lohageo.blogg.se

Everspace 2 joystick
Everspace 2 joystick












everspace 2 joystick

Jones said the goal was to create a HOTAS experience that was complete for their ambitious game, meaning that both inside and outside their ships, Star Citizen players would never need to take their hands off the controls. There's also, Jones said, a small display built right into the ten-keyless board to give on-the-fly flight status information for virtual pilots. Players could put their throttle right in between, shunting off the larger keyboard to the side of their desk and giving them more room for flight controls front and center. The mockup shown allows the right side of keyboard, commonly called the "ten-key" side, to be separated from the "ten-keyless" side. The custom controller goes one step further, adding a purpose-built, full-size keyboard that also breaks in two. Dual trackballs have the potential to provide the same kind of FPS maneuverability that a mouse and keyboard, or a gamepad, could allow. It's a first-person shooter and a highly social, massively multiplayer online game as well, one which players will have to navigate on foot. thing doesn't quite accomplish right now.īut remember that Star Citizen isn't just a spaceflight game. "It should be as easy to use as a mouse," Jones said, "or any other controller."Ī trackball would allow for the potential of more precise control of an in-cockpit cursor, something the X-52's little mouse nubbin. Slaving gimbals to a trackball seems like a very clever improvement, giving more precise control to the pilot while letting them keep their eyes on the road. I've had experience aiming gimballed mounts and turrets in Star Citizen with my TrackIR, and while effective it's a little awkward. First off, many hardpoints in Star Citizen allow for gimballed mounts, meaning they can aim in a different direction than the ship is flying. The addition of dual trackballs opens up a lot of options for players. But, if you look closely, they've actually added a trackball to the top of the stick - right where your thumb goes - as well as to the throttle. The Saitek model seems to borrow heavily from the existing X52 frame, with the adjustable grip height, locking Z-axis and similar button configuration. The mock-up, kept under glass at the convention, featured a core unit that looks a lot like the current Thrustmaster T-Series HOTAS, with an attached throttle to the left of the flight stick. "The idea," Jones said, "is that you can split it apart and combine it with other devices." With it, players will be able to fly with a joystick and keyboard, a joystick and throttle, two joysticks, or any combination of custom-made, Star Citizen branded accessories. Turns out it isn't just a single device, but instead an entire suite of hands-on, throttle and stick (HOTAS) peripherals built to be highly customizable. While there wasn't any new information to share on the premium model, which among other things is said to feature a large OLED screen, there were plenty of details on the base model.

#EVERSPACE 2 JOYSTICK UPDATE#

Inverted pitch can be implemented for both methods.One of the little surprises from this past weekend's CitizenCon - aside from the announcement that Mark Hamill and Gillian Anderson are part of the game's cast - was the unveiling of the latest prototype for one of Star Citizen's custom flight sticks.Ĭarl Jones, Roberts Space Industry's chief operating officer and head of business development, took the stage at CitizenCon to update fans on the ongoing efforts with U.K.-based flight stick manufacturer Saitek. However, to stop turning you always have to check your screen if you are in the "deadzone" - because there is no selfcentering mechanism on computer mouse like you would have on a normal joystick. Position driven is better for slow reacting ships (capitals) - because you dont have to scrape a hole through your desk to complete a 360 turn. Velocity driven is better for precision and accuracy (provided the ship has quick reaction/ high turnrate) and it is intuitive. Joysticks are similar (but they measure angle instead of relative position) You position the cursor and the turnrate direction of the ship is based on relative distance of your pointer to the center position of the screen. The default steering in X3:TC and newer titels is position driven.

everspace 2 joystick

Stop moving the mouse, the ships stops turning. The "classic" boresight mode (default X3:R and older) is velocity driven: The faster you move your mouse, the harder you turn (capped by the ships max turn rate limit) in the direction you moved your mouse in. Breaking it down technically to what it is would solve a lot of confusion.














Everspace 2 joystick