![]() You need to change it in the "GameUserSettings.ini " file. Game settings don't allow you to chance this. I like this style more, but you can try the other. Graphic overload will affect input latency. If you still get delayed input, you need to lower your graphic settings. You NEED to use the system mouse reference for minimal wobbling. Mouse sensivity can make the mouse jump around too much. Go to GameUserSettings.ini and check these lines: "Here's some hints for those that want to play with mouse+keyboard: Always useful for those that want to play ES2 with mouse+keyboard, and are finding it a troublesome option: The current centeded crosshair behavior ("stick simulation") should be a lot more familiar for players coming from Elite or Squardons as it is the mouse default behavior there. Would be tricky to implement in a way that feels good and does not look stupid. It is also not very sutiable for 3rd person camera because if we allow very fast direct movement it would look stupid (ship doing a 360 in a millisecond), if we allow small increments, a lot of mouse lifting is required and also the camera will somehow have to "follow" the movement. I'm still surprised that anyone played with this option using the mosue, because you constantly have to lift up the mouse and put it back. We had this in ES1 but really only as a workaround that enabled HOTAS users to play the game. If you stop the mouse, the camera stops to move etc. Originally posted by Hazzy:You are asking for the crosshair to stay in the center of the screen right? He does, but he also likes to not have a "stick simulation", meaning controls very close to a FPS where the camera movement is directly tied to moving the mouse. You are asking for the crosshair to stay in the center of the screen right? Uhhh I’m not sure how old that response was, but Shiuzan and myself literally just told you that the very feature you want which was present in Everspace 1 is in Everspace 2. I understand it is not much of priority at the moment and I’ll just wait for full release hoping it will be a feature. But we'll reevaluate this when the time is right.” This issue is on the back burner for the time being. But since we haven't finished all ship types yet, our current work would probably get invalidated as we introduce very agile or very heavy ships. But as already pointed out: not making any promises yet. “Yeah we are reading all your posts, taking notes and putting stuff on our to do list. a dev answered directly and said the following: What's worse is that it doesn't seem analogue, so 2 mm of stick movement means 100% full movement as if you pressed a keyboard arrow resulting in highly sensitive movement in menus, sliders, etc).Originally posted by SyraphX:Ok I just found a long post on GOG forum that describe what I wanted to explain but better. (btw the jittering left stick can't be fixed by increasing the deadzone either, that setting seems to do absolutely nothing at all. It will always keep using RS for scrolling regardless what keybind you set it to, as if it is hardcoded to use RS for that. But since RS is used for scrolling up/down by default you need to change the scrollbar keybind too, except that doesn't work. I wanted to use my right stick (RS) for map and menu directionals because the left stick is kinda fucked and jittering around. So I end up with having to dedicate a single button to supralight, something you only use sparingly to exit a location. So the combo-keybinds do not correctly listen to what buttons are pressed, or perhaps it tries to do both if you let go of L1 for a millisecond somehow. Trying to enter supralight ends up with the game trying to do both cruise and superlight jump at the same time, resulting in a extremely slow-motion jump into a black screen and you need to alt+F4 to quit the game. Like I wanted this using a PS4 controller Īnd that just doesn't work. ![]() ![]() There are some serious bugs going on with the controller keybinds and certain combo-keybinds just do not work, it's very strange.
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