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Elite Dangerous: Horizons |OT| Just scratching the surface

Was planning on getting a new ship for some exploration once the CG finishes.

I'd pretty much decided on the DB explorer, but with a bigger CG payout than expected I might be able to stretch to an Asp explorer instead. Looks like less of a trek to pick up the Asp X, too.

Bit disappointed that the Asp X lacks a large weapon slot. Not sure whether DBX 2 medium and 1 large is better or worse they AspX 2 medium and 4 small. Any advice?
 

lordxar

Member
Was planning on getting a new ship for some exploration once the CG finishes.

I'd pretty much decided on the DB explorer, but with a bigger CG payout than expected I might be able to stretch to an Asp explorer instead. Looks like less of a trek to pick up the Asp X, too.

Bit disappointed that the Asp X lacks a large weapon slot. Not sure whether DBX 2 medium and 1 large is better or worse they AspX 2 medium and 4 small. Any advice?

Asp Exp is pretty nice. I'm configured for cargo right now and haven't tried combat yet but so far it jumps far and runs pretty quick. Will probably outfit it for combat after today's payout. Maybe even uber it for a bit too. I'd say go for the Asp myself but I haven't tried a db yet...kind of skipped that level. Oh and Diaguandri or something like that has cheaper ships. Spent like 5 mil on my Asp. It's a system controlled by Li Yong Rui who apparently sells ships for less.
 
Asp Exp is pretty nice. I'm configured for cargo right now and haven't tried combat yet but so far it jumps far and runs pretty quick. Will probably outfit it for combat after today's payout. Maybe even uber it for a bit too. I'd say go for the Asp myself but I haven't tried a db yet...kind of skipped that level. Oh and Diaguandri or something like that has cheaper ships. Spent like 5 mil on my Asp. It's a system controlled by Li Yong Rui who apparently sells ships for less.

Thanks! Seems like the hardpoints on the Asp X are probably better than the DBX anyway. Need to log in soon to check I haven't dropped back to 75% in the hauling CG, otherwise I won't be able to afford the Asp.
 
Ps4 controller works great
Yeah it's excellent on PS4, especially with the ability to map shift button inputs for dozens of different functions (plus the 4 virtual buttons on the touchpad). I am curious whether you can achieve the full level of functionality on PC with the DS4, or is it more limited?

There is one single drawback with the controls that I haven't solved on PS4 - I can't figure out an effective way to map yaw and lateral thrust at the same time. Currently my main setup is:

Left analogue left and right: yaw
Left analogue up and down: vertical thrust
Right analogue left and right: roll
Right analogue up and down: pitch
Press L3: alternative controls
Press R3: turn off flight assist

My alternative controls only change the left analogue yaw into lateral thrust.

The reason why I'd like to be able to yaw and roll at the same time is because some advanced dogfighting tactics combine the two inputs. The only realistic options are using L1 and R1, or L2 and R2 for yaw. Unfortunately this would require me to sacrifice either thrust or hardpoint firing, which I just can't see being viable. Ideally I'd like to have back paddles like the Xbox Elite controller to use for yaw.

The obvious alternative is to get the PS4 HOTAS, but that would involve losing the sixaxis headlook, which is a functionality that I'd like to keep.

EDIT: Hmm, I've just had a thought, I could try exchanging roll for yaw on the right analogue with my alternative controls. I might try experimenting later...
 

Burny

Member
Left analogue left and right: yaw
Left analogue up and down: vertical thrust
Right analogue left and right: roll
Right analogue up and down: pitch
Press L3: alternative controls
Press R3: turn off flight assist

Have you tried rethinking how you use roll? You could try putting roll on the shoulder buttons, lateral and vertical thrust on left analogue and yaw (!) on the right analogue's X-axis.

The reasoning behind this is that between yaw and roll, the axis actually requiring precision in the game is yaw, not roll. I do the same on M+K: Mouse-X is yaw, mouse-Y is pitch and I roll with the "A" and "D" keys. It works excellently. You're in pretend-space. While yaw is strongly subdued in Elite, pointing the ship's nose with a mouse or like in a console FPS with the analogue stick is absolutely possible, unlike in an atmospheric plane flight sim.

Edit:

EDIT: Hmm, I've just had a thought, I could try exchanging roll for yaw on the right analogue with my alternative controls. I might try experimenting later...

Sounds like a plan. ^^
 

Donos

Member
Somehow i thought from the beginning that something is wrong/off with how roll,yaw, thrust etc. are set (PS4) but i haven't thought about it more so far. Now i'm used to it but i should probably set it right before i play even longer.

While docking, when i yaw, i accidentily vertical thrust so i should at least change that.
 

Volimar

Member
Was planning on getting a new ship for some exploration once the CG finishes.

I'd pretty much decided on the DB explorer, but with a bigger CG payout than expected I might be able to stretch to an Asp explorer instead. Looks like less of a trek to pick up the Asp X, too.

Bit disappointed that the Asp X lacks a large weapon slot. Not sure whether DBX 2 medium and 1 large is better or worse they AspX 2 medium and 4 small. Any advice?

AspX is actually the best ship in the game. Everyone thinks so. Don't bother asking them, they think so!
 
Have you tried rethinking how you use roll? You could try putting roll on the shoulder buttons, lateral and vertical thrust on left analogue and yaw (!) on the right analogue's X-axis.

The reasoning behind this is that between yaw and roll, the axis actually requiring precision in the game is yaw, not roll. I do the same on M+K: Mouse-X is yaw, mouse-Y is pitch and I roll with the "A" and "D" keys. It works excellently. You're in pretend-space. While yaw is strongly subdued in Elite, pointing the ship's nose with a mouse or like in a console FPS with the analogue stick is absolutely possible, unlike in an atmospheric plane flight sim.

Edit:



Sounds like a plan. ^^
Thanks for the advice. Honestly it's taken many hours of tinkering and testing for me to get the controls to the level where they feel just right.

In regards to using shoulder buttons for roll that would just clash for me with throttle and hardpoints. Even thinking about it now (I don't have the game in front of at this moment) I would still prefer to have analogue roll for finer movements, rather than tapping a digital button for precision.

It is possible for me to map throttle to an analogue stick but I doubt it would improve the game for me in any way, except for docking (which I'm quite quick and efficient at now anyway.

The single biggest revelation for me with the controls was finding the option to map the throttle in 25% increments. Right now my R1 and L1 still use the default of increasing and decreasing throttle while you hold them, but when combined with shift inputs the level of control becomes much more powerful. Here's how my throttle additions work (when combined with d-pad):

L1+R1: 0% thrust
R1+Down: 25% thrust
R1+Left: 50% thrust
R1+Right:75% thrust
R1+Up: 100% thrust

L1+Down: -25% thrust
L1+Left: -50% thrust
L1+Right:-75% thrust
L1+ Up: -100% thrust
(To be fair I would normally only use -50% and -100% reverse thrust, but I thought I might as well map the other 2 since the option was available).
 

Kyoufu

Member
Yesterday i just arrived at Quince, after 52 jumps.The glorious land of the moneymakers. The first station even looked a little bit dubai-themed with all the palms haha.

When i did my 5 scan missions at once, my framerate tanked really hard. Is this normal?
Also the base i needed to scan was armed, but when i arrived it automatically completed the quest. is this normal?

I don't know about the frame rate but if you were in Open play, scans by other players will count for you as well, so that's what happened.
 

StonedRider

Member
Asp Exp is pretty nice. I'm configured for cargo right now and haven't tried combat yet but so far it jumps far and runs pretty quick. Will probably outfit it for combat after today's payout. Maybe even uber it for a bit too. I'd say go for the Asp myself but I haven't tried a db yet...kind of skipped that level. Oh and Diaguandri or something like that has cheaper ships. Spent like 5 mil on my Asp. It's a system controlled by Li Yong Rui who apparently sells ships for less.

I would not recommend using AspX as combat ship.

It's great for exploring, smuggling, engineers grind, courier missions, maybe for passengers (I did not try passengers yet, did not play since winter). It's fun to fly because of drifting, but lacks in maneuverability against Cobras and Vipers and does not have a chance against big ships imo.

Buy a Vulture for combat, it is not expensive! Just one more good CG.
 

Mullitia

Neo Member
Hi guys.

Am I doing something wrong since making outfit upgrades I seem to impair my yaw controls? I mean, for instance during landing, and even on supercruise, before upgrades I used to manage to "steer my nose only". Now the lateral yaw strafes rather than steers. This was the case in all of my ships (Sidewinder, Adder, Dolphin).

I am obviously missing something.

Cheers.
 

Sambrez_

Member
Newly PS4 purchaser here... And it will seems common but I struggle and I'm on the verge to stop.

- First of all, my playtime sessions are just one hour and half max per day, so not very much
- I just can't find something that doesn't take long too complete
- I tried a mining quest, and after 30 minutes I still wasn't at 100% for a ressources and I needed 6 of them...
- I tried fighting but I get destroyed with my Eagle and even when I help to kill a target it doesn't count into my quest to kill X types of this enemy
- I tried to join the CG but it's 400 LY from my location, and I can't create a jump route. And when I go there manually I'm stuck at one point where I can't seem to be able to jump to another close sector
- There are so many systems in the game

Yesterday, after 2 hours of playtime I thought that it wasn't for me, even if I really like the game, the feeling of being in space, the gameplay etc. it just take sooo much time to do anything. But today, I know that I still be tempted to launch the game but I'll still be trying to do things that won't suceed (except delivering informations for 20k... which is boring after a moment).
 

Moose Biscuits

It would be extreamly painful...
Hi guys.

Am I doing something wrong since making outfit upgrades I seem to impair my yaw controls? I mean, for instance during landing, and even on supercruise, before upgrades I used to manage to "steer my nose only". Now the lateral yaw strafes rather than steers. This was the case in all of my ships (Sidewinder, Adder, Dolphin).

I am obviously missing something.

Cheers.

On PS4? Sounds like you might have clicked in the left stick, it switches between classic (right stick yaws) and alternate (right stick strafe).

The single biggest revelation for me with the controls was finding the option to map the throttle in 25% increments. Right now my R1 and L1 still use the default of increasing and decreasing throttle while you hold them, but when combined with shift inputs the level of control becomes much more powerful. Here's how my throttle additions work (when combined with d-pad):

L1+R1: 0% thrust
R1+Down: 25% thrust
R1+Left: 50% thrust
R1+Right:75% thrust
R1+Up: 100% thrust

L1+Down: -25% thrust
L1+Left: -50% thrust
L1+Right:-75% thrust
L1+ Up: -100% thrust
(To be fair I would normally only use -50% and -100% reverse thrust, but I thought I might as well map the other 2 since the option was available).

That's actually a really smart idea, I think I'll map that tonight. That doesn't conflict with any of the existing mapping does it?
 
New CGs are up. Looks like the same paired hauling/hunting as the last one. Only 450 ly away!

Hunting is already at tier 3, hauling isn't getting quite as much love yet!
 

Hylian7

Member
Chances are this CG isn't worth my time. It isn't in a Lavigny-Duval system, so it is probably faster to just go back to hunting in Gende.

That, or check out Quince.
 
Newly PS4 purchaser here... And it will seems common but I struggle and I'm on the verge to stop.

- First of all, my playtime sessions are just one hour and half max per day, so not very much
- I just can't find something that doesn't take long too complete
- I tried a mining quest, and after 30 minutes I still wasn't at 100% for a ressources and I needed 6 of them...
- I tried fighting but I get destroyed with my Eagle and even when I help to kill a target it doesn't count into my quest to kill X types of this enemy
- I tried to join the CG but it's 400 LY from my location, and I can't create a jump route. And when I go there manually I'm stuck at one point where I can't seem to be able to jump to another close sector
- There are so many systems in the game

Yesterday, after 2 hours of playtime I thought that it wasn't for me, even if I really like the game, the feeling of being in space, the gameplay etc. it just take sooo much time to do anything. But today, I know that I still be tempted to launch the game but I'll still be trying to do things that won't suceed (except delivering informations for 20k... which is boring after a moment).

I struggled to start with, unable to plot a route due to my crap FSD. Did a lot of data delivery to get the money for a drive upgrade. Then picked up more lucrative deliveries until I could afford a Viper.

The game then seemed to open up a lot. I hung around some low intensity RES picking on smaller ships and letting the cops help out. When the last set of CGs went live I grabbed a fuel scoop and did my first long trip. Got 1.5 million for exploration data alone, and am now waiting for the 10 million payout from the CG before I head to the next one.

I'd suggest working towards a Cobra or Viper, upgrade the FSD then you should have more options.
 
Yesterday i just arrived at Quince, after 52 jumps.The glorious land of the moneymakers. The first station even looked a little bit dubai-themed with all the palms haha.

When i did my 5 scan missions at once, my framerate tanked really hard. Is this normal?
Also the base i needed to scan was armed, but when i arrived it automatically completed the quest. is this normal?

I went to Quince last night and it seems that the glitches/exploits are completely unfixed.

Passenger missions are still there and stackable. Doesn't seem fixed at all. Also, visiting one tourist site (there are 2 in Quince) completes the passenger missions for both sites, which is obviously a bug.

You can't 'mode-switch' to refresh the mission board to stack scan missions since they don't appear if you have 3 scan missions already...
...but with the civil war state I'm getting a dozen scan missions in a single refresh - and the game doesn't stop you taking >3 missions if they are already on the board.

Scan missions are bugged so they all point to the same point of interest.
And I think there's an extra bug that that can let someone else in your instance complete them for you. Open is full of people in suicidewinders grinding the missions. I was getting some crazy lag and time-outs when dropping from supercruise.
Oh, and as an extra bug, the scan site's target is duplicated in your contacts menu, but not duplicated physically. This means that you can re-scan the same (physical)point repeatedly by re-targetting the datapoint between scans. The mission completes on the first scan, but additional scans can get you more engineering materials.

I can't bring myself to use the suicide option though. It's not like you're flying back to Hutton Orbital. It's a 2-3 minute journey and the mission board only refreshes every 15 minutes, so teleporting back via suicide seems a bit too cheesy. I even put a class A thruster and distributor on my sidewinder to make it easier to get around.

Regarding the DBX and AspX, I have both and like both.
The DBX has slightly longer range and is ideal for SRV exploration. It's been my main ship for engineer material searches. Not much room for cargo though.
The Asp has a size-6 module slot (64t), so it's ideal for long-distance haulage or sight-seeing passenger missions (or a supersize fuel scoop for exploring). It is probably good for mining too. The AspX has a better cockpit view.

I've not used the DBX for combat. Both ships are slow and have poor agility. The DBX turns slower. The AspX has a serious powersliding problem. This is excacerbated by my use of grade-D thrusters for maxing out jump range (the Asp also mounts "one size down" thrusters, giving more jump range but handling like an oil tanker).
One large gun vs 4 small is probably about equal. The Asp feels better since 6 guns look better than 3 and putting rockets or torpedoes on the smalls should be very effective.
The AspX can be turned into semi-decent 'hull tank' due to its extra module slots.

Honestly though, I'd use them as "peaceful" ships and optimise them for light weight and jump range. Shields should only be good enough to protect from collisions and maybe help you to high-wake away from pirates (i.e. don't waste your biggest module slot on a shield). As a jack-of-all-trades, they will be a master-of-none.
 

Moose Biscuits

It would be extreamly painful...
Newly PS4 purchaser here... And it will seems common but I struggle and I'm on the verge to stop.

- First of all, my playtime sessions are just one hour and half max per day, so not very much
- I just can't find something that doesn't take long too complete
- I tried a mining quest, and after 30 minutes I still wasn't at 100% for a ressources and I needed 6 of them...
- I tried fighting but I get destroyed with my Eagle and even when I help to kill a target it doesn't count into my quest to kill X types of this enemy
- I tried to join the CG but it's 400 LY from my location, and I can't create a jump route. And when I go there manually I'm stuck at one point where I can't seem to be able to jump to another close sector
- There are so many systems in the game

Yesterday, after 2 hours of playtime I thought that it wasn't for me, even if I really like the game, the feeling of being in space, the gameplay etc. it just take sooo much time to do anything. But today, I know that I still be tempted to launch the game but I'll still be trying to do things that won't suceed (except delivering informations for 20k... which is boring after a moment).

For mining: I would NOT recommend it without a mining-oriented setup, ideally a ship specifically for it.

The difference between bad mining (no limpets, one mining laser, a small refinery) and good mining (a prospecting limpet and one, maybe two collector limpet modules, a 3 or 4 bin refinery and two lasers) is like night and day. I personally went from wasting time to making multiple hundreds of thousands. It also matters WHERE you mine; you can mine rocks and ice, but you ain't gonna make money from it. The money's in metals.

For now I'd recommend sticking to missions until you can save for an Adder; look for the 100k+ missions to deliver unique items.

I'd also heavily recommend looking to the Elite Dangerous subreddit: I've only been playing for a bit but that's been a very helpful resource.

Also, your Hitchhiker's Guide: eddb.io is a website that can give you useful info on stations, commodities and trading.
 
Regarding the DBX and AspX, I have both and like both.
The DBX has slightly longer range and is ideal for SRV exploration. It's been my main ship for engineer material searches. Not much room for cargo though.
The Asp has a size-6 module slot (64t), so it's ideal for long-distance haulage or sight-seeing passenger missions (or a supersize fuel scoop for exploring). It is probably good for mining too. The AspX has a better cockpit view.

I've not used the DBX for combat. Both ships are slow and have poor agility. The DBX turns slower. The AspX has a serious powersliding problem. This is excacerbated by my use of grade-D thrusters for maxing out jump range (the Asp also mounts "one size down" thrusters, giving more jump range but handling like an oil tanker).
One large gun vs 4 small is probably about equal. The Asp feels better since 6 guns look better than 3 and putting rockets or torpedoes on the smalls should be very effective.
The AspX can be turned into semi-decent 'hull tank' due to its extra module slots.

Honestly though, I'd use them as "peaceful" ships and optimise them for light weight and jump range. Shields should only be good enough to protect from collisions and maybe help you to high-wake away from pirates (i.e. don't waste your biggest module slot on a shield). As a jack-of-all-trades, they will be a master-of-none.

Thanks very much for this; really useful info. I think I'll go with the AspX and get a passenger module, do some sightseeing!

The CGs have paid out so I'm off to the showroom to do some shopping!
 
Outfitted my Python for mining, which is oddly satisfying. Though I'm thinking about going all out and getting a type-9 just for an excuse to use it.


Edit: also for the fighter bay lol
 

Peroroncino

Member
I'm currently in my Asp looking for Painite for the 'Paintine in the Asp' trophy... lol

you don't need to be in the Asp in order to get it, just a silly coincidence

I wish I could have limpets as a hardpoint instead of cargo occupying items, mining without them is simply horrible, especially in bigger ships.
 
That's actually a really smart idea, I think I'll map that tonight. That doesn't conflict with any of the existing mapping does it?
No, there's not any conflicts with the default controls. There's only one minor issue I've found is that you have to release both buttons at the same time, because it will affect your pips or throttle depending on which button is released last.

After a few days of practice I managed to get the timing down so there isn't any side effects 99% of the time, even in the heat of battle. At worst you only get a single pip point where you might not want it, which is very quick to correct.
 

Hylian7

Member
Is there a reason the center monitor says something difference for your rank progress vs the right monitor? Yesterday the center one said I was Deadly 26%, and the right said Deadly 25%.
 

Hylian7

Member
Anyone know the quickest way to get a bunch of wanted/enemy elite ships to kill? High intensity CG? Stack Pirate Lord missions?

I just want quantity, not quality. Doesn't matter what kind of ship, just Elite rank.
 
So is Quince like the new Sothis? If so, I'll hit it up for a bit.

It's the busiest place in the game. Much busier than even CG systems.Reminds me of the Destiny loot-cave.
Especially since most people are in sidewinders so they aren't afraid of being in open. Worst that could happen is they die and waste a handful of credits and a couple of minutes. Though there are also lots of Orcas (player and NPC) running passenger missions, which makes the docking slot... interesting.
It's quite amusing to watch people.
 
Anyone know the quickest way to get a bunch of wanted/enemy elite ships to kill? High intensity CG? Stack Pirate Lord missions?

I just want quantity, not quality. Doesn't matter what kind of ship, just Elite rank.
Would a war zone be good? I usually see elite ranked all over when I'm dumb enough to pop in and get murdered. I think they have a war in quince right now.
 

Codiox

Member
I went to Quince last night and it seems that the glitches/exploits are completely unfixed.

Passenger missions are still there and stackable. Doesn't seem fixed at all. Also, visiting one tourist site (there are 2 in Quince) completes the passenger missions for both sites, which is obviously a bug.

You can't 'mode-switch' to refresh the mission board to stack scan missions since they don't appear if you have 3 scan missions already...
...but with the civil war state I'm getting a dozen scan missions in a single refresh - and the game doesn't stop you taking >3 missions if they are already on the board.

Scan missions are bugged so they all point to the same point of interest.
And I think there's an extra bug that that can let someone else in your instance complete them for you. Open is full of people in suicidewinders grinding the missions. I was getting some crazy lag and time-outs when dropping from supercruise.
Oh, and as an extra bug, the scan site's target is duplicated in your contacts menu, but not duplicated physically. This means that you can re-scan the same (physical)point repeatedly by re-targetting the datapoint between scans. The mission completes on the first scan, but additional scans can get you more engineering materials.

I can't bring myself to use the suicide option though. It's not like you're flying back to Hutton Orbital. It's a 2-3 minute journey and the mission board only refreshes every 15 minutes, so teleporting back via suicide seems a bit too cheesy. I even put a class A thruster and distributor on my sidewinder to make it easier to get around.

Regarding the DBX and AspX, I have both and like both.
The DBX has slightly longer range and is ideal for SRV exploration. It's been my main ship for engineer material searches. Not much room for cargo though.
The Asp has a size-6 module slot (64t), so it's ideal for long-distance haulage or sight-seeing passenger missions (or a supersize fuel scoop for exploring). It is probably good for mining too. The AspX has a better cockpit view.

I've not used the DBX for combat. Both ships are slow and have poor agility. The DBX turns slower. The AspX has a serious powersliding problem. This is excacerbated by my use of grade-D thrusters for maxing out jump range (the Asp also mounts "one size down" thrusters, giving more jump range but handling like an oil tanker).
One large gun vs 4 small is probably about equal. The Asp feels better since 6 guns look better than 3 and putting rockets or torpedoes on the smalls should be very effective.
The AspX can be turned into semi-decent 'hull tank' due to its extra module slots.

Honestly though, I'd use them as "peaceful" ships and optimise them for light weight and jump range. Shields should only be good enough to protect from collisions and maybe help you to high-wake away from pirates (i.e. don't waste your biggest module slot on a shield). As a jack-of-all-trades, they will be a master-of-none.

Wow thanks for the explanation!
 

lordxar

Member
I would not recommend using AspX as combat ship.

It's great for exploring, smuggling, engineers grind, courier missions, maybe for passengers (I did not try passengers yet, did not play since winter). It's fun to fly because of drifting, but lacks in maneuverability against Cobras and Vipers and does not have a chance against big ships imo.

Buy a Vulture for combat, it is not expensive! Just one more good CG.

Think my wingman just bought a vult the other day. I'm still rocking my Cobra for now. Mostly I want to fire up six weapons at once and unleash hell lol
 
I wish there was a feature where you could plot a course from a station - and it would offer you cargo and passengers that wanted to head that way. That would also be another good - but simple - element of immersion, of helping to create a living bubble.
 

StonedRider

Member
what happens if you take massacre missions from both sides and enter a conflict zone? they both go after you?

When you enter conflict zone you pick a side. They do not care about missions you have, they care only about what side are you on. You can complete missions for one side, wake out, return, pick another side and complete missions for another side.
 

B-Genius

Unconfirmed Member
Depends if the active CGs is something you like to do. Generally I don't bother with non-combat CGs unless they're somehow something I enjoy doing. After this CG ends I'm probably going back to Merope to pick up my Asp, then go back home to Gende and have my FDL delivered there, and probably RES hunt there. It's a system controlled by Arissa Lavigny-Duval, so bounty payouts are higher.

Sounds good, thanks. One of the new CGs is bounties, so I stuck an extra fuel tank and a fuel scoop on my Eagle and now I'm off to LTT 4961 :)

There is one single drawback with the controls that I haven't solved on PS4 - I can't figure out an effective way to map yaw and lateral thrust at the same time. Currently my main setup is:

Left analogue left and right: yaw
Left analogue up and down: vertical thrust
Right analogue left and right: roll
Right analogue up and down: pitch
Press L3: alternative controls
Press R3: turn off flight assist

My alternative controls only change the left analogue yaw into lateral thrust.

The reason why I'd like to be able to yaw and roll at the same time is because some advanced dogfighting tactics combine the two inputs. The only realistic options are using L1 and R1, or L2 and R2 for yaw. Unfortunately this would require me to sacrifice either thrust or hardpoint firing, which I just can't see being viable. Ideally I'd like to have back paddles like the Xbox Elite controller to use for yaw.

The obvious alternative is to get the PS4 HOTAS, but that would involve losing the sixaxis headlook, which is a functionality that I'd like to keep.

EDIT: Hmm, I've just had a thought, I could try exchanging roll for yaw on the right analogue with my alternative controls. I might try experimenting later...

I was having the same issue. Seems like swapping R stick between yaw and roll with alt flight controls is the most viable option.

Here's a crazy setup I just came up with that may or may not be worth tinkering with:

L stick left/right: lateral thrust
L stick up/down: throttle
R stick left/right: yaw
R stick up/down: pitch
L1/R1: roll left/right
L2/R2: secondary/primary fire
L3/R3: vertical thrust down/up

This would take some serious re-wiring of the brain, but at least you'd have everything in one scheme. If you wanted alt flight controls, you could map it to a shift-command. Same goes for flight assist.

When you enter conflict zone you pick a side. They do not care about missions you have, they care only about what side are you on. You can complete missions for one side, wake out, return, pick another side and complete missions for another side.

What happens when you do missions for opposing sides? Does your standing go up with both anyway, or will you harm your relationship with the one you're blowing up the most?
 

lordxar

Member
The trade cg is on it way to tier 8 and I'm in the top 10%. So I'm guessing that will pay out tomorrow if it hits tier 8? If so I'm headed off to buy a Python.
 

Hylian7

Member
Found a system with a war that was 2 FDL jumps from my home system. I'll keep stacking massacre missions and grind toward Elite. Does anyone know if killing the little fighters (GU-97, Taipan, and Fed fighter) counts towards your pilot rank? Is it only ones that were not ship launched, or both?
 

Burny

Member
Here's a crazy setup I just came up with that may or may not be worth tinkering with:

L stick left/right: lateral thrust
L stick up/down: throttle

R stick left/right: yaw
R stick up/down: pitch
L1/R1: roll left/right
L2/R2: secondary/primary fire
L3/R3: vertical thrust down/up

Throttle as in %-increase of permanent thrust? If so, the bolded may be very hard to use or outright unusable. It's very hard to physically separate x- and y-axis inputs on mini sticks of console controllers. But permanent throttle is an input unrelated to lateral thrust and you'd run into issues with undesired throttle inputs on top of lateral thrust.

It's a different story when you use L-stick up/down as forward/backward thrust, if that's what you mean. This is actually a very good idea for certain types of scenarios, because you essentially replicate a console FPS. Combat and hitting the landing pad probably benefits most from this type of configuration. Downside being that you have to permanently push the left stick up to go and that combat really also benefits from vertical thrust, which you have to potentially combine with any of the other inputs. By which time you have hit the limits of what's realistically feasible and comfortable on a console controller. Edit: Whereas it comes natural on a proper HOTAS.
 

B-Genius

Unconfirmed Member
Man, I had a pretty rough experience last night. Done and got my poor Viper destroyed twice in the same low intensity conflict zone while trying to get massacre mission kills. (There sure are a lot of elite/deadly/master NPCs in low zones...)
Sometimes I can lead a single target to the outskirts and go 1v1 against higher ranked ships, but often before I know it I'm surrounded by multiple opponents and incoming missiles...

Also what does it mean when the ship warns of taking "pulse" damage or something like that?
I was trying to make myself a tricky target, but if I let my opponent get behind me even once, it felt like my shields were dropping from just a few direct hits of a thermic weapon with a low fire rate.

Insurance cost from each loss was around 120k, which is probably peanuts to a lot of you, but still...
I dipped pretty hard and almost sold her, modules and all, for 2mil.
Stopped myself once I realised that would be a waste, but I still feel like an abusive owner :(

Gonna leave her in quarantine for a while, and jet off to the new CG to see if I can make enough to take better care of her.

My dear Mamushi... How I manage to do this to you but keep my 2 year-old son alive is a mystery.

Throttle as in %-increase of permanent thrust? If so, the bolded may be very hard to use or outright unusable. It's very hard to physically separate x- and y-axis inputs on mini sticks of console controllers. But permanent throttle is an input unrelated to lateral thrust and you'd run into issues with undesired throttle inputs on top of lateral thrust.

It's a different story when you use L-stick up/down as forward/backward thrust, if that's what you mean. This is actually a very good idea for certain types of scenarios, because you essentially remodel a console FPS. Combat and hitting the landing pad probably benefits most from this type of configuration. Downside being that you have to permanently push the left stick up to go and that combat really also benefits from vertical thrust, which you have to potentially combine with any of the other inputs. By which time you have hit the limits of what's realistically feasible and comfortable on a console controller.

Ah sorry, yes I mean forward/backward thrust. I currently use this while landing, which feels good, but have yet to effectively “strafe” in combat like in an FPS. Might take some practice.

Pushing forward on L stick constantly to go is indeed a bit of a drag, especially in supercruise, where you often have to hold that sweet spot for extended periods. (Maybe you could have alt flight controls with fixed thrust, which you could activate before going into supercruise?) I suppose this model has potential when used with flight assist off, as you only need to make subtle adjustments. But learning to fly consistently with FA off is a whole other can of worms that I don’t really want to have to re-learn if I do end up getting a HOTAS.
 
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