Game Discussions Star wars Squadrons

Anyone else using a HOTAS?

I recently added some rudder pedals to my setup for FS2020. I started using them in Elite and now Squadrons.

Is mapping Yaw to the rudder pedals a good idea? Or should I map roll to the pedals and yaw to the joystick X axis.

The issue is I play other flight and combat games where Yaw is mapped to rudder pedals. I would hate to confuse my feet. But I'm not sure how accurate using rudder to make minor aim adjustments is. I'm getting better at it but maybe I can only get so good aiming yaw with my feet.

Anyone opinions?
 
Anyone else using a HOTAS?

I recently added some rudder pedals to my setup for FS2020. I started using them in Elite and now Squadrons.

Is mapping Yaw to the rudder pedals a good idea? Or should I map roll to the pedals and yaw to the joystick X axis.

The issue is I play other flight and combat games where Yaw is mapped to rudder pedals. I would hate to confuse my feet. But I'm not sure how accurate using rudder to make minor aim adjustments is. I'm getting better at it but maybe I can only get so good aiming yaw with my feet.

Anyone opinions?
I play a few other flight sims and have done for many years...I haven't used rudder pedals since Microsoft came up with the Sidewinder FFB stick back in the 90's. I found it so intuitive, not only in flight sims but in the usual raft of space games since then that I'd find it difficult to transfer the muscle memory for rudder/yaw control back to my non existent feet.

I should mention I have tin legs, that being the main reason I switched from rudder pedals to the twist yaw initially having no 'feel' for the light touch needed for pedal input...as much as the lack of feet doesn't stop me from driving manual shift cars, tractors, trucks or riding motorbikes without modification. The Harleys I ride all have heel/toe shift levers which eliminate the need for complicated ankle/foot motion to change gear...same as the Russian Ural rig I ride.

As for immersion...which is the main reason folks use rudder pedals and HOTAS etc, I don't really miss them. The current set of HOTAS 'sidewinders' are pretty accurate (X52-X56 plus the ones from Thrustmaster) and the twist yaw certainly doesn't dent my immersion by any great degree.
 
Last edited:
I play a few other flight sims and have done for many years...I haven't used rudder pedals since Microsoft came up with the Sidewinder FFB stick back in the 90's. I found it so intuitive, not only in flight sims but in the usual raft of space games since then that I'd find it difficult to transfer the muscle memory for rudder/yaw control back to my non existent feet.

I should mention I have tin legs, that being the main reason I switched from rudder pedals to the twist yaw initially having no 'feel' for the light touch needed for pedal input...as much as the lack of feet doesn't stop me from driving manual shift cars, tractors, trucks or riding motorbikes without modification. The Harleys I ride all have heel/toe shift levers which eliminate the need for complicated ankle/foot motion to change gear...same as the Russian Ural rig I ride.

As for immersion...which is the main reason folks use rudder pedals and HOTAS etc, I don't really miss them. The current set of HOTAS 'sidewinders' are pretty accurate (X52-X56 plus the ones from Thrustmaster) and the twist yaw certainly doesn't dent my immersion by any great degree.

HA HA. I have tin legs too. Leg braces like Mad Max without the cool leather and muscle car. Walk with a cane. Like you, I can drive cars normally but I don't have foot flexion.

You have balls if you're driving a Harley. I can't take the chance of another accident taking away the basic mobility I still have.

I think I'm improving with using rudder pedals for aiming but I'm worried that there is a ceiling. It does have an advantage that your pitch and yaw controls are totally independent. With a stick it's hard to keep a constant yaw while adjusting your pitch. And the yaw travel is much broader with the rudder.
 
HA HA. I have tin legs too. Leg braces like Mad Max without the cool leather and muscle car. Walk with a cane. Like you, I can drive cars normally but I don't have foot flexion.

You have balls if you're driving a Harley. I can't take the chance of another accident taking away the basic mobility I still have.

I think I'm improving with using rudder pedals for aiming but I'm worried that there is a ceiling. It does have an advantage that your pitch and yaw controls are totally independent. With a stick it's hard to keep a constant yaw while adjusting your pitch. And the yaw travel is much broader with the rudder.
I just have to remember to look down at my boots when I pull up... to check they're actually on the ground where I think they are...kinda embarrassing when you fall off the shiny scoot when you're stationary at a junction or lights :rolleyes:

As for breaking myself more...if that's possible (Terry Taliban did a half decent job of it already)...I played wheelchair rugby during the veterans Invictus games a couple of years back...believe me, wheelchair rugby makes riding motorcycles seem very tame by comparison :D

xpNr8pa.jpg


IzRFvK0.jpg
 
Last edited:
Just played the campaign bombing mission. I really enjoyed that.

I also started playing fleet battles vs ai. I'm almost ready to go live and play against real people. It's pretty intense.

One thing this game succeeds in is capturing that frantic Star Wars fighter combat feel. You feel like you're in a real battle. I still need to learn how to work with my squadron.
 
I finally got into some multiplayer action today. Did fleet battles. It was really fun. I especially love doing bombing runs over capital ships. I was bad but not as bad as I thought I would be.

Still so much to learn. Have to get good.
 

Craith

Volunteer Moderator
I finally played a few more missions, first time out of the X-Wing and the A-wing feels more like the X-Wing should feel like, at least from a firepower point of view. It also feels as fragile as I remember the old X-wings, finally getting hit is more an immediate danger and less a battle of attrition, losing shields is bad! Handling is also much better, so I am looking forward to the TIE Interceptor.

I still don't understand why they use such a low quality skybox :(
 
I finally played a few more missions, first time out of the X-Wing and the A-wing feels more like the X-Wing should feel like, at least from a firepower point of view. It also feels as fragile as I remember the old X-wings, finally getting hit is more an immediate danger and less a battle of attrition, losing shields is bad! Handling is also much better, so I am looking forward to the TIE Interceptor.

I still don't understand why they use such a low quality skybox :(
TIE I is a glass cannon!!!
 

Craith

Volunteer Moderator
TIE I is a glass cannon!!!
as it should be.
I just don't like the X-Wing being super-tanky, taking Turbolaser shots and shaking them off, and at the same time having no real firepower to take down a TIE Fighter. It just feels wrong. Hitting them should be the limiting thing, not their massive hitpoints. But since they are clumsy bricks too, it kind of balances out, just not in a fun kind of way (for me).
 
as it should be.
I just don't like the X-Wing being super-tanky, taking Turbolaser shots and shaking them off, and at the same time having no real firepower to take down a TIE Fighter. It just feels wrong. Hitting them should be the limiting thing, not their massive hitpoints. But since they are clumsy bricks too, it kind of balances out, just not in a fun kind of way (for me).

Ouch...
So back in the XWing (and Tie Fighter) days, a Tie Fighter would pop in 2 shots (first shot was doing like 56% damage) and a Tie Interceptor in 3 shots.
I remember linking the 4 cannons on my XW and taking down a TieF with a single volley by aiming either with left or right linked cannons
 
as it should be.
I just don't like the X-Wing being super-tanky, taking Turbolaser shots and shaking them off, and at the same time having no real firepower to take down a TIE Fighter. It just feels wrong. Hitting them should be the limiting thing, not their massive hitpoints. But since they are clumsy bricks too, it kind of balances out, just not in a fun kind of way (for me).
Have you tried messing with the weapon “optional extras” yet?

The Plasburst mod (which I think is available for X & A Wings) is a charge-up shot that does decent damage, feels a bit like doing the linked quad shot out of the old games.

Edit: some nice footage here of VR A-Wing gameplay, they take out a Tie Interceptor with two shots at the end:
Source: https://www.reddit.com/r/StarWarsSquadrons/comments/j90la6/held_my_breath_on_that_escape/
 
Last edited:
Have you tried messing with the weapon “optional extras” yet?

The Plasburst mod (which I think is available for X & A Wings) is a charge-up shot that does decent damage, feels a bit like doing the linked quad shot out of the old games.

Edit: some nice footage here of VR A-Wing gameplay, they take out a Tie Interceptor with two shots at the end:
Source: https://www.reddit.com/r/StarWarsSquadrons/comments/j90la6/held_my_breath_on_that_escape/

Honestly, after trying it twice I decided to wait until getting my headset as dogfights on the pancake don't cut it anymore.
 

Craith

Volunteer Moderator
Have you tried messing with the weapon “optional extras” yet?

The Plasburst mod (which I think is available for X & A Wings) is a charge-up shot that does decent damage, feels a bit like doing the linked quad shot out of the old games.

Edit: some nice footage here of VR A-Wing gameplay, they take out a Tie Interceptor with two shots at the end:
Source: https://www.reddit.com/r/StarWarsSquadrons/comments/j90la6/held_my_breath_on_that_escape/
slightly - I don't play to much SW:Squadrons, still in the single player campaign and only did some changes on the A-Wing (the shortrange laser and higher acceleration thrusters to get it closer to how I'd like it to feel). I will see if I can get them to handle properly, but no matter what, the whole game lost a lot of its suspension of disbelief with its arcadey gameplay (compared to the old games, which where more like simulation "light" back in the day)
 
slightly - I don't play to much SW:Squadrons, still in the single player campaign and only did some changes on the A-Wing (the shortrange laser and higher acceleration thrusters to get it closer to how I'd like it to feel). I will see if I can get them to handle properly, but no matter what, the whole game lost a lot of its suspension of disbelief with its arcadey gameplay (compared to the old games, which where more like simulation "light" back in the day)
I’m also not playing much at the moment (staying away from the campaign and sticking to AI Fleet Battles) as I’m waiting for the next patch - hopefully it sorts out the PC VR issues 🤞
While this game has certainly streamlined a number of features, the way I’ve got the game set up gives me enough of the old games’ feel to make me happy. The arcade style booster stats I just consider to be in the style of, “I've made a lot of special modifications myself.” Bit like ED Engineering minus the slot machine mechanics 😁

It’d be nice if there was a mission editor though, or modders are able to do their magic and get some missions in there from A Long Time Ago...
 
as it should be.
I just don't like the X-Wing being super-tanky, taking Turbolaser shots and shaking them off, and at the same time having no real firepower to take down a TIE Fighter. It just feels wrong. Hitting them should be the limiting thing, not their massive hitpoints. But since they are clumsy bricks too, it kind of balances out, just not in a fun kind of way (for me).

mind you I thought Turbo lasers were not good at hitting starfighters, It was relatively easy to avoid getting hit by them in the originals but goddamn they don't miss in Squadrons!!
 
Just watched my buddy's stream of SW Sq,

He'd better pray his insurance agent never sees his flying. No throttle control, and horrible situational awareness. He cringes every time he bounces off something, because of my laugh track.

Colonel Alford, my former C.O., would have grounded him permanently on his poor gunnery alone. You can hear the constant click click click of his fire button, because holding down on on the trigger is slower. No fire discipline. He can't lead targets to save his life, or shoot straight at locked ones.

He'd have better luck at CQC, or a nav beacon.
 
Back
Top Bottom