![]() The turn rate either has no cap at all, or an insanely high cap. Why go out of your way to prevent people from having fun with it? If people want responsive, non-accelerated, non-capped mouse movement, why not give it to them as an option? This doesn't look like a competitive multiplayer shooter, so it's not as if there's some sort of unfair advantage in doing so.Īnd when you respond with "It's a space ship, it should control like a ship" nonsense, consider every modern first and third person shooter. ![]() But beyond all that, this is a video game. Why, in a zero-grav environment, does a ship have a max rotation speed? If in space, you used anything that would create angular thrust, you would continually accelerate for as long as you continued thrust and would maintain that momentum until you thrust in reverse. ![]() But this mouse issue is worrying me, as I've seen other titles mess this up in the past. I saw TBs video, really liked the look of the game, and really want it. I can only hope it doesn't impact the game too much for those people who'd prefer something else! I understand that it's not going to please everyone though, because it is a very 'stylised' kind of control. It's essentially a mix of physics and twitch. It's intended to allow quick movements within that turn speed, rather than relying on a purely physics-based model where you have to accelerate all the time. The 'feel' of flying the ship is something we've put a lot of time into, with a lot of playtesting from ourselves and others, and ultimately we're very happy with it personally and with the response we get from it. In the regime where you've not maxed your turn rate, there is positive mouse acceleration - if you're finding it hard to aim precisely at small angles, you'll want to increase the acceleration slider and possibly decrease smoothing and sensitivity.Īpologies to those who are finding it difficult to conrol the ship this way. As has been suggested, it's essentially due to the ship having a maximum turn rate. ![]() Having looks at the videos and everything that's being said - I can confirm that this is how the game is intended to work. Hi all, apologies for the delayed response - had to finally get some sleep in! It's not uncomfortable and it would eliminate the confusion. I feel the initial values should be scaled to this point. Instead reducing the sensitivity, zeroing acceleration, and maxing out the smoothing cause the ship's rotational acceleration to better match it's maxmium rotational velocity.įrom this baseline you can branch out and get a feel for how much more zip you want. The other thing is because of the maximum rotational velocity the last think you want is to turn down smoothing because of the high rotational acceleration zeroing smoothing and acceleration cause it to match the rapid change in the mouse more precicely before hitting it's maximum rotational velocity. It's more of a scaling problem, where up until the maximum rotational acceleration the movements can feel amplified because the ship is able to respond instantly to those small movements due to a high rotational acceleration.Īdjusting the sensitivity definitely helps slowdown those movements, the problem is people using extremely high DPI settings (> 3200 I would estimate) probably won't notice a change in the settings. ![]() There is an acceleration problem, but it's not a negative acceleration problem. ![]()
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