Windows game controller applet can do this.

And some people want a curve in rates on top of that...

Yes, because it allows tunable sensitivity, which mouse users already get two or three layers of control over. Many mice have DPI adjustments; Windows has a sensitivity setting with an "enhance pointer precision" option that acts to reduce sensitivity for slow movements, and Elite: Dangerous itself has a customizable power curve (which does the opposite of and can counter "enhance pointer precision") and return/centering speed (for relative mouse).
 
Trying to re-calibrate the sticks precisely, evenly, manually, without reaching their limits is not easy, nor is it what I'd call a proper solution. It should be accounted for as an option in games and/or stock first-party software, given that pretty much all controllers have these sort of analog sticks these days.

Point being, if they're not bothering to address an actual widespread issue, I'm not sure why they'd address preferences of a similar nature.
 
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