Become good?If someone like me gets it, well, I don't know what to tell you.
Become good?If someone like me gets it, well, I don't know what to tell you.
jesus christ this is not only about the pvp super (guitar) heros.
this is interesting for all pilots. flying newtonian is also fun without using any weapons.
the so called pvp community is not the center of the universe fgs.
Have you ever tried srb rail guns on a decent human opponent with hotas or control pad and hit 5/10 times? Frankly, I really don't care if anything gets nerfed, buffed or waxed; my setup is just fine.Like countless others have said it's not the control scheme that makes a great pilot - it's the whole package.
Look at his PIP management. Look at his boost timing. Leveraging the biweave for regeneration and getting shields back. Look at his build: I'm pretty confident that multicannon is mostly there to keep Turk's regen at an absolute minimum while still leaving plenty of energy for WEP. Regardless, thanks to it being gimballed it's a nearly constant source of serious damage. I bet Turk took a lot of damage with zero PIPs to SYS because of that thing.
Finally there's just the fact Yamato is way better under pressure than his opponent. Did you see the predictable flight pattern Turk fell into? Yamato just had to make sure the rails were lined up where his target was repeatedly going to be and keep being evasive (and don't forget the FDL's relatively small unshielded profile plus the extra WEP and ENG you can leverage before shields start recharging). To put it another way, he was inside Turk's OODA loop. Yamato observed, oriented, decided, and acted faster than Turk and rightfully got the the W. Control method has nothing to do with that.
But yeah, sure, lift up the fact he uses keyboard and mouse like some kind of goddamn holy grail and demand FDEV undergo a serious overhaul of the flight model.
I humbly suggest an alternative: get good.
Have you ever tried srb rail guns on a decent human opponent with hotas or control pad and hit 5/10 times? Frankly, I really don't care if anything gets nerfed, buffed or waxed; my setup is just fine.
I have extensive experience with srbs with humans. It's a great but difficult build. Range control and pip management are what we all strive for. But in my own little experience srbs are way more difficult to hit consistently with because ToT is so brief. Long range rails have micro-gimballing and it's easy to see the snap. Try sniping a decent human opponent with srb rail guns. I will be interested to see your video and then maybe you can teach me how to do it.
well i am afraid its not that easy the stick does not just stop when its in the move. it goes back to center and on the way back it keeps giving impulse.
Long range rails have micro-gimballing and it's easy to see the snap.
You don't need the ingame relative mouse functionality. Just like with hotas, you got scripting for that.if as result of this project the relative mouse mechanic is changed or nerfed all people who suffer can send their thank you to the people who attacked this thread...
All fixed weapons have micro-gimbal (3%?), of course it gets easier the further away the target is as the gimbal cone gets bigger. During the RM test my fixed weapons even snapped onto the carriers antennas. Edit: It wasn't the antennas but the not targeted target square which made the weapons snap.
I knew rails have micro gimballing. Do PAs or Hammers? I haven't experienced micro gimballing at all with PAs. I will have to check that out.
I tried it on my carrier and the PA weapon dot snapped to the untargeted center point square like rails. This was not the same as the pattern going smaller if you target a ship. It's useless for non-hitscan weapons as you need to point somewhere else to fire.
I generally toggle it plenty during combat, but for exploration and docking, I keep that sh*t on. Docking with FA OFF is way more hassle than it's worth, I'm not keeping it on for that just so I can brag I fly exclusively FA OFF.I have thousands of hours with a stick, FA/Off toggled. Full FA/Off is doable, but it is extremely tiring. With the mouse it's no problem.
X.
Lol, no it does not. It simulates what joysticks do natively, return to center.@Ant_Solo
no i claim the following
relative mouse: it calculates in a genius way how much counter rotation should be given that the ship does what the pilots points to with the mouse moves
and it does this on the fly constantly
its a master piece of software engineering. basically it stores the other prior moves and calculates the trust needed to control the rotation for the actual move
and it does this all the time
thats the reason you can stop a rotation after a full flip in a second and its hard as hell to do the same with a stick. you will oversteer and need much more time to be stable again even if you are good.
FA-on rotational with a mouse actually only stop rotating when the mouse stop moving if you got -relative mouse on-. If you got FA-on and relative mouse of (how I started the game), you will keep rotating and not have to go crazy lifting your mouse to get more desk space to keep turning.I think he just means that the rotation would stop when you stopped input, so it'd go static. Like FA on now.
If you went translation FA-of and rotational FA-on you could turn of relative mouse and it would be almost identical to how a high % relative mouse return functions now. Like I said for Sanderling, you can already mimic the opposite "hybrid" by using FA-on with relative mouse of. You will rotate almost like you so FA-off. Being able to swap it the other way around would be a huge quality of life thing for mouse users actually, as you could then turn of relative mouse and not want to kill yourself (or use alternative keybinds) during SC. You could legitimately toogle between them.Wow, OK. So Flight assist on except for thrust.
I think you would have to accept some serious limitations compared to FAoff as it is now to get that. Reduced turning rate, slower acceleration etc. And if it was ever implemented it would probably be given to all control methods maybe defeating the point of this.
I really can't see anyone going for this but like I said, good luck.
I actually think the hard thing for new players with FA-off isn't the rotational, but the translation. With FA-on you know you'll mostly be traveling forward, and the moment you turn it of, you need to track where you're going. So I think you're wrong with this: having the other hybrid mode available (translation of + rotation on) would be no easier for new players, just allowing relative mouse to be turned of.It would be a wholesale change to how FAoff flight model works, the feel and usage would completely change. These are dramatic changes that will have lot of knock on effects.
There would be a significant outcome, if it is positive or negative is debatable. This model would become very attractive to players who do not fly FAoff much or at all. It would be very easy to fly rather than needing to work at FAoff skill and it would probably kill off a lot of the FAon flight mechanics and in doing so would change the way the game feel completely. No need for the blue zone etc
My view is this would be a terrible thing for Elite.
It does sound a lot like SC flight model which IMHO isn't as good as ED's.
Also, this would need a lot of developer time and significant testing. I can't see any up side to all this investment. Elite has lots of things that could do with time and effort put in to them and it is clear that that investment can't be granted on a whim. A complete re-write of the flight model seems unlikely.
tbh if you turn flight assist off and keep it off you just get used to it, then it's not any harder and becomes less of a brag.I generally toggle it plenty during combat, but for exploration and docking, I keep that sh*t on. Docking with FA OFF is way more hassle than it's worth, I'm not keeping it on for that just so I can brag I fly exclusively FA OFF.
It's worth noting that the "reset mouse" binding can be used to recreate the function of immediate relative mouse action whilst relative mouse is off. When you want to neutralise mouse output - hit that button and it will kill any mouse output that the game reads, centring the mouse position, so any further action is fresh input without having to physically move the mouse to a virtual centre point. I see no reason why this additional action couldn't be made part of one's manoeuvring repertoire though it would require a readily accessible button to use accurately and with timing and precision to get consistent results.
I tried to use this in the start. I have an easy use button for the thumb on my mouse, but I really couldn't come to terms with it. I was using RM-off with a key to centre mouse, but I found it cumbersome and not very effective. Maybe it would have been better if I set a deadzone on the mouse, but I don't want to have a deadzone. When I move the mouse, I want to have input, always.It's worth noting that the "reset mouse" binding can be used to recreate the function of immediate relative mouse action whilst relative mouse is off. When you want to neutralise mouse output - hit that button and it will kill any mouse output that the game reads, centring the mouse position, so any further action is fresh input without having to physically move the mouse to a virtual centre point. I see no reason why this additional action couldn't be made part of one's manoeuvring repertoire though it would require a readily accessible button to use accurately and with timing and precision to get consistent results.