Hellsatano wrote:bla bla bla la la la.
Quote:MOMMY ITS VERY HARD TO PLAY THIS GAME SAY THEM SHOY SHOULD DO SOFCORE!!!!!!!!!!!!!!
learn to play, man. your words like "9 level on tetris is very hard. it should be nerfed"
only one thing you said right- camera of dropship
R3 button is a front camera, but in assault dropship i NEED camera from turret and it MUST BE THERE
This has nothing to do with me! It must not be that you need millions of ISK just to learn how to fly basically. In every vehicle except Dropships here you can just hop in and with little to no training you can do almost everything. You should be able to do the basic after your first few flights. These include flying at an moderate speed and landing.
If you want to dodge swarms, hover a few meters over the ground or chase others at top speed you should need practice.
DRaven DeMort wrote:
I fly rc aswell but i fly jp style so my thrust and yaw are on the right stick and the pitch and roll are on the left stick. i do wish thrust was on the stick as well, but to limit the agility of a craft is to want to play a side scroller. i fly collective pitch walkera heli and would not want my heli to only fly like a brick up down left right i 3d, this guy does not want to learn. i would like more agility, a cockpit radar warning for incoming swarms, longer ranges for turrets assault ds tend to almost slam into ground range is so short.
The reason why I did not suggested full rc controls is simple: MOVE compatibility. In DUST every class is and should be compatible to MOVE. But the motion controller can only imitate on analog stick. That-¦s why I-¦d put pitch and yaw on one stick. If you put thrust on the right stick you would have to control the speed with the motion controller.
Since pitch and movement are separated now you can also point down without moving forward or lift up without braking which is useful in fast flights if you want to lift up. Now if you are in full flight and pitch up the game turns the engines backwards and you get slower. Here you just pitch up.
CCP Blam! wrote:I'm digging the feedback here guys.
I do actually want to put in the option for RC helicopter style flight controls. There are some challenges for this though. First off, we would need to figure out how to control the gun or the look-around camera when throttle and yaw are on one stick, and roll and pitch are on another. The current idea I have is to use the old thrust up and thrust down buttons (L1 and L2) as gun/look-around camera pitch up and pitch down. This may work because the camera on its own will gradually drift back to its neutral position when no input is provided. L2 and R2 is also possible for this, but I don't find that ideal because you are mapping an up/down movement to left/right sides of a controller, and I would also have to divorce the module switch modal from its standard R2 position. So assuming we do go the L1 + L2 route, we are still faced with the next challenge.
The next challenge is that all of our control mapping settings on the development side are based on a foundational set of "commands". For example:
StickAxes rightStickUpDown AxisPower=1 Speedx=1.0 Speedy=1.0 DeadZone=0.2
rightStickUpDown allows me to provide input to pitch up and down on the right analogue stick, using the ranges -1 to +1. This then gets routed through the gun/look-around camera. This sort of command relays values as if it were taken through an analogue device, so we get values like 0, 0, 0, 0.3, 0.4, 0.5, and so on when you move the analogue upwards - keep in mind the first values are zero because we've set the DeadZone to cover a margin of 0.2 degrees of control input.
The good news is that all buttons on a PS3 controller can be set to accept analogue style input, so if it it's set up, if you press a button softly, you get a smaller value than if you press it very hard. The bad news however, is that at the moment we don't have analogue input style commands that can relay information to the gun/look-around camera as only up or only down. That means I wouldn't be able to set L1 to pitch camera up, and L2 to pitch camera down. This is something I have put on the backlog and should have in place for a future deployment at which point I'll include an RC helicopter style flight control mapping.
I think I can help you with this a bit.
One advantage of my control scheme is that you can hover around just with the left stick and L1/L2 very easy. Thus you need the right stick only if you want to fly fast because you often need to pitch.
The right stick could be used then in two different modes that can be switched by pressing X. The default mode would be the flight mode where right up/down controls the pitch and right left/right yaw. The turret of an Assault Dropship is fixed to the center in this mode.
The second mode would be a combat mode. Here it would depend on the ship type what is controlled by the right stick.
In an Assault dropship it controls the pitch and yaw of the turret. When the turret reaches the border of its field of view the ship should yaw as long that the turret is in the center again.
In a normal Dropship you can just look around.
In a Logi or later Bomber Dropship the combat cam should be the ground cam.
Maybe you should also add some kind of fixed thrust. This means that you just regulate the thrust to your desired level and it stays at this level until you change it again. The current level could be shown in a small bar on the HUD.
I hope this stopped certain guys from whining and helps you, Blam!