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Control schemes https://gladerebooted.net/viewtopic.php?f=37&t=10518 |
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Author: | Diamondeye [ Sun Oct 27, 2013 7:57 pm ] |
Post subject: | Control schemes |
So what are the flight controls going to be like, and what do we know about options to set them up? Particularly, I'm hoping for more freedom to control the ship than just pitch and yaw. I'd like to be able to roll as well, and also not be restricted to just rolling like in Elite (I hated that control scheme so much...) It also would be nice to apply thrusters directly left or right or up or down. At the same time, how would we control this? 2 sticks? Control hat on 1 stick? ASDW keys? Also, how will thrust and physics work? Similar to Wing Commander, with a max speed, or more like space actually is? Is there any word? |
Author: | Rorinthas [ Sun Oct 27, 2013 8:14 pm ] |
Post subject: | |
The possibility of a "Maximum safe velocity" (the ship can only take so much) has been mentioned. It seems nothing has been set for control schemes and likely a variety of controllers and control styles will be supported. I'm leaning toward a dual stick myself because that is what my ship shows, but other ships have yokes, or single sticks and throttles. |
Author: | Kaffis Mark V [ Sun Oct 27, 2013 8:23 pm ] |
Post subject: | |
Maneuvering and physics explained in under two minutes. Thrust will have a max linear speed, implemented for gameplay/fun reasons overriding pure Newtonian physics extrapolations of potential space battle futures. Chris has always sought to emulate the feel and dynamism of WWII dogfighting in his space sims, so expect speeds to "feel" similar. The maneuvering system he describes suggests that we'll have direct control over 6 axes (3 rotational, 3 linear), as the maneuvering thrusters are capable of translating that input into lateral linear movement. The other thing we know we can do is override the fly-by-wire systems to some extent. Forumites who clearly either overestimate their physical and mental capabilities or simply haven't thought this through like to envision turning it off entirely, and either directly controlling each thruster manually (which is hilarious to me), or create macros that will somehow enable them to execute preposterous maneuvers or something. Both these beliefs are hilarious, as the entire point of the fly-by-wire system is that it can process 6 axes of input (which are enough to literally describe ANY maneuver you can possibly think of, that's the point) into the most efficient and responsive maneuvering thruster/main thruster combination to execute the maneuver, or as close as your ship is capable of providing, you're asking for. So I laugh at these people. More useful, however, will be the ability to cut the linear control out of the fly-by-wire system, allowing you to coast on your linear momentum while pivoting (without having to worry about manipulating your linear axes' inputs to tell the fly-by-wire to maintain that momentum instead of trying to bring you to a stop or bring your vector around to a forward thrust) to perform BSG-like space strafing maneuvers. As for what the optimal input method will be? I imagine there will be several variations (the best of which will incorporate 6 analog input axes) that will become preferred based on means and preference. The two options that intrigue me most are dual 3-axis joysticks (I can dig up the conversion kit for my Thrustmaster T.16000m to use as my left-handed stick, then) or HOTAS + dual-action rudder pedals. It will be interesting to see whether CIG partners with some peripheral manufacturers for this. It seems like a great opportunity for both parties, particularly if they can hit a couple different price points at solid quality levels of different complexity. Edit: Rori reminded me that one of the features of the flight control system will be to monitor G-forces and limit ship responsiveness, where necessary, to keep the ship within safe margins for humans. Bypassing the FCS might, it's been mentioned, risk redouts or blackouts. |
Author: | Kaffis Mark V [ Sun Oct 27, 2013 8:51 pm ] |
Post subject: | |
Oh yeah. The Hornet sports a stick between the legs, an unanimated (because the control is as yet unmapped) throttle on the left armrest, and what look to be functional pedals, but they're not animated or mapped to yaw yet. The Freelancer features a yoke which has twisty handles, pitches forwards/backwards, and then the handles skew up and down contrary to one another instead of rotating left and right. No pedals, no obvious indications of throttle or linear X/Y axes will be controlled. The Aurora has a dual-stick + rudder layout. The right stick controls pitch and roll, the pedals control yaw. The left stick presumably operates with the axes that haven't been mapped in the hangar module. ![]() The Constellation and Avenger both have dual sticks that don't seem to be mapped properly yet. Both sticks move for yaw, roll, and pitch (the Avenger doesn't respond to either roll or yaw at all, it's not clear which is which yet), with no pedals. Finally, the 300-series has a traditional yoke, unlike the split yoke in the Freelancer. It rotates left/right, and pitches forward and back, and then has operable pedals. |
Author: | Diamondeye [ Mon Oct 28, 2013 1:11 am ] |
Post subject: | Re: Control schemes |
I'm thinking that you have 3 main axis: X (the ships long axis along which the main engines thrust) Y (horizontal, you pitch around it) and Z (vertical, yaw around it). Each axis can be either thrust along it, in either direction, or rotated about. I'm thinking the throttle controls the main forward/backwards thrust on the X axis, and pitch and yaw are on the main stick. This leaves roll, and thrust vertically and horizontally along the Y and Z axis. 2 sticks can do this, but I'm thinking maybe WASD keys for the 2 thrust axis other than the main engines, yaw and pitch on the stick, thrust on the throttle, and roll on the control hat on the main stick? There's going to be more to control than just the maneuvers and I expect needing a hand ont he keyboard to do that. thoughts? |
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