10% might be too low but is a good starting point to work up from.One of two crew in an Apache, the Co-pilot Gunner commands the mission, fires the weapons, navigates and sometimes takes over the controls. Try reducing those right down to 10% and see if that gets the helicopter under control. I've also pushed out an update that will allow you to set the Cyclic X, Cyclic Y and Tail Rotor power to less than 100%. Hope this helps, if not let me know and we'll try something else. It's a Windows thing so I don't think there is anything I can do to prevent that from happening plus if I did some people would want that function to quickly switch between view control and helicopter control. So if you have your cyclic bound to the number keys but rotate view to the arrow keys (or vice versa) then it will switch between the two. Numlock switches your keypad between numbers and arrow keys. Originally posted by Arcterran:2) Numlock seems to toggle freelook, Shouldnt that be a bound command? (I initially had it bound to shoot with numpad / used for weapon toggle which is how I found out, reason for that is because I had my targeting pod controls all bound to my keypad so it made sense to keep Fire control near those) Other than that could you tell me a little more about your system and what FPS you are getting in game? I'm wondering whether a very low or very high FPS value is causing the control system to do weird things. You can then try setting the Helicopter Stability option to maximum (1000%) to really damp the controls down. Click the Save button then load up a mission and see if that is any better. Which means there may be something else at play here.įirst thing is to make sure the Flight Model settings are all at 100% in the Game Settings menu. I've just tested it here and the helicopters are totally flyable on keyboard - at least for me. The keyboard controls are set up exactly like this where they replicate an analogue controller by progressively increasing the input the longer you hold it. Originally posted by Arcterran:Maybe For keys have relative power on a curve depending on how long you want to hold down the button So a short tap would only apply a small percentage but the longer you hold it the greater the percentage increases to the input strength, effectively emulating a joystick A'la Freespace 2) To Counterbalance it I did like the control setup I had overall even with those issuesĪnd I really do like what you are going for here! but I think you still got a little ways to go for ironing out some input issues (Plus I don't want to leave a thumbs down just for some issues that you might be able to iron out, 2 Especially! as that seems more like a missed oversight, I can see 1/2 being more work to do, and you've had headaches with the current input system) Maybe For keys have relative power on a curve depending on how long you want to hold down the button So a short tap would only apply a small percentage but the longer you hold it the greater the percentage increases to the input strength, effectively emulating a joystick A'la Freespace 2)Ģ) Numlock seems to toggle freelook, Shouldnt that be a bound command? (I initially had it bound to shoot with numpad / used for weapon toggle which is how I found out, reason for that is because I had my targeting pod controls all bound to my keypad so it made sense to keep Fire control near those) When In combat I'm at risk for going on Mr Newton's wild ride I moved it to mouse which is better but still not ideal since It still feels like I'm throwing at it too much power (but more like 50% too much). I've tried my best to work around it but Its a bit much to deal with sometimes.ġ) Keyboard control of the helicopter with the exception of collective feels WAY too sensitive like I'm going 100% on a joystick every time I tap a key.
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