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CCP Nullarbor
C C P C C P Alliance
1014

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Posted - 2014.11.15 12:15:24 -
[1] - Quote
Manual flight controls are now enabled on Singularity.
You will need to bind the keys in the settings window first.
Feedback should go in the thread here. Enjoy!
CCP Nullarbor // Senior Engineer // Team Game of Drones
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Ralph King-Griffin
Lords.Of.Midnight The Devil's Warrior Alliance
6871
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Posted - 2014.11.15 12:19:17 -
[2] - Quote
http://img-9gag-lol.9cache.com/photo/avZoQ5Z_460sa_v1.gif
(ill post something helpful in i minuet or two)
"I'm also quite confident that you are laughing
and it's the kind of laugh that gives normal people shivers."
=]I[=
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Chirality Tisteloin
Zervas Aeronautics The Bastion
54
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Posted - 2014.11.15 12:58:11 -
[3] - Quote
Hey,
this is really cool!
I have tested it with a Cheetah with 2 nanos. The controls feel very smooth and natural. If you begin your turn from high speed there is a slight "sticky feeling", which goes away as soon as you have shed some velocity in the turn. Feels good though. Still experimenting with optimal key layout.
A few ideas that would make flying like this a better experience:
This mode does of course work much better when zoomed in. A 3rd party camera (towed behind the ship and tied to the attitude) would be very helpful and tremendously enhance immersion.
For using the wasd steering in zoomed out mode it would be very helpful to add an indicator to the tactical overlay that shows your current velocity vector in space.
Nice work!
Cheers, Chira
See you at my blog: http://spindensity.wordpress.com/
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Snopzet
Inglourious Squirrels That Escalated Quickly.
12
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Posted - 2014.11.15 13:10:01 -
[4] - Quote
Cool thing. It's very useful in small, agile ships like Interceptors, when you try keep your transversal up, but I couldn't test it in a combat situation for now. I don't think you will have time to manual pilot a frigate, while fighting someone else ^^
Now implement Coupled/Decoupled and Comstab-mode, please?  |

Zloco Crendraven
BALKAN EXPRESS Shadow Cartel
658
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Posted - 2014.11.15 13:10:36 -
[5] - Quote
It si already amasing. What to say, turn of aligning, orbiting and keep at range? :O
BALEX, bringing piracy on a whole new level.
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Aria Jimbojohnson
University of Caille Gallente Federation
60
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Posted - 2014.11.15 13:15:23 -
[6] - Quote
It isn't working for me. No matter what I rebind the keys to, they don't seem to do anything. I've tried resetting to defaults and restarting the client, but it doesn't seem to work. Am I missing a checkbox somewhere? |

Zloco Crendraven
BALKAN EXPRESS Shadow Cartel
658
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Posted - 2014.11.15 13:17:52 -
[7] - Quote
Aria Jimbojohnson wrote:It isn't working for me. No matter what I rebind the keys to, they don't seem to do anything. I've tried resetting to defaults and restarting the client, but it doesn't seem to work. Am I missing a checkbox somewhere?
Try it in the navigation tab, not movement one.
BALEX, bringing piracy on a whole new level.
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Zavand Crendraven
Rolling Static Gone Critical
1
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Posted - 2014.11.15 13:19:27 -
[8] - Quote
Chirality Tisteloin wrote:Hey,  For using the wasd steering in zoomed out mode it would be very helpful to add an indicator to the tactical overlay that shows your current velocity vector in space. Id much rather see an acceleration vector so u know to which direction ur ship will be trying to move towards a velocity vector will have a delay in where u are traveling towards and will be quite confusing |

Dave Stark
7175
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Posted - 2014.11.15 13:20:48 -
[9] - Quote
it's smooth, but it's clumsy.
engine trails don't match where your ship was, and that makes it somewhat disorienting. ships for some reason aren't rendering on sisi so it's hard to tell what direction you're in. the lack of a chase camera doesn't help with this either, it's sorely needed if we're piloting with wasd type controls, imo.
other than it feeling a bit clumsy, and the camera/visuals not really lining up as they should it's good. |

Adrie Atticus
Shadows of Rebellion The Bastion
541
|
Posted - 2014.11.15 13:21:09 -
[10] - Quote
Might as well give it a shot at some point, but mainly just posting here to reserve a spot where I can collect all the "This is really lackluster, like I can't do anything but turn to left or right with this" posts. |
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Saberlily Whyteshadow
Perkone Caldari State
55
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Posted - 2014.11.15 13:27:54 -
[11] - Quote
Flight controls at a bare minimum needs: Pitch Up Pitch Down Yaw Left Yaw Right Roll Left Roll Right
Not just pitch up, pitch down, turn left, turn right...
Ship needs to stop wanting to level out in straight flight |

Ralph King-Griffin
Lords.Of.Midnight The Devil's Warrior Alliance
6877
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Posted - 2014.11.15 13:36:28 -
[12] - Quote
Saberlily Whyteshadow wrote:Flight controls at a bare minimum needs: Pitch Up Pitch Down Yaw Left Yaw Right Roll Left Roll Right
Not just pitch up, pitch down, turn left, turn right... give an inch eh
an potion for a chase camera would be cool
"I'm also quite confident that you are laughing
and it's the kind of laugh that gives normal people shivers."
=]I[=
|

Ralph King-Griffin
Lords.Of.Midnight The Devil's Warrior Alliance
6877
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Posted - 2014.11.15 13:37:47 -
[13] - Quote
Dave Stark wrote:it's smooth, but it's clumsy.
engine trails don't match where your ship was, and that makes it somewhat disorienting. ships for some reason aren't rendering on sisi so it's hard to tell what direction you're in. the lack of a chase camera doesn't help with this either, it's sorely needed if we're piloting with wasd type controls, imo.
other than it feeling a bit clumsy, and the camera/visuals not really lining up as they should it's good. try centring the camera and the tracking position, i found that was actually throwing me off
"I'm also quite confident that you are laughing
and it's the kind of laugh that gives normal people shivers."
=]I[=
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Saberlily Whyteshadow
Perkone Caldari State
55
|
Posted - 2014.11.15 13:47:35 -
[14] - Quote
Ralph King-Griffin wrote:Saberlily Whyteshadow wrote:Flight controls at a bare minimum needs: Pitch Up Pitch Down Yaw Left Yaw Right Roll Left Roll Right
Not just pitch up, pitch down, turn left, turn right... give an inch eh  an potion for a chase camera would be cool
Its called feedback  |

Lasse R Farnsworth
Blue Republic RvB - BLUE Republic
6
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Posted - 2014.11.15 13:56:53 -
[15] - Quote
;) Just give us vectors (relative and true) and I don't need any more to fly without any other windows .. yeah the pitch and roll etc would be cool |

Saberlily Whyteshadow
Perkone Caldari State
55
|
Posted - 2014.11.15 14:05:23 -
[16] - Quote
Just noticed the "North/South Poles" are min/max flight controls.. unless CCP defeats this old code, we will never get true flight controls. Whats currently out is good enough.
Also noticed that when camera tracking is tracking something, sometimes the flight controls have no response.  |

Lugh Crow-Slave
201
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Posted - 2014.11.15 14:32:09 -
[17] - Quote
lol just made my chimera spin round like a ballerina i love it |
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CCP Nullarbor
C C P C C P Alliance
1016

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Posted - 2014.11.15 14:41:58 -
[18] - Quote
Updated the original post with some FAQs from this thread and others :)
CCP Nullarbor // Senior Engineer // Team Game of Drones
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Adrie Atticus
Shadows of Rebellion The Bastion
541
|
Posted - 2014.11.15 14:46:00 -
[19] - Quote
I managed a rudimentary barrel roll, but a bit hard to get it done.
Now, why was this implemented again? |

Felicity Love
Imperium Galactic Navy
2163
|
Posted - 2014.11.15 14:56:33 -
[20] - Quote
This is a waste of developer time.
You're suggesting a change originally based on the feedback from NON-EVE players. With the massive wisdom and experience of a whopping 30 minutes of game time they had, how the HELL does that even merit consideration for a significant change to the UI when those of us who have been playing for years have to ***** FOR YEARS to get the devs to do pretty much anything ?
If you have to implement it, to gain new players, who are obviously just looking for a FPS ( first person spaceship ) game -- then WHY DON'T YOU PUSH faster development on "Valkyrie" ?
You know as well as we do that most players who want that pure "space fighter" kind of game are going to gravitate towards "Valkyrie" anyway, especially the those players who want the POV of sitting in the cockpit for every second of PVP goodness.
Finally, if you must implement it, then ALWAYS leave it OPTIONAL.
Those of us who have been playing for many years know how to fly our ships just fine without repeatedly pounding on ASDW or holding a specific key down until warp initiates.
Please -- put your daily 9 to 5 to better use than this trivial crap. Thank you.
"EVE is dying." -- The Four Forum Trolls of the Apocalypse.-á-á ( Pick four, any four. They all smell. -á)
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Amak Boma
Dragon Factory
32
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Posted - 2014.11.15 15:26:02 -
[21] - Quote
add WASD manual controll as option to be turned off and turned on
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CCP Nullarbor
C C P C C P Alliance
1019

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Posted - 2014.11.15 15:27:41 -
[22] - Quote
Amak Boma wrote:add WASD manual controll as option to be turned off and turned on
It is already totally optional, you can rebind the keys to whatever you like, or nothing at all.
CCP Nullarbor // Senior Engineer // Team Game of Drones
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Aethlyn
EVE University Ivy League
251
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Posted - 2014.11.15 15:51:09 -
[23] - Quote
I think I've did half a turn so far, then the controls stopped working. Rebound them to cursor keys (to avoid them overlapping with overview hotkeys), yet my Dramiel doesn't want to turn. Am I doing something wrong?
Looking for more thoughts? Follow me on Twitter.
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Keras Authion
Science and Trade Institute Caldari State
156
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Posted - 2014.11.15 15:56:53 -
[24] - Quote
Flying a small ship with manual control is fun and even useful for navigating around objects. They even respond well without rubberbanding. I managed to get the ship to turn in only one direction at a time which made it feel a bit clunky as you couldn't turn up right or any other diagonals. Even so, I can see this being useful with small ships.
This post was rated "C" for capsuleer.
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Sentient Blade
Crisis Atmosphere
1423
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Posted - 2014.11.15 16:00:16 -
[25] - Quote
I'm just playing on SISI with it now. It's fun but a little disorientating.
- If my ship is banking at 45 degrees and I push back I expect my ship to stay at that kind of banking and change direction perpendicular to my plane of travel. Instead I just end up pointing upwards.
- I tried some advanced maneuvers, such as going nose down, holding A and trying to corkscrew downwards, but rather than holding this and letting me drop height while spinning around, I soon end up spinning around on the near horizontal plane.
- The faster ships (I tested with a 1mn dramiel) seem quite a bit slippery, often overshooting where I'm trying to point them.
I think flight controls have absolutely fantastic potential, but they need to function better with regards to nose movement and direction of travel. |

Bahador Wolfman
Brave Newbies Inc. Brave Collective
0
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Posted - 2014.11.15 16:04:29 -
[26] - Quote
Add Oculus Rift support next....do iittttt |

Ralph King-Griffin
Lords.Of.Midnight The Devil's Warrior Alliance
6879
|
Posted - 2014.11.15 16:15:52 -
[27] - Quote
confirming the controls don't work for me with the tracking camera on 
nor do they work on my pod.
"I'm also quite confident that you are laughing
and it's the kind of laugh that gives normal people shivers."
=]I[=
|

Soden Rah
Rapier Industry and Technology Second Sun Rising
22
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Posted - 2014.11.15 16:16:53 -
[28] - Quote
CCP Nullarbor wrote:Manual flight controls are now enabled on Singularity. How do I get to Singularityhttps://wiki.eveonline.com/en/wiki/SingularityWhat are the keys?You will need to manually bind the keys first, in the settings menu under Shortcuts -> Navigation[img]http://i.imgur.com/CjYcmQM.jpg[/img] Can I do rolls / flips?No, since EVE physics are not like a dogfighting game and likely never will be. There is an obvious up and down in space and your ship cannot turn upside down. Joystick Support?Yes it would be possible, we will look into this if the testing goes well. Follow cameraYeah this would be pretty cool. We have it on our list of things to investigate, possibly as some variation of the tracking camera. Feedback should go in the thread here. Enjoy!
I love this and have wanted it since I stated playing. Thankyou.
I think the follow camera is more than just 'pretty cool' ... It's essential to being able to use this properly. I've just been flying through and around an asteroid belt, and trying to keep the view looking where I am going while flying is near impossible. and stops me from being able to do anything else. |

FistyMcBumBardier
TURN LEFT The Camel Empire
74
|
Posted - 2014.11.15 16:26:07 -
[29] - Quote
Hello guys, I like the idea and the ability to opt into this so early is amazing.
Here is some feedback:
Since you need to be zoomed in order to see your ships direction and heading, please consider including ship vectors or something related in the overview so that we know who is approaching, who is moving away, and what their general heading is. When fighting multiple targets the overview is somewhat lacking in information, this is aided by zooming out.
It would also be nice in fleet fights and zoomed completely out to know which general direction your ship is heading, as it is now, ship trails, hull damage, or broadcasting are the only real way to know where your ship is located when zoomed completely out. Something to know where your ship is headed while zoomed out would accomplish the goal of helping newer players feel like they are in control, as well as helping everyone with situational awareness.
Maybe also include a hot-key to lock the closest target on overview? If you guys are leaning towards having more control on the keyboard, then this would be a nice feature. It would also be very helpful while kiting with this feature.
I don't know about this, but when zoomed out and playing purple boxes vs. other boxes online, it would be a cool idea to have an arrow to let you know which direction everyone is going. So it could instead be purple vectors vs. other vectors online.
Thanks for getting this feature up so quickly onto the test server.
-The pilot formerly known as FistyMcBumBasher |

Jack Tronic
borkedLabs
224
|
Posted - 2014.11.15 16:55:21 -
[30] - Quote
Felicity Love wrote:This is a waste of developer time.
You're suggesting a change originally based on the feedback from NON-EVE players. With the massive wisdom and experience of a whopping 30 minutes of game time they had, how the HELL does that even merit consideration for a significant change to the UI when those of us who have been playing for years have to ***** FOR YEARS to get the devs to do pretty much anything ?
If you have to implement it, to gain new players, who are obviously just looking for a FPS ( first person spaceship ) game -- then WHY DON'T YOU PUSH faster development on "Valkyrie" ?
You know as well as we do that most players who want that pure "space fighter" kind of game are going to gravitate towards "Valkyrie" anyway, especially the those players who want the POV of sitting in the cockpit for every second of PVP goodness.
Finally, if you must implement it, then ALWAYS leave it OPTIONAL.
Those of us who have been playing for many years know how to fly our ships just fine without repeatedly pounding on ASDW or holding a specific key down until warp initiates.
Please -- put your daily 9 to 5 to better use than this trivial crap. Thank you.
Dear nub,
External feedback is GOOD because the people using the product already will not complain enough about first impressions and usability. The goal is to capture more users which provides a revenue stream to keep improving the product for everyone.
Regards, Guy who does development on software projects
Anyway, this isn't an required, it's optional, it never was said "required" anywhere, they even say EVE is not a dogfighting game. There is no UI change for this, you cry over nothing.
This is basically eyecandy for space addicts. |
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Adrie Atticus
Shadows of Rebellion The Bastion
541
|
Posted - 2014.11.15 17:01:27 -
[31] - Quote
Jack Tronic wrote:Felicity Love wrote:This is a waste of developer time.
You're suggesting a change originally based on the feedback from NON-EVE players. With the massive wisdom and experience of a whopping 30 minutes of game time they had, how the HELL does that even merit consideration for a significant change to the UI when those of us who have been playing for years have to ***** FOR YEARS to get the devs to do pretty much anything ?
If you have to implement it, to gain new players, who are obviously just looking for a FPS ( first person spaceship ) game -- then WHY DON'T YOU PUSH faster development on "Valkyrie" ?
You know as well as we do that most players who want that pure "space fighter" kind of game are going to gravitate towards "Valkyrie" anyway, especially the those players who want the POV of sitting in the cockpit for every second of PVP goodness.
Finally, if you must implement it, then ALWAYS leave it OPTIONAL.
Those of us who have been playing for many years know how to fly our ships just fine without repeatedly pounding on ASDW or holding a specific key down until warp initiates.
Please -- put your daily 9 to 5 to better use than this trivial crap. Thank you. Dear nub, External feedback is GOOD because the people using the product already will not complain enough about first impressions and usability. The goal is to capture more users which provides a revenue stream to keep improving the product for everyone. Regards, Guy who does development on software projects Anyway, this isn't an required, it's optional, it never was said "required" anywhere, they even say EVE is not a dogfighting game. There is no UI change for this, you cry over nothing. This is basically eyecandy for space addicts.
Tell me Mr Developer, why would a company produce two products, hype them to the sky, hope that everyone buys both and then suddenly merge them into an older product which will give them less revenue and waste development resources? |

Jack Tronic
borkedLabs
224
|
Posted - 2014.11.15 17:03:45 -
[32] - Quote
Adrie Atticus wrote:Jack Tronic wrote:Felicity Love wrote:This is a waste of developer time.
You're suggesting a change originally based on the feedback from NON-EVE players. With the massive wisdom and experience of a whopping 30 minutes of game time they had, how the HELL does that even merit consideration for a significant change to the UI when those of us who have been playing for years have to ***** FOR YEARS to get the devs to do pretty much anything ?
If you have to implement it, to gain new players, who are obviously just looking for a FPS ( first person spaceship ) game -- then WHY DON'T YOU PUSH faster development on "Valkyrie" ?
You know as well as we do that most players who want that pure "space fighter" kind of game are going to gravitate towards "Valkyrie" anyway, especially the those players who want the POV of sitting in the cockpit for every second of PVP goodness.
Finally, if you must implement it, then ALWAYS leave it OPTIONAL.
Those of us who have been playing for many years know how to fly our ships just fine without repeatedly pounding on ASDW or holding a specific key down until warp initiates.
Please -- put your daily 9 to 5 to better use than this trivial crap. Thank you. Dear nub, External feedback is GOOD because the people using the product already will not complain enough about first impressions and usability. The goal is to capture more users which provides a revenue stream to keep improving the product for everyone. Regards, Guy who does development on software projects Anyway, this isn't an required, it's optional, it never was said "required" anywhere, they even say EVE is not a dogfighting game. There is no UI change for this, you cry over nothing. This is basically eyecandy for space addicts. Tell me Mr Developer, why would a company produce two products, hype them to the sky, hope that everyone buys both and then suddenly merge them into an older product which will give them less revenue and waste development resources?
Valkyrie is a VR game meant for those silly headsets.
|

Adrie Atticus
Shadows of Rebellion The Bastion
541
|
Posted - 2014.11.15 17:12:08 -
[33] - Quote
Jack Tronic wrote:Adrie Atticus wrote:Jack Tronic wrote:Felicity Love wrote:This is a waste of developer time.
You're suggesting a change originally based on the feedback from NON-EVE players. With the massive wisdom and experience of a whopping 30 minutes of game time they had, how the HELL does that even merit consideration for a significant change to the UI when those of us who have been playing for years have to ***** FOR YEARS to get the devs to do pretty much anything ?
If you have to implement it, to gain new players, who are obviously just looking for a FPS ( first person spaceship ) game -- then WHY DON'T YOU PUSH faster development on "Valkyrie" ?
You know as well as we do that most players who want that pure "space fighter" kind of game are going to gravitate towards "Valkyrie" anyway, especially the those players who want the POV of sitting in the cockpit for every second of PVP goodness.
Finally, if you must implement it, then ALWAYS leave it OPTIONAL.
Those of us who have been playing for many years know how to fly our ships just fine without repeatedly pounding on ASDW or holding a specific key down until warp initiates.
Please -- put your daily 9 to 5 to better use than this trivial crap. Thank you. Dear nub, External feedback is GOOD because the people using the product already will not complain enough about first impressions and usability. The goal is to capture more users which provides a revenue stream to keep improving the product for everyone. Regards, Guy who does development on software projects Anyway, this isn't an required, it's optional, it never was said "required" anywhere, they even say EVE is not a dogfighting game. There is no UI change for this, you cry over nothing. This is basically eyecandy for space addicts. Tell me Mr Developer, why would a company produce two products, hype them to the sky, hope that everyone buys both and then suddenly merge them into an older product which will give them less revenue and waste development resources? Valkyrie is a VR game meant for those silly headsets.
Except it's not a requirement in any shape or form to use one of them and the game is developed to work without one. |

Jack Tronic
borkedLabs
224
|
Posted - 2014.11.15 17:18:32 -
[34] - Quote
Accelerate - W, Decelerate - S, D - direction right, A - direction left, Up - Space, Down - Shift
This is a proper keybinding for movement, I suggest people try it, it's superior to using W and D to up and down and makes more sense coming from other games (ones with helicopters in particular). You'll have to clear the default binding for Space (Focus on chat channel), but it's worthless before this :D
SO SEXY
The only sucky part is responsiveness when using MWD and using W,S, not as quick/fluent, but still far more natural than W and D for up, down.
Also a bug, I can't do go down and left at the same this.. |

Leucy Kerastase
650BN
21
|
Posted - 2014.11.15 19:28:50 -
[35] - Quote
Could you also consider giving us an "Align to camera" keyboard shortcut? This plus these up-down left-right shortcuts should give us great flexibility. |

Bienator II
madmen of the skies
2974
|
Posted - 2014.11.15 19:46:49 -
[36] - Quote
it works surprisingly well. This opens up a lot of gameplay options, e.g evading mines in pve sites. Or environmental effects which disable orbit/keep-at range ;)
however, i wish there would be a single click movement option like we are used to from other RTS games. I know it would interfere either with selecting things or with the context menu, but i am sure you could figure something out ;)
eve style bounties (done)
dust boarding parties
imagine there is war and everybody cloaks - join FW
|

Zappity
Stay Frosty. A Band Apart.
1553
|
Posted - 2014.11.15 20:01:45 -
[37] - Quote
I just had a crack on SiSi. It didnGÇÖt work at all even after disabling current WASD binding or resetting to defaults. And my Stabber had a funky new cloak (it was invisible except for a few points of light) but I guess that's part of the new visual work.
- This definitely needs a follow camera.
I would never use a joystick for EVE - too much other stuff going on (but thatGÇÖs just me). You need to give thought to how you will handle default WASD binding.
At the moment on Singularity, W is bound to both Orbit and Up, A is bound to both Align and Left etc. If the goal is to allow new players to get a better grip on the UI then you absolutely need to change the default bindings. This will infuriate current users (of course) because WASD are probably the most commonly used hotkeys right now.
I suggest a WASD toggle to select Combat mode and Navigation mode. Set default to Navigation mode but publicise the toggle so that vets can switch is back to normal.
Zappity's Adventures for a taste of lowsec.
|

Lugh Crow-Slave
203
|
Posted - 2014.11.15 20:27:15 -
[38] - Quote
is it because the lighting needs to be redone on the wrecks that capital wrecks are invisible? |

Bones Outten
Council of Economic Advisors Liga Hanseatica
6
|
Posted - 2014.11.15 22:01:56 -
[39] - Quote
WOW!!!
I am not a noob, but am a Vet Eve player, but more so an FS user from 1995 through FSX & MS Flight development.
Any kind of many movement in a space ship fight game is an improvement & would bring on some proper dog fighting scenarios, especially those used to the WASD shift/ctrl/space group of players.
I agree; my first impressions of Eve from a long long time ago where based around flight simulator, Elite, Wind commander experience & the lack of direct flight input was debilitating to get used to.
Needless to say (without making Eve a flight simulator) some things need to be considered for those likely to go down the manual control (Stick) route:
The vector of the ship is in conflict with the turn & mass, the ship coming out of a turn up or down, when the ship should keep it's turn while modifying it's vector via delta-v.
Also coming out of a bank or nose up/down automatically makes if very 80's arcady, this also stops any form of immelman or other interception manoeuvres for dog fights. Need to be able to push past north or south for rolls, more variation in intercepts.
Following on from other posts, no direct input flight game would offer the vector for your own ship/craft, only for those of others for intercept or turret/gun tracking target purposes. But a chase camera option & a sitting in the pilot seat option IS essential.
I think the feature (for me) is a long awaited one. My biggest gripe being the spherical collision detection of most objects in Eve, not allowing you to hug objects, park close, hide behind objects, all weapons seem to magically ignore these objects when you are behind them or your enemy is (or even a friendly getting in the way) If this last paragraph is fixed it would make for a Very interesting game in eve (especially for fleet fights around stations or in asteroid fields). When behind an object you should be invulnerable to all but a homing missile (of sorts)
Either way it makes for expansion of the point click, click weapon & wait for enemy to die mythology & will allow people with real Stick skills to earn names within Eden.
I love it & on the edge of my seat to see where CCP takes this (or as usual F`s it up LOL, maybe they'll listen, but history teaches us otherwise)
Signed (not so bitter) Vet. |

Adrie Atticus
Shadows of Rebellion The Bastion
543
|
Posted - 2014.11.15 22:16:34 -
[40] - Quote
Bones Outten wrote:WOW!!!
I am not a noob, but am a Vet Eve player, but more so an FS user from 1995 through FSX & MS Flight development.
Any kind of many movement in a space ship fight game is an improvement & would bring on some proper dog fighting scenarios, especially those used to the WASD shift/ctrl/space group of players.
I agree; my first impressions of Eve from a long long time ago where based around flight simulator, Elite, Wind commander experience & the lack of direct flight input was debilitating to get used to.
Needless to say (without making Eve a flight simulator) some things need to be considered for those likely to go down the manual control (Stick) route:
The vector of the ship is in conflict with the turn & mass, the ship coming out of a turn up or down, when the ship should keep it's turn while modifying it's vector via delta-v.
Also coming out of a bank or nose up/down automatically makes if very 80's arcady, this also stops any form of immelman or other interception manoeuvres for dog fights. Need to be able to push past north or south for rolls, more variation in intercepts.
Following on from other posts, no direct input flight game would offer the vector for your own ship/craft, only for those of others for intercept or turret/gun tracking target purposes. But a chase camera option & a sitting in the pilot seat option IS essential.
I think the feature (for me) is a long awaited one. My biggest gripe being the spherical collision detection of most objects in Eve, not allowing you to hug objects, park close, hide behind objects, all weapons seem to magically ignore these objects when you are behind them or your enemy is (or even a friendly getting in the way) If this last paragraph is fixed it would make for a Very interesting game in eve (especially for fleet fights around stations or in asteroid fields). When behind an object you should be invulnerable to all but a homing missile (of sorts)
Either way it makes for expansion of the point click, click weapon & wait for enemy to die mythology & will allow people with real Stick skills to earn names within Eden.
I love it & on the edge of my seat to see where CCP takes this (or as usual F`s it up LOL, maybe they'll listen, but history teaches us otherwise)
Signed (not so bitter) Vet.
We don't have guns mounted on the nose, it's dynamic tracking. If they were mounted hard on the ship you'd limit the tracking of guns to the agility of the ships and limit the depth of the game. Turning Eve into a flight sim (it's a submarine sim at the moment at best) would alienate most of the players as you'd have to buy-in into a joystick just to play a game you've been playing for 11 years already.
What you describing is Eve Valkyrie and it's coming near you in close future, you might want to check it out. No, you don't need Oculus to play it. Only way to facilitate for manual control is to remove all the depth of the combat in the game and that is not something I personally want even though I'm not against some dec spending weekend hours to improve on this feature. |
|

GreenSeed
1195
|
Posted - 2014.11.15 22:33:38 -
[41] - Quote
would be great to have a way of setting an orbit around an imaginary point in space, or around our target. the current mouse controls have that on the new wheel controls. so the feature is there, all we need is a key we can held pressed, then move the mouse and set an orbit radius, add another key to set "keep at range" and we are set. all this without having mouse input on the overview, just to fine tune the selections such as orbit or range.
this would also require to set a target as "primary" and keep it as primary even if we lose lock, we would still need to re lock ofc to shoot at it if we lose range or get jammed, but we always use that target as a reference for our commands. this way we lower or reliance on the overview to set anchors, this paired with the new change to clones would lead to a LOT of people re subbing just to have cheap skirmishes with frigates.
i know i would. |

Bienator II
madmen of the skies
2974
|
Posted - 2014.11.16 00:21:58 -
[42] - Quote
found a bug: it seems if you use the kb ship controls the ship is not properly reset when you dock and undock again. and can come sidewards out of the station if you dock/undock a few times
eve style bounties (done)
dust boarding parties
imagine there is war and everybody cloaks - join FW
|

Tomiko Kawase
Kite Co. Space Trucking
166
|
Posted - 2014.11.16 02:50:56 -
[43] - Quote
I mentioned this in the "Little Things" thread, but I think it would fit here as well.
In light of the WASD control scheme, I thought it would be a good chance to rebind all of my keys. The problem with this is that it's literally a nightmare scenario with the UI. Each key you want to rebind needs to be unbound before the game will let you rebind it. The game should simply unbind the previous key, let you know what function was unbound, and then have an apply button to actually commit the changes. Additionally, certain buttons need to be unlocked for binding, specifically "tab." Defaulting tab to swapping between your different targets is a lot more intuitive than having it close all of your windows.
Bombastic vintage soul with a driving groove, brass & male vocal
|

Vincent Athena
V.I.C.E.
2976
|
Posted - 2014.11.16 05:21:32 -
[44] - Quote
I tested it out, and found a problem.
I first aimed my ship as close to straight up as the game allows. Then I tried to turn. The ship quickly flattened out to the horizontal plane. I could not do a climbing turn.
This is not what I would want. If I am climbing, and want to turn, I do want to also continue climbing.
http://vincentoneve.wordpress.com/
|

Bienator II
madmen of the skies
2974
|
Posted - 2014.11.16 06:10:23 -
[45] - Quote
CCP Nullarbor wrote:Can I do rolls / flips?No, since EVE physics are not like a dogfighting game and likely never will be. There is an obvious up and down in space and your ship cannot turn upside down.
i thought about that a bit and i don't think you would have to change server-side physics at all to allow loops or rolls. If the client would be able to deal with full 6DOF rotations, it could just loop and automatically roll after the loop and the server would not even notice it (since for the server a player is basically position vector + velocity vector without orientation vectors). Ship orientation is only really interesting for the client and does not influence any damage calculations.
eve style bounties (done)
dust boarding parties
imagine there is war and everybody cloaks - join FW
|

Tikitina
Imperial Academy Amarr Empire
220
|
Posted - 2014.11.16 06:47:41 -
[46] - Quote
Bones Outten wrote:WOW!!!
I am not a noob, but am a Vet Eve player, but more so an FS user from 1995 through FSX & MS Flight development.
Any kind of many movement in a space ship fight game is an improvement & would bring on some proper dog fighting scenarios, especially those used to the WASD shift/ctrl/space group of players.
I agree; my first impressions of Eve from a long long time ago where based around flight simulator, Elite, Wind commander experience & the lack of direct flight input was debilitating to get used to.
Needless to say (without making Eve a flight simulator) some things need to be considered for those likely to go down the manual control (Stick) route:
The vector of the ship is in conflict with the turn & mass, the ship coming out of a turn up or down, when the ship should keep it's turn while modifying it's vector via delta-v.
Also coming out of a bank or nose up/down automatically makes if very 80's arcady, this also stops any form of immelman or other interception manoeuvres for dog fights. Need to be able to push past north or south for rolls, more variation in intercepts.
Following on from other posts, no direct input flight game would offer the vector for your own ship/craft, only for those of others for intercept or turret/gun tracking target purposes. But a chase camera option & a sitting in the pilot seat option IS essential.
I think the feature (for me) is a long awaited one. My biggest gripe being the spherical collision detection of most objects in Eve, not allowing you to hug objects, park close, hide behind objects, all weapons seem to magically ignore these objects when you are behind them or your enemy is (or even a friendly getting in the way) If this last paragraph is fixed it would make for a Very interesting game in eve (especially for fleet fights around stations or in asteroid fields). When behind an object you should be invulnerable to all but a homing missile (of sorts)
Either way it makes for expansion of the point click, click weapon & wait for enemy to die mythology & will allow people with real Stick skills to earn names within Eden.
I love it & on the edge of my seat to see where CCP takes this (or as usual F`s it up LOL, maybe they'll listen, but history teaches us otherwise)
Signed (not so bitter) Vet.
Maybe someday the Devs will get around to adjusting the physics model for Eve.
But until then, this seems like a nice addition to the game.
|

Rivr Luzade
Coreli Corporation Ineluctable.
945
|
Posted - 2014.11.16 08:28:22 -
[47] - Quote
I find the controls a bit inconsistent and squishy: While up-down is very responsive and makes the ship stop going up or down immediately if you release the key or press the opposite direction, left-right feels a lot less responsive and it takes some time for the ship to stop turning or start turning into the opposite direction. Something along the lines of "Oh, I see you pressed that key a second too long. How do you like the 720s I am doing right now?" |

Chirality Tisteloin
Zervas Aeronautics The Bastion
56
|
Posted - 2014.11.16 11:22:42 -
[48] - Quote
Bones Outten wrote: Following on from other posts, no direct input flight game would offer the vector for your own ship/craft, only for those of others for intercept or turret/gun tracking target purposes. But a chase camera option & a sitting in the pilot seat option IS essential.
Dear Mr Outten,
from the perspective of getting EVE a bit more flight-sim, like this comment is understandable and while I believe the pilot seat option should be left to Valkyrie, I agree with you on the chase camera.
However, many people play and like to play the game zoomed out, as a tactical SIM, rather than dogfight game. For this type of gameplay, showing the velocity vector of your own ship would enable the usage of WASD steering. It would just relay the same information that you get from looking at your ship in zoomed in mode.
Showing the vectors of other ships is a matter of game design, greatly impacting the level of information available to a player. While I find the idea interesting, this has to be left to the Game Designers to decide.
Greetings, Chira.
See you at my blog: http://spindensity.wordpress.com/
|

M'aak'han
C-7
28
|
Posted - 2014.11.16 12:44:29 -
[49] - Quote
Keyboard flight control is an interesting addition to the game that should help new players stick a bit longer by giving them more time to look at the full picture now that they need less time to get accustomed to the particular fight controls of Eve. Moreso now that the UI is going along a "more things visible in space, not only in overview" path.
Most of the friends I managed to drag into trial where disappointed or plainly disoriented by not being able to fly with keys/joystick, despite them being fully aware Eve was not a dogfighting simulator - I was very clear about that before inviting them.
I just tried the feature a bit, and had the feeling that having to continuously turn the camera around when not in tracking mode was somewhat confusing. As such... CCP Nullarbor wrote:Follow camera Yeah this would be pretty cool. We have it on our list of things to investigate, possibly as some variation of the tracking camera. ...I think a 'follow' feature would be more than just "pretty cool" in this regard. 
Even better, and that could please video makers a lot, would be the possibility to lock the camera in a certain position around the ship, I mean not necessarily in a forced 'follow from behind' but rather any angle like 'facing at 1 o'clock' for example. I tried to simulate such a view mode some time ago and thought it provided a very nice immersion feeling. Absolutely useless in PvP, but still very nice effect when PvEing or recording for your lastest alliance recruitment trailer (or whatever else.) |

Andreus Ixiris
Duty. Circle-Of-Two
4980
|
Posted - 2014.11.16 17:18:45 -
[50] - Quote
CCP Nullarbor wrote:Can I do rolls / flips?No, since EVE physics are not like a dogfighting game and likely never will be. There is an obvious up and down in space and your ship cannot turn upside down. This isn't really a justification for not allowing true flight control, Nullarbor. You don't need to turn EVE into a dogfighting game to put this sort of functionality into the game.
Andreus Ixiris > A Civire without a chin is barely a Civire at all.
Pieter Tuulinen > He'd be Civirely disadvantaged, Andreus.
Andreus Ixiris > ...
Andreus Ixiris > This is why we're at war.
|
|

Adrie Atticus
Shadows of Rebellion The Bastion
550
|
Posted - 2014.11.16 18:31:34 -
[51] - Quote
Andreus Ixiris wrote:CCP Nullarbor wrote:Can I do rolls / flips?No, since EVE physics are not like a dogfighting game and likely never will be. There is an obvious up and down in space and your ship cannot turn upside down. This isn't really a justification for not allowing true flight control, Nullarbor. You don't need to turn EVE into a dogfighting game to put this sort of functionality into the game.
Eve's combat system doesn't allow for 1st person dogfighting mechanics and would be hell to actually implement all the functionality into a new format. There is no real need to shove manual control into Eve and no need to implement it further unless it doesn't remove developers from actual game mechanics and their improvements (POS code, sov changes so state 2 biggest ones). |

Cordo Draken
ABOS Industrial Enterprises The Marmite Collective
90
|
Posted - 2014.11.16 19:23:55 -
[52] - Quote
So yeah, none of the movement keys work after re-mapping and clearing out the defaults. BTW, that in itself, removing the defaults alone would make this transition suck. Arrow keys would make more sense... but, it's just not working for me. Some of my clients won't even show the ship.
Tried clearing the Cache, and relogging on. No help.
Reading the other posts, it's obvious that this option, which I think having this option is good, definitely needs more polish and testing BEFORE you just throw it out on TQ.
eëÆWhomever said, "You only get one shot to make a good impression," was utterly wrong. I've made plenty of great impressions with my AutocannonseëÆ eÉà
|

Owen Levanth
Sagittarius Unlimited Exploration
348
|
Posted - 2014.11.16 19:44:08 -
[53] - Quote
Feedback:
The manual controlls worked surprisingly smooth, but with the caveat that I immediately confused myself because the camera didn't move with my ship. Now I have to look if I have a camera-setting to bind the view to the orientation of my ship.
Even though the controls are kind of binary either-or the movement of the ships still give the feeling of smooth movement, which is a rather good illusion. Thanks to the graphics, I guess. 
One point which sprung at me immediately: The controls only work if you already have some speed. If you warp somewhere for example, you have to first get your ship moving into a direction before you can change it with the manual controls. Bad, please change this. Maybe make shortcuts for acceleration/decceleration?
Right now I would use keyboard-keys for some fine-tuned movement, but if this gets better later on, I can see using my joystick for real.
I've tested with my trusty old Logitech Attack 3, with the keyboard-keys bound to it with an external program. Hope you add real joystick-controls soon! |

Jack Tronic
borkedLabs
225
|
Posted - 2014.11.16 19:45:32 -
[54] - Quote
Owen Levanth wrote:Feedback:
One point which sprung at me immediately: The controls only work if you already have some speed. If you warp somewhere for example, you have to first get your ship moving into a direction before you can change it with the manual controls. Bad, please change this. Maybe make shortcuts for acceleration/decceleration?
They already exist. |

Saberlily Whyteshadow
Perkone Caldari State
61
|
Posted - 2014.11.16 19:57:10 -
[55] - Quote
Need to reduce the momentum from Pitch and from Roll movements. Having slower response times (might be due to the 1 tick/sec server response) means having to do a lot of over correcting. Especially noticeable on very fast/small ships. |

Owen Levanth
Sagittarius Unlimited Exploration
348
|
Posted - 2014.11.16 20:17:15 -
[56] - Quote
Jack Tronic wrote:Owen Levanth wrote:Feedback:
One point which sprung at me immediately: The controls only work if you already have some speed. If you warp somewhere for example, you have to first get your ship moving into a direction before you can change it with the manual controls. Bad, please change this. Maybe make shortcuts for acceleration/decceleration?
They already exist.
Do you mean stuff like "Approach" and "Orbit", or do you mean actual "Go Faster" keybinds? |

Arla Sarain
115
|
Posted - 2014.11.16 21:07:10 -
[57] - Quote
I think a lot of people will be dying.
The loss of control after interacting with the overview is annoying as hell. |

Bones Outten
Council of Economic Advisors Liga Hanseatica
7
|
Posted - 2014.11.16 21:17:31 -
[58] - Quote
Adrie Atticus wrote:Bones Outten wrote:WOW!!!
I am not a noob, but am a Vet Eve player, but more so an FS user from 1995 through FSX & MS Flight development.
Any kind of many movement in a space ship fight game is an improvement & would bring on some proper dog fighting scenarios, especially those used to the WASD shift/ctrl/space group of players.
I agree; my first impressions of Eve from a long long time ago where based around flight simulator, Elite, Wind commander experience & the lack of direct flight input was debilitating to get used to.
Needless to say (without making Eve a flight simulator) some things need to be considered for those likely to go down the manual control (Stick) route:
The vector of the ship is in conflict with the turn & mass, the ship coming out of a turn up or down, when the ship should keep it's turn while modifying it's vector via delta-v.
Also coming out of a bank or nose up/down automatically makes if very 80's arcady, this also stops any form of immelman or other interception manoeuvres for dog fights. Need to be able to push past north or south for rolls, more variation in intercepts.
Following on from other posts, no direct input flight game would offer the vector for your own ship/craft, only for those of others for intercept or turret/gun tracking target purposes. But a chase camera option & a sitting in the pilot seat option IS essential.
I think the feature (for me) is a long awaited one. My biggest gripe being the spherical collision detection of most objects in Eve, not allowing you to hug objects, park close, hide behind objects, all weapons seem to magically ignore these objects when you are behind them or your enemy is (or even a friendly getting in the way) If this last paragraph is fixed it would make for a Very interesting game in eve (especially for fleet fights around stations or in asteroid fields). When behind an object you should be invulnerable to all but a homing missile (of sorts)
Either way it makes for expansion of the point click, click weapon & wait for enemy to die mythology & will allow people with real Stick skills to earn names within Eden.
I love it & on the edge of my seat to see where CCP takes this (or as usual F`s it up LOL, maybe they'll listen, but history teaches us otherwise)
Signed (not so bitter) Vet. We don't have guns mounted on the nose, it's dynamic tracking. If they were mounted hard on the ship you'd limit the tracking of guns to the agility of the ships and limit the depth of the game. Turning Eve into a flight sim (it's a submarine sim at the moment at best) would alienate most of the players as you'd have to buy-in into a joystick just to play a game you've been playing for 11 years already. What you describing is Eve Valkyrie and it's coming near you in close future, you might want to check it out. No, you don't need Oculus to play it. Only way to facilitate for manual control is to remove all the depth of the combat in the game and that is not something I personally want even though I'm not against some dec spending weekend hours to improve on this feature.
Even if it's dynamically tracked, being able to track (with your own ship), to intercept a ship manually improves, your turret tracking against a target. I am very aware of Oculus, Valkyrie an even the developers involved. My post wasn't intended to give the impression of wanting it to be a flight simulator (I have those already, if you'd read the post) My post was sympathising with the point and shoot WASD modern game player, any action to improve "Movement" within the game is all good in my books. Also it's movement based, those happy with the point & click movement it shouldn't affect. Any game is only as good as it's players make it; no matter how much you click to follow target, the game will always be beaten by a good player willing to perform intercept manoeuvres to improve their hit ratio. Eve follow target lags & doesn't predict very well where shot will land, a player would learn & utilise this.
You last comment about hobbling the whole game to to make this work or removing depth of combat is a very 2 dimensional attitude; There are NO "Only" ways in development/software writing & bug fixing/improving Eve. Else the "Only" way POS & Sov could be improved by CCP would be to scrap it & start again, with your opinion the auto pilot button in all flight sims, therefore must be game breakers, as that is just the opposite of how Eve works. |

Owen Levanth
Sagittarius Unlimited Exploration
348
|
Posted - 2014.11.16 21:18:33 -
[59] - Quote
Arla Sarain wrote:I think a lot of people will be dying.
The loss of control after interacting with the overview is annoying as hell.
I just combined both with a lot of fancy keybinding. Targeting, for example, works like this with my testing-setup: I'm controlling the ship with my joystick and left hand, while my right hand uses the mouse to point at brackets I want to target.
One of my buttons is bound to ctrl+left mouseclick, so I press that button and target. F1 and other module-keys are also bound to the joystick, so I can just press buttons on it to fire, for example.
Works astonishingly well, especially since I can bind those stupid multiple-key shortcuts to single buttons. Easier on my memory/reflexes. |

Kailii Severasse
Brave Newbies Inc. Brave Collective
0
|
Posted - 2014.11.16 21:23:43 -
[60] - Quote
Great new feature. Found myself getting a bit disorientated from time to time though. The option of a tracking camera from behind to follow the ship (like in third person adventure games) might allow the player to better gauge the direction they are travelling, while still allowing for a free form camera for those that would prefer it. |
|

Soden Rah
Rapier Industry and Technology Second Sun Rising
25
|
Posted - 2014.11.16 22:04:54 -
[61] - Quote
CCP Nullarbor wrote:Manual flight controls are now enabled on Singularity. Can I do rolls / flips?No, since EVE physics are not like a dogfighting game and likely never will be. There is an obvious up and down in space and your ship cannot turn upside down.
1) EvE is not anything like a dogfighting game. We fly big ships that have rotating turrets that track our targets. We don't point our ships at things to shoot at them.
And EvE should stay that way.
BUT...
As it stands we are flying ships around in a 3d environment, And regardless of which way up a spaceship is...
If I want to [for example] fly around an asteroid, there should be no difference between me going around it in the plane of the HUD... or perpendicular to it.
However as it is currently implemented in the game if I dive under the asteroid and then pull up to go around and over it and pass back over the top, I will reach the point where I am pointing strait up and then continue that way. I then have to perform some weird and kak-handed manoeuvre to rotate the ship so I can then bring the nose down in the direction I want to go.
Because you don't permit the camera or the ship to ever be 'upside down'.
This is both unintuitive [bearing in mind that this is being done to make the new player experience MORE intuitive] and deeply frustrating and unnecessary.
Allowing our ships to perform loops would in no way make this a dogfighting game.
It would however make flying much more intuitive and make getting in and out of tight spaces like asteroid belts and some mission dungeons much easier.
You could [if you feel it necessary] still enforce a [this way is up] by having the ship model perform a roll if the manoeuvre it is performing puts it upside-down. If you have this happen [and match it with the follow camera] AFTER the completion of current manoeuvring [signalled by the release of the "keyboard Flight Controls" then you avoid the problem of the keys changing the command they are giving mid manoeuvre.
Also: 2) These changes bring something into sharp relief. The fuzzy over-large collision models. It is deeply frustrating, AND unintuitive for new players, to head for what looks like a clear patch of space between asteroids or pylons or other feature of stations and collide-able objects. And to smack into apparently empty space as you hit the invisible collision models.
If anything could be done to make the collision models much more surface hugging, and/or visible.
For example: A) stations [and ships] could have visible shields that follow the surface of their collision model making it visible but not game breaking or ugly.
B) Asteroids could have clouds of dust and rocks/pebbles around them that fill in the space encompassed by the collision models so we could visually see how close we can get to them. [same for big bits of space debris and collide-able objects that don't have shields]. This could also make them prettier... and it looks like you're planning doing something along these lines anyway...
An Upside of this would be to not only make the game more intuitive, but it would make practical more interesting space environments where flying inside structures and/or planetary rings or denser [larger] asteroid belts would be possible [in frigates/destroyers] without just getting frustrated beyond belief by constant collisions with invisible barriers. 
And lets face it, EVERYONE has got stuck on an invisible barrier at some point when they were desperately trying to escape or close range or get to a friend who needs reps ect ect ect.
Fixing that would make the relevant dev's very popular.  |

M'aak'han
C-7
29
|
Posted - 2014.11.16 22:24:01 -
[62] - Quote
Soden Rah wrote:And lets face it, EVERYONE has got stuck on an invisible barrier at some point when they were desperately trying to escape or close range or get to a friend who needs reps ect ect ect.
Yup, or trying to access a can intentionally put in the middle of a giant asteroid in a specific data or relic site (I can't remember which one). I cursed the dev who had the brilliant idea to design this, knowing Eve's ship controls are not suited to flying through a tunnel with this collision system.
|

Chirality Tisteloin
Zervas Aeronautics The Bastion
59
|
Posted - 2014.11.17 00:43:40 -
[63] - Quote
Owen Levanth wrote:Arla Sarain wrote:I think a lot of people will be dying.
The loss of control after interacting with the overview is annoying as hell. I just combined both with a lot of fancy keybinding. Targeting, for example, works like this with my testing-setup: I'm controlling the ship with my joystick and left hand, while my right hand uses the mouse to point at brackets I want to target. One of my buttons is bound to ctrl+left mouseclick, so I press that button and target. F1 and other module-keys are also bound to the joystick, so I can just press buttons on it to fire, for example. Works astonishingly well, especially since I can bind those stupid multiple-key shortcuts to single buttons. Easier on my memory/reflexes.
I'll try to do something similar on my razor nostromo. Do you use the radial menu for warping, aligning etc?
See you at my blog: http://spindensity.wordpress.com/
|

Theon Severasse
Sniggerdly Pandemic Legion
82
|
Posted - 2014.11.17 02:51:40 -
[64] - Quote
I think that the keyboard controls are as good as they should be.
As it stands that are useful in certain circumstances where you want to make minor adjustments, but leave it so that an experienced pilot who is already good at manual piloting will generally still be superior.
As has been said, EVE is not a dogfighting game. I wouldn't want to see the games physics being changed to allow things like barrel rolls or loops, and I certainly wouldn't want to see it changed so that weapons were forward firing only.
People seem to be forgetting that this is EVE, the mechanics of the game are fairly unique, and for me (and I would imagine a fair number of other players) something that makes it stand out from any of the other space sim games that you can buy (aside from the single shard/politics/etc).
I hope that CCP don't get too excited adding "new features" that come at the expense of existing gameplay. |

Theon Severasse
Sniggerdly Pandemic Legion
82
|
Posted - 2014.11.17 02:53:48 -
[65] - Quote
M'aak'han wrote:
Even better, and that could please video makers a lot, would be the possibility to lock the camera in a certain position around the ship, I mean not necessarily in a forced 'follow from behind' but rather any angle like 'facing at 1 o'clock' for example. I tried to simulate such a view mode some time ago and thought it provided a very nice immersion feeling. Absolutely useless in PvP, but still very nice effect when PvEing or recording for your lastest alliance recruitment trailer (or whatever else.)
Isn't that just a case of turning the tracking camera off and then selecting the camera angle that you want?
|

Sentient Blade
Crisis Atmosphere
1424
|
Posted - 2014.11.17 03:12:20 -
[66] - Quote
Theon Severasse wrote:As has been said, EVE is not a dogfighting game. I wouldn't want to see the games physics being changed to allow things like barrel rolls or loops, and I certainly wouldn't want to see it changed so that weapons were forward firing only. .
Two words for you though mate: Vectors. Bombers.
A loop is going from 98 degrees in one direction, to 98 degrees in another. Some visual processing would need to be done to show this client side so the ship didn't just insta-flip, but should certainly be possible.
Bomb are already forward firing directional weapons, and they present some of the most skilled actually-piloting-your-ship gameplay in the game... and while nobody is suggesting making every weapon forward firing, there are some pretty interesting options available for directional weapons in the future.
Can you imagine how awesome it would be to have a squad of heavy cruisers warp to a ping, manually pilot their ships in formation straight in above the anchor of the enemy, and then let rip with powerful directed energy weapons that did AOE damage for [x] distance in a straight line in front of their nose?
Make [x] some function of their travel speed, so they can't be used as stationary platforms, and you've got some pretty epic gameplay.
So respectfully, I don't think there can be many people in here who consider navigating by right click menu as a positive selling point of the game, although of course it has its place and it should definitely remain available.
|

M'aak'han
C-7
29
|
Posted - 2014.11.17 09:39:22 -
[67] - Quote
Theon Severasse wrote:Isn't that just a case of turning the tracking camera off and then selecting the camera angle that you want?
EDIT: There's also similar functionality in the advanced camera menu if that still is ingame (last time I looked for it I couldn't find the option to turn it on).
That's not it If you just turn tracking off, the camera stays facing at the direction you set with the mouse. If you then turn your ship around (let's say you're orbiting something) the camera still points at the same direction, but your ship turns around independently. It would be nice to allow it to turn while keeping the same direction relative to the ship.
As you mention the advanced camera menu, the functionalities available are "Set as interest" and "Set at parent". The former is where the tracking camera comes from, this tracks what you set it to look at, and doesn't lock the camera to the ship's heading. The latter provides a point of view set around any object, from the side where the camera is located when selecting "Set as interest", resulting in not always having a ship/structure in the middle of the screen. Not sure I managed to explain this clearly. 
|

Adrie Atticus
Shadows of Rebellion The Bastion
554
|
Posted - 2014.11.17 09:47:08 -
[68] - Quote
Sentient Blade wrote:Theon Severasse wrote:As has been said, EVE is not a dogfighting game. I wouldn't want to see the games physics being changed to allow things like barrel rolls or loops, and I certainly wouldn't want to see it changed so that weapons were forward firing only. . Two words for you though mate: Vectors. Bombers. A loop is going from 89 degrees in one direction, to 89 degrees in another. Some visual processing would need to be done to show this client side so the ship didn't just insta-flip, but should certainly be possible. Bomb are already forward firing directional weapons, and they present some of the most skilled actually-piloting-your-ship gameplay in the game... and while nobody is suggesting making every weapon forward firing, there are some pretty interesting options available for directional weapons in the future. Can you imagine how awesome it would be to have a squad of heavy cruisers warp to a ping, manually pilot their ships in formation straight in above the anchor of the enemy, and then let rip with powerful directed energy weapons that did AOE damage to anything within [x] distance along the ships current vector of travel? Make [x] some function of their travel speed, so they can't be used as stationary platforms, and you've got some pretty epic gameplay. So respectfully, I don't think there can be many people in here who consider navigating by right click menu as a positive selling point of the game, although of course it has its place and it should definitely remain available.
The manual control is at best a supplementary feature which may or may not ever get out of the test server. Why would we want to start changing game mechanics for this? |

Sentient Blade
Crisis Atmosphere
1424
|
Posted - 2014.11.17 10:41:41 -
[69] - Quote
Adrie Atticus wrote:The manual control is at best a supplementary feature which may or may not ever get out of the test server. Why would we want to start changing game mechanics for this?
Because no game is created perfect - and games which fail to change and enhance themselves with new features and mechanics are sure to be consigned to history. |

Theon Severasse
Sniggerdly Pandemic Legion
82
|
Posted - 2014.11.17 12:25:57 -
[70] - Quote
M'aak'han wrote:Theon Severasse wrote:Isn't that just a case of turning the tracking camera off and then selecting the camera angle that you want?
EDIT: There's also similar functionality in the advanced camera menu if that still is ingame (last time I looked for it I couldn't find the option to turn it on). That's not it  If you just turn tracking off, the camera stays facing at the direction you set with the mouse. If you then turn your ship around (let's say you're orbiting something) the camera still points at the same direction, but your ship turns around independently. It would be nice to allow it to turn while keeping the same direction relative to the ship. As you mention the advanced camera menu, the functionalities available are "Set as interest" and "Set at parent". The former is where the tracking camera comes from, this tracks what you set it to look at, and doesn't lock the camera to the ship's heading. The latter provides a point of view set around any object, from the side where the camera is located when selecting "Set as interest", resulting in not always having a ship/structure in the middle of the screen. Not sure I managed to explain this clearly. 
Ahh I get what you mean now, yeah that would be kinda nice for people who make movies etc. I'm sure that there could be a way of doing it.
Perhaps they could do it so that a "lock camera angle" type tracking camera is added, that way people who want to use it for flying with WASD can, and then it can also be used by people who want to set it at different angles to do recordings. |
|

Bones Outten
Council of Economic Advisors Liga Hanseatica
7
|
Posted - 2014.11.17 12:29:40 -
[71] - Quote
Man this feature has garnered some interest :D
There are many ways that this could break the current mechanics; this I am also worried about. Needless to say it opens up more options, than otherwise not being included. Mostly WASD game players snuggling into the game quickly.
I agree with a bunch of other posters that the lack of setting a camera position/direction relative to any object static or moving, with reference to it's direction of travel (rather than to an object of interest) is rather debilitating not only from the chase point of view, but from trying to make pretty video clips to show off Eve to colleagues. Although the Eve travel guide has done a very good job (me thinks with help from the devs)
I also agree that changing the mechanic of tracking, enemies with automatic firing & tracking weapons will kill the game for the point & click vets. But as I said; this option being available opens up more than it stymies.
The current collision mechanics I presume will cause the most angst for those wishing to WASD, they already cause us point&clickers nightmares when speed tanking.
I too don't want a dog fighting game (Eve was never supposed to be, even from the feedback 10/11 years ago), but I do want the sandbox to reflect the skill of those available to shine within the environment.
There are many mechanics of Eve that need improvement, but it is like `Shane` walking on tissue paper; small changes can cause tearing. Options need to be opened for the Devs to work with; either way the sandbox(us) will determine the options usefulness. We can always shoot a monument again :D :D :D |

Adrie Atticus
Shadows of Rebellion The Bastion
555
|
Posted - 2014.11.17 13:09:29 -
[72] - Quote
Sentient Blade wrote:Adrie Atticus wrote:The manual control is at best a supplementary feature which may or may not ever get out of the test server. Why would we want to start changing game mechanics for this? Because no game is created perfect - and games which fail to change and enhance themselves with new features and mechanics are sure to be consigned to history.
I fully agree on the need to stay up-to-date. What is discussed here is a full rework of all ship-to-object mechanics in the whole game and changing the game from a RTS to a 1st person shooter. |

Owen Levanth
Sagittarius Unlimited Exploration
350
|
Posted - 2014.11.17 14:19:31 -
[73] - Quote
Chirality Tisteloin wrote:Owen Levanth wrote:Arla Sarain wrote:I think a lot of people will be dying.
The loss of control after interacting with the overview is annoying as hell. I just combined both with a lot of fancy keybinding. Targeting, for example, works like this with my testing-setup: I'm controlling the ship with my joystick and left hand, while my right hand uses the mouse to point at brackets I want to target. One of my buttons is bound to ctrl+left mouseclick, so I press that button and target. F1 and other module-keys are also bound to the joystick, so I can just press buttons on it to fire, for example. Works astonishingly well, especially since I can bind those stupid multiple-key shortcuts to single buttons. Easier on my memory/reflexes. I'll try to do something similar on my razor nostromo. Do you use the radial menu for warping, aligning etc?
Nope, I can't really work with the radial menu, I just point my mouse at a target (most of the time, a target on the overview but the game is getting better with showing me things in space) and either press D or click on warp, whatever my slow reflexes remember to do first.
Sadly my joystick is a bit old and lacks the number of buttons more modern ones have, so I had to leave the shortcuts for warping, docking, aligning and so forth unbound. |

Archetype 66
Epsilon Lyr Nulli Secunda
175
|
Posted - 2014.11.17 14:36:49 -
[74] - Quote
CCP Nullarbor wrote:Manual flight controls are now enabled on Singularity. How do I get to Singularityhttps://wiki.eveonline.com/en/wiki/SingularityWhat are the keys?You will need to manually bind the keys first, in the settings menu under Shortcuts -> Navigation[img]http://i.imgur.com/CjYcmQM.jpg[/img] Can I do rolls / flips?No, since EVE physics are not like a dogfighting game and likely never will be. There is an obvious up and down in space and your ship cannot turn upside down. Joystick Support?Yes it would be possible, we will look into this if the testing goes well. Follow cameraYeah this would be pretty cool. We have it on our list of things to investigate, possibly as some variation of the tracking camera. Feedback should go in the thread here. Enjoy!
Might we have those lovely keyboard controls for the camera please ??! :) WIth a cool progressive acceleration slider on menu to smoothen ours captures.
|

Kendra Katana
Brutor Tribe Minmatar Republic
10
|
Posted - 2014.11.17 14:43:43 -
[75] - Quote
I feel like it's already a really good feature. We tried some manual flying with slicers the other day on sisi, and oh my, it's so much fun. I feel like manual flying translates better of what I'm trying to do than doubleclicks. Kiting and trying to separate someone from their fleet is, and feels, so much better now. |

Benjamin Hamburg
Epsilon Lyr Nulli Secunda
52
|
Posted - 2014.11.17 14:46:31 -
[76] - Quote
It's interesting and I tried it... however i doubt this will be particulary usefull |

War Kitten
Panda McLegion
5511
|
Posted - 2014.11.17 14:57:36 -
[77] - Quote
CCP Nullarbor wrote: Follow camera Yeah this would be pretty cool. We have it on our list of things to investigate, possibly as some variation of the tracking camera.
This is pretty close to a "must have" to go along with manual flight control. Please look into it really really hard.
I find that without a good mob to provide one for them, most people would have no mentality at all.
|

Vincent Athena
V.I.C.E.
2984
|
Posted - 2014.11.17 17:45:41 -
[78] - Quote
Soden Rah wrote:CCP Nullarbor wrote:Manual flight controls are now enabled on Singularity. Can I do rolls / flips?No, since EVE physics are not like a dogfighting game and likely never will be. There is an obvious up and down in space and your ship cannot turn upside down. . However as it is currently implemented in the game if I dive under the asteroid and then pull up to go around and over it and pass back over the top, I will reach the point where I am pointing strait up and then continue that way. I then have to perform some weird and kak-handed manoeuvre to rotate the ship so I can then bring the nose down in the direction I want to go. You could [if you feel it necessary] still enforce a [this way is up] by having the ship model perform a roll if the manoeuvre it is performing puts it upside-down. If you have this happen [and match it with the follow camera] AFTER the completion of current manoeuvring [signalled by the release of the "keyboard Flight Controls" then you avoid the problem of the keys changing the command they are giving mid manoeuvre. So: I hold "Up" until my ship pitches through 180 degrees. I would now be upside down, but for the graphics engine rolling my ship right side up. Now, although I'm still holding "up" my ship is shown pitching down relative to the ship model. and the camera view. I get that. BUT:
What happens if, at that time and while still holding "Up", I press "left"? Does my ship go left? Or, as Ive pitched through 180 degrees, do I go right?
http://vincentoneve.wordpress.com/
|

Jack Tronic
borkedLabs
225
|
Posted - 2014.11.17 21:29:47 -
[79] - Quote
Owen Levanth wrote:Jack Tronic wrote:Owen Levanth wrote:Feedback:
One point which sprung at me immediately: The controls only work if you already have some speed. If you warp somewhere for example, you have to first get your ship moving into a direction before you can change it with the manual controls. Bad, please change this. Maybe make shortcuts for acceleration/decceleration?
They already exist. Do you mean stuff like "Approach" and "Orbit", or do you mean actual "Go Faster" keybinds?
There are literally keybinds that say "Accelerate" and "Deaccelerate" in the same tab as the movement keys. These options have been in EVE for a long time. |

Alexa Coates
Space Wolves ind. The Revenant Order
743
|
Posted - 2014.11.17 21:38:38 -
[80] - Quote
I kinda feel like the manual flight characteristics are better on big ships than they used to be. such as my archon. I can whip it around several seconds faster than if i double clicked in space.
That's a Templar, an Amarr fighter used by carriers.
|
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Soden Rah
Rapier Industry and Technology Second Sun Rising
26
|
Posted - 2014.11.17 23:28:17 -
[81] - Quote
Vincent Athena wrote:Soden Rah wrote:CCP Nullarbor wrote:Manual flight controls are now enabled on Singularity. Can I do rolls / flips?No, since EVE physics are not like a dogfighting game and likely never will be. There is an obvious up and down in space and your ship cannot turn upside down. . However as it is currently implemented in the game if I dive under the asteroid and then pull up to go around and over it and pass back over the top, I will reach the point where I am pointing strait up and then continue that way. I then have to perform some weird and kak-handed manoeuvre to rotate the ship so I can then bring the nose down in the direction I want to go. You could [if you feel it necessary] still enforce a [this way is up] by having the ship model perform a roll if the manoeuvre it is performing puts it upside-down. If you have this happen [and match it with the follow camera] AFTER the completion of current manoeuvring [signalled by the release of the "keyboard Flight Controls" then you avoid the problem of the keys changing the command they are giving mid manoeuvre. So: I hold "Up" until my ship pitches through 180 degrees. I would now be upside down, but for the graphics engine rolling my ship right side up. Now, although I'm still holding "up" my ship is shown pitching down relative to the ship model. and the camera view. I get that. BUT: What happens if, at that time and while still holding "Up", I press "left"? Does my ship go left? Or, as Ive pitched through 180 degrees, do I go right?
This is a bit hard to explain without visuals, but I'll give it my best shot....
The controls [in my proposed scheme] are ALWAYS tied to the ship as their reference point. So they would work more like an aircraft control column. If you are upside down and press the 'up key' then your ship will pitch 'down' from the reference orientation of the grid. If you are upside down and press 'left' the the ship will turn 'right' in the reference frame of the grid.
To avoid this being confusing, I was working on the assumption that anyone seriously piloting their ship would be using a follow cam view, which would be locked to the orientation of the ship. [If you're zoomed right out and flying 'normally' you're probably not trying to execute complicated manoeuvres like this anyway]
In that view the ship is ALWAYS right way up [RWU], regardless of it's orientation with respect to the grid.
Thus in that view up always means up, and left always means left.
Then, to maintain CCP's 'ships 'must-always-end-up-right-way-up' [MAEURWU] rule, if the ship is upside-down AND the pilot releases ALL flight command keys*, then the ship will perform a roll to RWU. [I don't think this is necessary, I'm fine with upside-down ships]
*Possibly with a timer aspect, like 1.5 seconds after last command, timer reset in the event of new commands coming in the window.
For situations where the roll is incomplete I when the pilot restarts making flight commands I would bring the roll to a stop and continue accepting commands from the ships current orientation. But this may not be the best solution to these edge cases, and play testing would be required to see what the best solution is.
Basically this is my suggestion for a workable mechanism that allows for full 360 degree manoeuvring abilities while ships still MAEURWU. I don't claim this to be the only, or possibly even best solution. But I offer it as refutation of the idea that maintaining ships generally right side up is incompatible with allowing manoeuvres like loops. |

Anton Menges Saddat
EXPCS Corp SpaceMonkey's Alliance
67
|
Posted - 2014.11.18 00:32:12 -
[82] - Quote
I think this is a promising start!
Things I'd like to see:
1.) addition of a chase cam mode, not necessarily fixed behind the ship directly, but adjustable and lockable to the orientation if your ship, so if you chose to have it at a angle that shows the top right of your ship that the camera would remain fixed to your ship at this angle when you move
2.) addition of facing direction/vector graphics for zoomed out ships (yours and others) in tactical view.
3.) addition of the ability to pitch/yaw and do barrel rolls, just for cosmetics and easier maneuvering
4.) full joystick/hotas support w/ speed mappable to thruster, etc. and be able to scroll overview and lock targets using joystick hat/buttons
these things would make it a lot more awesome imo
#2 in particular would be helpful for both WASD piloting and manual double click in space piloting, so i would especially like this
OH and one more suggestion!
add a toggle option that highlights where you double click in space or shows a vector. this would make manual piloting with the double click method a lot easier and intuitive. |

Ima Wreckyou
The Conference Elite CODE.
485
|
Posted - 2014.11.18 01:31:15 -
[83] - Quote
CCP Nullarbor wrote:Can I do rolls / flips?No, since EVE physics are not like a dogfighting game and likely never will be. There is an obvious up and down in space and your ship cannot turn upside down. Isn't that just a graphical client side thing? I mean if you simply roll your ship model along the axis it is moving nothing changes for the velocity vector. Then you simply adjust the steering vectors of the keys with it. You can get the normal steering vectors for the simulation from the angle the ship is rolled.
I seriously don't see why something would change for the simulation at all. You will still not be able to fly a loop, but that has nothing to do with rolling the ship.
Then maybe just roll it back to normal position if you click somewhere.
the Code ALWAYS wins
|

Ganthrithor
GoonWaffe Goonswarm Federation
861
|
Posted - 2014.11.18 03:27:05 -
[84] - Quote
I tried key-flying on SiSi: it was mildly entertaining but doesn't seem very useful. Because of the way the game handles "physics," you don't really have full control of the ship (it won't pass through vertical) and the orientation of the ship and other graphical elements (engine trails!) on screen are extremely poor indicators for what the ship is actually doing. Basically it's pretty useless, but it was kind of fun toying with it for a few minutes. I could see myself potentially using it to fly in circles when I'm really bored, or something... like an in-space version of ship-spinning. Although actually, when I really think about it, that will never happen since the first thing I'll do when it hits TQ will be to make sure those inputs are un-bound to prevent accidental activation during an actual fight. Oh well. |

Adrie Atticus
Shadows of Rebellion The Bastion
556
|
Posted - 2014.11.18 09:29:57 -
[85] - Quote
Alexa Coates wrote:I kinda feel like the manual flight characteristics are better on big ships than they used to be. such as my archon. I can whip it around several seconds faster than if i double clicked in space.
That purely inertia. If in Eve you are not going to spend energy to also gain velocity (double-clicking to do 90 degre turn) you will expend all of the energy to turning instead of turning + acceleration.
Double-clicking in space is equal to "turn + increase speed" on the keybinds. |

marVLs
677
|
Posted - 2014.11.18 12:15:35 -
[86] - Quote
Won't be better if turning point of ship be at his start not in center? I think this could help |

bandwidth
Love Squad Confederation of xXPIZZAXx
2
|
Posted - 2014.11.19 01:23:00 -
[87] - Quote
I don't know what you guys (ccp) are going to do about the control singularity, but I make a point of avoiding it and it seems like anyone who doesn't is having problems. I can't suggest a solution, because there isn't an easy one. Good luck. I don't mind the inability to loop, but any maneuvering that involves going 'up' or 'down' is already a big pain in the ass and it really spoils the whole experience.
At the very least we need some kind of UI elements active when WASD is being used. it'd be nice if there was a icon projected at infinity from our velocity, it would make manually aligning possible.
also, setting up controls to move thrust towards an orthogonal (apparently in order to maximize turn rate) has high-lighted just how simplistic the normal controls really are. it now seems like you just find the direction a player has double clicked, start pushing in that direction, and then let the magic-space-drag take care of the error.
have you guys considered changing the approach/double click behavior to use WASD-like turns?
oh yeah, and PLEASE ALLOW FOR DIAGONAL CONTROL INPUT. (ie: be able to handle W+A inputs) |

Aurelius Valentius
Imperial Academy Amarr Empire
408
|
Posted - 2014.11.19 01:43:12 -
[88] - Quote
Saberlily Whyteshadow wrote:Flight controls at a bare minimum needs: Pitch Up Pitch Down Yaw Left Yaw Right Roll Left Roll Right Not just pitch up, pitch down, turn left, turn right... Ship needs to stop wanting to level out in straight flight. Still its pretty fun, better than nothing. 
Also needs a lock on the ship view so you can fly your ship while panning around - that way you can use the WASD to fly, your ship should be locked in position in the view and then a mouse or KB panning key so you can look around... otherwise it's not really useful imho. |

Bruce Nollan
Index Industrial Incorporated
0
|
Posted - 2014.11.19 08:34:15 -
[89] - Quote
Still havent seen a solution to those of use who cant seem to get this to work. What's the deal? What skills do we need to attempt this magical feat???? |

Bruce Nollan
Index Industrial Incorporated
0
|
Posted - 2014.11.19 08:44:39 -
[90] - Quote
Still havent seen a solution to those of use who cant seem to get this to work. What's the deal? What skills do we need to attempt this magical feat????
EDIT: Found the CORRECT controls in the navigation tab not the movement tab. Might have missed that somewhere. Cary on. |
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Theon Severasse
Sniggerdly Pandemic Legion
83
|
Posted - 2014.11.19 11:15:30 -
[91] - Quote
Everyone seems to be forgetting that EVE is really a submarine game.
When a submarine can do a barrel roll or a flip, that's when they should worry about adding those controls in. |
|

CCP Nullarbor
C C P C C P Alliance
1030

|
Posted - 2014.11.19 13:35:59 -
[92] - Quote
bandwidth wrote:oh yeah, and PLEASE ALLOW FOR DIAGONAL CONTROL INPUT. (ie: be able to handle W+A inputs)
This is a bug, Singularity is being updated with a fix for this today.
CCP Nullarbor // Senior Engineer // Team Game of Drones
|
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Salpun
Global Telstar Federation Offices Masters of Flying Objects
803
|
Posted - 2014.11.19 13:44:08 -
[93] - Quote
CCP Nullarbor wrote:bandwidth wrote:oh yeah, and PLEASE ALLOW FOR DIAGONAL CONTROL INPUT. (ie: be able to handle W+A inputs) This is a bug, Singularity is being updated with a fix for this today. Fix confirmed on Sisi. Scorpion Navy issue had the undock no vector issue(model not pointing in the right direction) on second undock today.
If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide
See you around the universe.
|

Vincent Athena
V.I.C.E.
2984
|
Posted - 2014.11.19 14:54:47 -
[94] - Quote
Theon Severasse wrote:Everyone seems to be forgetting that EVE is really a submarine game.
When a submarine can do a barrel roll or a flip, that's when they should worry about adding those controls in. Submarines can do barrel rolls. It's normally something they try and avoid. But occasionally they do too tight a turn and have something they call a "snap roll". (Actually I don't know if a snap roll can result in a complete 360 degree roll, but it may be possible).
However, there is this: http://www.youtube.com/watch?v=gcc6UTlEDlw
Look at minute 1:30.
http://vincentoneve.wordpress.com/
|

Nig C
Project Stealth Squad The Initiative.
3
|
Posted - 2014.11.19 15:27:30 -
[95] - Quote
Amazing,
just give me an Immelmann-Turn and I will bring an Interbus Shuttle aerobatic team into being!
thx, Nig |

Azusa Asara
Asara Corporation
6
|
Posted - 2014.11.19 17:41:45 -
[96] - Quote
The mapped WASD Keys did not work for movement, also, you have the default keys double mapped to "Align to", "Dock" ect. I unassigned these, WASD still did not work.
I reassigned the keys to the arrow Keys, they didn't work either.
Finally I tried the Numpad Arrow keys with Numlock "off" and it worked.
Don't know what the issue is, but I would really like this to work with my own assigned keys, I am not left handed so having one hand on my mouse and another on the numpad is quite awkward! |

Cretten
Corp 54 Curatores Veritatis Alliance
9
|
Posted - 2014.11.19 17:43:41 -
[97] - Quote
very very cool
but please we need the rest bank and roll...... yaw and so on
Nice work guys |

Daniel Jackson
Liandri Sanctuary Corps Liandri Covenant
45
|
Posted - 2014.11.19 17:43:41 -
[98] - Quote
my down controls when u asked everyone to to dive down it kept moving my ship back the opposite direction i was going like i was movign tords the people but it made me mobre backwords insted so faced my ship tords the oppasit direction
actualy they arnt really doing anything at all..
I Vote YES! for Downloadable HI-RES Textures!!!!
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Rockstede
30plus Greater Western Co-Prosperity Sphere
42
|
Posted - 2014.11.19 17:44:16 -
[99] - Quote
Fantastic, really a lot of fun being able to pilot yourself out of bouncy situations :) |

Vyl Vit
874
|
Posted - 2014.11.19 17:45:08 -
[100] - Quote
OMG! I'll never be the same. I did a barrel roll! You spoil us. You dogs! Woof! Woof!
Anyone with any sense has already left town.
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Christoph Walz VanDoom
Stromberg Erze GmbH
0
|
Posted - 2014.11.19 17:54:32 -
[101] - Quote
It's a bit difficult when you try it the first time but later its a lot of fun. Especially with smaller ships.   |

Caol
Removal. Inc.
0
|
Posted - 2014.11.19 17:59:12 -
[102] - Quote
Fun to fly manually. I fly a vaga during the test fight ... maybe should have flown a frigate because the cruiser felt very clunky and big. I assume this is the point of course.
Considerations/ideas to make manual flying more intuitive
I) When I zoomed out I found it really difficult to identify which direction I was really going in. I knew the general direction, but to orbit the pos tower when we were shooting it while keeping an eye on the blob at the warp it and what was around me was tough. Could I propose some function to allow a pilot to know his/her vector when zoomed out? Even if it is a giant arrow :)
II) Setting up my W, A, S, D keys I soon discovered you cannot do a loop the loop!!! For example, if you press and hold W (assume you have set this to down) your ship will move until it is 180 degrees down. Of course there is no down in space, by i assume you know what i mean. I was assuming if you held W you would come back around and head up, but this does not happen. Could this function be added? Similarly, pressure S (assuming it is bound to up) should intuitively allow me to loop around and go back down. A little like hold back on a planes control stick
III) It is early days at the moment, but is there a possibility of binding a key to stop thrust but still allow you vessel to move, a drift key of sorts. For example, assuming i am on a vector at a constant speed. I want to hold my current speed but turn my ship. So my ship is orientating with the nose turning but the vessel is still moving on its aforementioned vector. Then, on releasing the drift key thrust is applied in the direction your vessel is pointed with all the relevant agility and inertia calculations applied. This is just a thought but might make practical piloting more interesting. |

Steve Atreides
Phoenix Interstellar Enterprises
1
|
Posted - 2014.11.19 18:09:54 -
[103] - Quote
Could have its advantges but needs to be made more responsive, perhaps with some sensitivity settings.
Also would be good to be able to center your view, so that the camera follows you from a fixed position on your ship rather than a fixed position in space...with the option to change this in the normal view buttons (doesnt need to be limited to 4 options )
Found the view modes flying with keyboard are clearly not made for keyboard type flying...I.e i like to be able to see in front of me like driving a car, riding a bike or other vehicle in the real world. |

Karl Jerr
Herzack Unit
55
|
Posted - 2014.11.19 18:24:26 -
[104] - Quote
The manual piloting was really a blast and far more immersive than the current mean of control on TQ. I'm like Steve Atreides, for all the point that could be improved but all in all that was pretty cool |

Bones Outten
Council of Economic Advisors Liga Hanseatica
7
|
Posted - 2014.11.19 19:03:06 -
[105] - Quote
Nig C wrote:Amazing,
just give me an Immelmann-Turn and I will bring an Interbus Shuttle Aerobatic Team into being!
thx, Nig
Permission to join team, I had PPL & am experienced at formation flying :) |

Bones Outten
Council of Economic Advisors Liga Hanseatica
7
|
Posted - 2014.11.19 19:07:20 -
[106] - Quote
Caol wrote:Fun to fly manually. I fly a vaga during the test fight ... maybe should have flown a frigate because the cruiser felt very clunky and big. I assume this is the point of course.
Considerations/ideas to make manual flying more intuitive
I) When I zoomed out I found it really difficult to identify which direction I was really going in. I knew the general direction, but to orbit the pos tower when we were shooting it while keeping an eye on the blob at the warp it and what was around me was tough. Could I propose some function to allow a pilot to know his/her vector when zoomed out? Even if it is a giant arrow :)
II) Setting up my W, A, S, D keys I soon discovered you cannot do a loop the loop!!! For example, if you press and hold W (assume you have set this to down) your ship will move until it is 180 degrees down. Of course there is no down in space, by i assume you know what i mean. I was assuming if you held W you would come back around and head up, but this does not happen. Could this function be added? Similarly, pressure S (assuming it is bound to up) should intuitively allow me to loop around and go back down. A little like hold back on a planes control stick
III) It is early days at the moment, but is there a possibility of binding a key to stop thrust but still allow you vessel to move, a drift key of sorts. For example, assuming i am on a vector at a constant speed. I want to hold my current speed but turn my ship. So my ship is orientating with the nose turning but the vessel is still moving on its aforementioned vector. Then, on releasing the drift key thrust is applied in the direction your vessel is pointed with all the relevant agility and inertia calculations applied. This is just a thought but might make practical piloting more interesting.
The last paragraph "A La" Colonial Vipers in Battlestar Gallactica turning to fire while your on you current Vector :D |

Omikron Mirkonovich
Scientifically Exploratory Institute Phoenix
25
|
Posted - 2014.11.19 20:43:37 -
[107] - Quote
direct management seems to be running and even like it, but very annoying that when turning the trace does not rotate the camera, spinning as Volchek, and the camera is dead, you can't see sometimes where I fly, the desired mode in which you can mount the camera on postoyanno and what would it followed the course of the ship. |

Ami Tekitsu
People for the Ethical Treatment of Vegetables
2
|
Posted - 2014.11.19 23:04:14 -
[108] - Quote
Works as described, interesting difference in feel between frigs and battlecruisers.
So it's pretty cool, and fun for a few minutes... but what's the functional purpose for it in the game? Dog-fighting? In space? With ships that should have tracking technologies that make it irrelevant?
Is there a plan to radically change the game mechanics into a flight sim?
Is anyone really going to use this in PvP? If so, I want to fight them, because good luck keeping at optimal range on someone.
I understand the need to make the game more desirable to newer players, I get that, all companies want / need to grow. What I don't get is how you (CCP) are going about it.
Part of the appeal of EVE is that it is different than all the other games out there. Why do things to make it more like the other games?
Besides, as someone else stated, why are you doing things to attract new players, but not doing anything to address the tons of issues that already exist? Why isn't there more effort to repay the loyalty of long time supporters and customers? |

Kitana Snow
Drone Orphanage Ethical Carnage
0
|
Posted - 2014.11.20 01:52:44 -
[109] - Quote
It would be nice if we could control manual flying with a joystick as well. |

PanicMan
QuantuM EnginE Autopilot-Engaged
0
|
Posted - 2014.11.20 08:15:19 -
[110] - Quote
While the Fight yesterday it was not possible for me to maneuver with the WASD keys, but that can be because of my low-end machine, my FPS was about 3-5... All the other time it was ok, but imho low-responsing, even with a frigate...
An follow-camera mode would be nice here too...
But for me I will use the standard controls, like approach, orbit, keep in range, etc... Direct Control makes no sense for me... |
|

Laurinius
Perkone Caldari State
17
|
Posted - 2014.11.20 09:51:26 -
[111] - Quote
I find it quite annoying that you have to focus the "space" to use WASD (click on the main view). For example when I click an item in the overview, WASD does not work any more. The pre-existing accelerate/decelerate keys do work though. The new WASD keys should always work, no matter what window you are in (excluding of course when you are in an input field). |

Blue Harrier
177
|
Posted - 2014.11.20 12:35:17 -
[112] - Quote
I tried your new fangled GÇÿtwitch basedGÇÖ flying last evening and I must say I came away disappointed.
My first thoughts when I finally got the keys bound was to try docking, now I can dock anything but this was really disappointing. I set my ship to warp to a station and exit at 10 Km, so far so good, I engaged docking thrusters, and tried calling the station for docking permission. Nothing, no reply at all, so I set course for the docking aperture, no GÇÿgreen lightsGÇÖ, no rotating station, no GÇÿBlue DanubeGÇÖ playing, come on CCP this is 2014 not the late 70GÇÖs  
The above is all said in jest, but I really do think you have opened a GÇÿcan of wormsGÇÖ with this change, we already have the GÇÿtwitchGÇÖ brigade asking for joystick control, button push to target, and such like. Although on the surface it might look a good idea, just be very careful what you wish for it may just came back and bite you in a very tender place.
"You wait - time passes, Thorin sits down and starts singing about gold." from The Hobbit on ZX Spectrum 1982.
|

Bones Outten
Council of Economic Advisors Liga Hanseatica
8
|
Posted - 2014.11.20 14:12:35 -
[113] - Quote
Blue Harrier wrote:I tried your new fangled GÇÿtwitch basedGÇÖ flying last evening and I must say I came away disappointed. My first thoughts when I finally got the keys bound was to try docking, now I can dock anything but this was really disappointing. I set my ship to warp to a station and exit at 10 Km, so far so good, I engaged docking thrusters, and tried calling the station for docking permission. Nothing, no reply at all, so I set course for the docking aperture, no GÇÿgreen lightsGÇÖ, no rotating station, no GÇÿBlue DanubeGÇÖ playing, come on CCP this is 2014 not the late 70GÇÖs   The above is all said in jest, but I really do think you have opened a GÇÿcan of wormsGÇÖ with this change, we already have the GÇÿtwitchGÇÖ brigade asking for joystick control, button push to target, and such like. Although on the surface it might look a good idea, just be very careful what you wish for it may just came back and bite you in a very tender place.
Oh man! An Elite trader with manual docking experience, now that would be class, instead of clicking the dock button. Just flying into the docking port without pressing buttons :D
Yeah I see the big lorry sized can'o'worms. |

Alvatore DiMarco
Capricious Endeavours Ltd
3093
|
Posted - 2014.11.20 15:01:26 -
[114] - Quote
I can't help but notice that my big heavy Vindicator turns much faster under manual control than it does when I let the navigation computer handle it (that is, by using the conventional means).
Someone else commented to me that they tried manual control of a Titan and that it felt absurd - like there was no way that the Titan should be able to avoid snapping in two with the manual turning speed.
Although I wholeheartedly agree that this should go forward and has plenty of uses (some more productive than others) in EVE, the turning speed should be adjusted to match what you'd get under normal behavior - unless of course there's some reason you have in mind why manual turns should be faster on our end than conventional navigation-controlled turns. |

WhyYouHeffToBeMad IsOnlyGame
4623
|
Posted - 2014.11.20 16:04:25 -
[115] - Quote
clicking in overview or selected item disables keyboard controls until clicking in space( outside of a window).
CCPfix.pls
I'm a Snaper - imgur.com/8EHPPWU
mad? ( -í° -£-û -í°)
Hengle Teron > v(t) = dp / dt
|

WhyYouHeffToBeMad IsOnlyGame
4623
|
Posted - 2014.11.20 16:06:34 -
[116] - Quote
Alvatore DiMarco wrote:I can't help but notice that my big heavy Vindicator turns much faster under manual control than it does when I let the navigation computer handle it (that is, by using the conventional means).
Someone else commented to me that they tried manual control of a Titan and that it felt absurd - like there was no way that the Titan should be able to avoid snapping in two with the manual turning speed.
Although I wholeheartedly agree that this should go forward and has plenty of uses (some more productive than others) in EVE, the turning speed should be adjusted to match what you'd get under normal behavior - unless of course there's some reason you have in mind why manual turns should be faster on our end than conventional navigation-controlled turns. your ship's direction and its flight vector are two different things 
I'm a Snaper - imgur.com/8EHPPWU
mad? ( -í° -£-û -í°)
Hengle Teron > v(t) = dp / dt
|

Commissar Kate
GoonWaffe Goonswarm Federation
92444
|
Posted - 2014.11.20 16:21:28 -
[117] - Quote
WTB Keyboard controls for ship spinning please!
Why can't I wear that? || My Fanclub
|

Bagrat Skalski
Poseidaon
6480
|
Posted - 2014.11.20 16:59:18 -
[118] - Quote
Maybe some smoothing of acceleration of turning of capitals would be ok. Freighters included.
Recon makes them stronger
|

Adrie Atticus
Shadows of Rebellion The Bastion
560
|
Posted - 2014.11.20 18:08:38 -
[119] - Quote
Alvatore DiMarco wrote:I can't help but notice that my big heavy Vindicator turns much faster under manual control than it does when I let the navigation computer handle it (that is, by using the conventional means).
Someone else commented to me that they tried manual control of a Titan and that it felt absurd - like there was no way that the Titan should be able to avoid snapping in two with the manual turning speed.
Although I wholeheartedly agree that this should go forward and has plenty of uses (some more productive than others) in EVE, the turning speed should be adjusted to match what you'd get under normal behavior - unless of course there's some reason you have in mind why manual turns should be faster on our end than conventional navigation-controlled turns.
Quoting myself:
Adrie Atticus wrote:Alexa Coates wrote:I kinda feel like the manual flight characteristics are better on big ships than they used to be. such as my archon. I can whip it around several seconds faster than if i double clicked in space. That purely inertia. If in Eve you are not going to spend energy to also gain velocity (double-clicking to do 90 degre turn) you will expend all of the energy to turning instead of turning + acceleration. Double-clicking in space is equal to "turn + increase speed" on the keybinds.
|

mr roadkill
Mystery Incorporated
22
|
Posted - 2014.11.20 19:04:17 -
[120] - Quote
Ami Tekitsu wrote: Part of the appeal of EVE is that it is different than all the other games out there. Why do things to make it more like the other games?
Besides, as someone else stated, why are you doing things to attract new players, but not doing anything to address the tons of issues that already exist? Why isn't there more effort to repay the loyalty of long time supporters and customers?
If its less of a turn based game in terms of ship control.... does that have any implications for valkyrie integration further down the line?? |
|

Soden Rah
Rapier Industry and Technology Second Sun Rising
26
|
Posted - 2014.11.20 22:12:46 -
[121] - Quote
Ok. While we are looking at the whole issue of flight control in EvE...
...........................
1) If I use the key bindings to change the speed of my ship, I have no idea what speed I have set until the ship stabilises out at it's new speed. I would like an indicator of both current speed AND desired speed in the HUD. That way I can use the key bindings to change what speed I want and know both that my commands have been accepted AND to know what it is that I have actually commanded. 
......................
2) As it stands, when you try to turn, the ship slows down. This makes sense, while we are using the 'auto pilot' as slowing down tightens the turning circle, and increases the rate of change of direction... But what if I don't want to slow down?
If I am in 'manual pilot mode' I can manually set the speed to whatever I want. could we not have it so that if we instruct a turn we turn the tightest possible while maintaining [say at least 95%] of our current velocity. And if we want to turn tighter we manually reduce speed, rather than have the 'auto-pilot' decide for us? This could be an 'optional behaviour thing' for the manual flight mode...
..........................
3) Speaking of which [manual flight mode]... It might be a good idea to have a button on the HUD that toggles [and also has a key binding option] "Manual Flight Mode" [MFM] on and off. [With the corollary of Automatic Flight Mode {AFM}]
This way the ship can have two different modes of behaviour. The fist, AFM, being like it is now, optimised for navigation by mouse click and via the overview/r-click menu. The second, MFM, Being customisably optimised for manual flight via key bindings.
That way we avoid needing a one-size-fits all approach with all the inherent problems that has, and instead allow control optimisation and customisability for both manual and automatic pilots.
.......................
4) having key bindings only work when space is selected is a nightmare. First there is nothing visibly alerting you to the effect that your commands are not going to have any effect. And second, its all to common and frustrating to need to click on windows between manoeuvres and forget to click back. And overshoot where you wanted to turn because your commands didn't do anything.
.................
5) We need clear, but pretty, visual indication of where currently invisible collision barriers are, and ideally they need to be made smaller. and more form hugging.
..........................
6) The controls need to be more like joystick commands. At the moment pressing the key assigned to "up" is not telling my ship [in it's frame of reference] to pull up. It's telling the ship to turn towards the arbitrarily defined up direction. Ditto down.
This makes those commands different from the 'left and right' commands which DO act on the ship according to it's current reference frame... As you have no defined LEFT or RIGHT in eve in the same way that you have defined UP and DOWN.
This difference is unnecessary and confusing and unhelpful. In 3d space there is no difference between Up and Down and Left and Right. Our controls should reflect that.
This will allow us to do loops, and any other manoeuvres we want to, and in no way hurts the game or makes it a dogfighter.
.........................
7) We need a follow-cam-view.
................................
Key-bindings at the moment are "A Nice Idea" but are not currently implemented in a way that really allows us to make use of them to their full potential... Or even, really, make them useful at all.
This could be a great feature, long awaited. Please take and allocate the time needed to make them so.  |

Soden Rah
Rapier Industry and Technology Second Sun Rising
26
|
Posted - 2014.11.20 22:23:25 -
[122] - Quote
I am not quite sure what category of thing this goes in but it's a problem I have a lot with this feature so I'm posting about it here.
When flying about in Manual Flight Mode [MFM] I have to constantly adjust the viewing angle with my mouse.
Now while a follow cam setting will alleviate this it does highlight a problem with clicking in space that has existed for a long time.
It is way way way to easy to accidentally initiate the circular menu's for actions on items while trying to move the view around, or change direction. Particularly in crowded space environments which MFM is made for....
I would like the option to disable left click menu's on objects in space. [ideally I would like them on right-click, so if I right-click and hold on an item I get it's radial menu.
That way I can click in space to change direction and spin the view around without constantly worrying about, and accidentally doing commands on bits of random space scenery. |

Ardias Hamilton
KickOrDie
0
|
Posted - 2014.11.21 16:57:39 -
[123] - Quote
Newbie thoughts here:
If I was indeed a little surprised by the controls of EVE at the very beginning, it was not a reason for me to not continue playing. So I don't think it will have a big impact on newcomers.
On the other hand, it is true that I'd really like to be able to fly manually cause I often take time to explore an area once it is clear of all threats and flying around bases and asteroids would be easier that way.
I've got another space game called Starpoint Gemini 2 who can be compared to EVE regarding to turrets locking on targets and "skill-bar" in the hud which implement keyboard/mouse control for the flight and it works really well because of one detail:
Turrets mounts have a maximum angle for the line of sight and you have to place your ship out of it to minimize damages taken but it's not the case in EVE (as I've seen yet) and so it reduces greatly the need of manual flight control.
I use a joystick for this game (x55 rhino) and it works only because I've got bazillion buttons on it XD.
So yeah, for me a great optional feature but I completely understand the apprehensions of some of us.
Wait and see... |

Leonard Nimoy II
Dark Force Protectorate Special Operators Federation Alliance
84
|
Posted - 2014.11.21 22:36:40 -
[124] - Quote
This will definitely have an impact on new players coming in :) one of the best updates I've seen on EVE since I joined.
I agree with what others have said in that align time of ships should correspond to maneuverability - for example I tested this on a nano fitted dramiel and it felt very slow/sluggish. The same maneuverability on larger ships feels too fast though. However I am not sure that is a possibility. Either way, it's a huge improvement. Thanks CCP :D |

Xe'Cara'eos
A Big Enough Lever
218
|
Posted - 2014.11.22 14:23:45 -
[125] - Quote
you can actually do a roll - you just have to be pointing straight up or straight down atm, and then try to turn left/right.....
Turn left/right needs to become 'yaw left/right' - in function as well as name.
I fully support the option for roll, and to allow flips, (I'm always amazed that there is no crossover at 0 and 180 degrees of camera AND movement - it's horribly artificial)
this will help MASSIVELY with setting up insta-undocks for those pesky up/down stations! though I'd also like the option to 'align N,E,S,W,Up, Down' - but these could be menu sup-options
For posting an idea into F&I:
come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it.....
If your idea can be abused, it [u]WILL[/u] be.
|

Xe'Cara'eos
A Big Enough Lever
218
|
Posted - 2014.11.22 14:36:07 -
[126] - Quote
Leonard Nimoy II wrote:This will definitely have an impact on new players coming in :) one of the best updates I've seen on EVE since I joined.
I agree with what others have said in that align time of ships should correspond to maneuverability - for example I tested this on a nano fitted dramiel and it felt very slow/sluggish. The same maneuverability on larger ships feels too fast though. However I am not sure that is a possibility. Either way, it's a huge improvement. Thanks CCP :D
were you using inert-stabs/nanos? and were you trying to do this all at top speed? if so - try an I-15 compared to a spit-fire on War Thunder - speed is what makes you 'stick'
also - align-time =/= agility align time = agility mixed with acceleration, and is generally measured from stationary, as opposed to going the other way
I would suggest, that greater bleeding might be needed, as it is - it takes a lot of effort to bleed off 25% of your speed in my 'cane - I bleed off 5-10% of my speed making a tight turn (~right angle) - this should be closer to 20-40%
I would also suggest that the keys stop having an effect once you stop pressing them, rather than keep you turning/pitching/rolling/slowing/speeding (I include rolling because it is possible!)
For posting an idea into F&I:
come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it.....
If your idea can be abused, it [u]WILL[/u] be.
|

Sgt Soulless
Republic Military School Minmatar Republic
14
|
Posted - 2014.11.23 18:37:09 -
[127] - Quote
Having messed around with manual flight for a while, there are only two things I think it needs to really be useful.
- There needs to be a proper 3rd person flight camera. CCP doesn't need to reinvent the wheel here. There are tons of examples of how to do this from existing flight sims. Without this, manual control is very clumsy and will just frustrate new players by once again not matching their expectations for how flight control should work.
- The throttle control needs to work differently. It should work like this: while the player holds down the accelerate button, the ship accelerates up to its maximum speed as per the ship stats, but when the player releases the accelerate button the ship should stop accelerating and maintain its current speed. Likewise, the decelerate button should only decelerate while the button is held down, then maintain speed after the button is released. There can be other bindings for "accelerate to maximum speed" and "stop ship" (which I think already exist actually).
Those are really the only things I think the system needs to be something players may actually choose over the current double-click based controls.
I would also recommend that rolling the ship just be eliminated, as it's unnecessarily disorienting. You're in space, in a ship bristling with weapons on all sides, in a capsule where g-force is obviously not an issue. Rolling the ship serves no navigational purpose. It's not a fighter jet in an atmosphere. Pitch, yaw, accelerate, and decelerate are the only movements you actually need. Which happens to be a simpler movement model that fits perfectly in a WASD scheme using shift and spacebar for the throttle. |

Murkar Omaristos
The Alabaster Albatross Eternal Pretorian Alliance
1
|
Posted - 2014.11.24 02:02:51 -
[128] - Quote
I agree 100% on the camera however I think the current controls are perfect. Very intuitive - takes two seconds to set WASD as the defaults, and it takes no time at all to pick up the mechanics of movement. Looks and feels very realistic, I wouldn't change a thing about the current movement mechanics or accelertion (except for maybe the bit about being able to turn large ships so quickly) |

Soden Rah
Rapier Industry and Technology Second Sun Rising
28
|
Posted - 2014.11.24 15:08:59 -
[129] - Quote
It's been 5 days since the last dev response... could we have any word on whether this feature is locked, or still being developed? |

Adrie Atticus
Shadows of Rebellion The Bastion
570
|
Posted - 2014.11.25 10:29:04 -
[130] - Quote
Soden Rah wrote:It's been 5 days since the last dev response... could we have any word on whether this feature is locked, or still being developed?
I think they got drafted to fix the UI (e.g. add in the features which were shot in the back of the head and tossed in the river) and this non-feature is on the back burner. |
|
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CCP Nullarbor
C C P C C P Alliance
1034

|
Posted - 2014.11.25 11:26:05 -
[131] - Quote
Sure I can give an update.
We did a mass test last week to test the technical viability of this and we still have a green light for launching with Rhea on December 9.
A lot of the feedback centers around having additional features not specific to keyboard controls, but we are not committing development time to that just yet. However, it is really good to hear that our initial expectations of follow up work align quite closely with the suggestions made in this thread.
A big thanks to everyone who have been reporting defects on Singularity, we will continue tweaking the behavior of the controls this week and fixing up some of the bugs.
CCP Nullarbor // Senior Engineer // Team Game of Drones
|
|

Sentient Blade
Crisis Atmosphere
1425
|
Posted - 2014.11.25 11:34:35 -
[132] - Quote
CCP Nullarbor wrote:A lot of the feedback centers around having additional features not specific to keyboard controls, but we are not committing development time to that just yet.
Except the chase camera... right? |

Zappity
Stay Frosty. A Band Apart.
1581
|
Posted - 2014.11.25 19:23:22 -
[133] - Quote
Chase camera is pretty much compulsory after this feature addition.
Zappity's Adventures for a taste of lowsec.
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Soden Rah
Rapier Industry and Technology Second Sun Rising
28
|
Posted - 2014.11.25 21:02:29 -
[134] - Quote
CCP Nullarbor wrote:Sure I can give an update.
We did a mass test last week to test the technical viability of this and we still have a green light for launching with Rhea on December 9.
A lot of the feedback centers around having additional features not specific to keyboard controls, but we are not committing development time to that just yet. However, it is really good to hear that our initial expectations of follow up work align quite closely with the suggestions made in this thread.
A big thanks to everyone who have been reporting defects on Singularity, we will continue tweaking the behavior of the controls this week and fixing up some of the bugs.
Thank you for the update 
If you could let us know when any 'tweaks' you make hit SiSi and what those tweaks are then we will be able to test them out for you.
Also, any feedback on what 'follow-up features' you are considering [and those you are not] would also be greatly appreciated.
It helps to know what your 'vision' is and the scope of what you can and/or are prepared to do when giving feedback.
Finally... while "a lot" of the feedback centres around additional features... some of it very much centres specifically on keyboard control... Can you tell us if there are any 'tweaks' coming now, or in the near future, that address these concerns/comments?
For example here is point 4 from my post at the top of this page...
Quote:4) having key bindings only work when space is selected is a nightmare. First there is nothing visibly alerting you to the effect that your commands are not going to have any effect. And second, its all to common and frustrating to need to click on windows between manoeuvres and forget to click back. And overshoot where you wanted to turn because your commands didn't do anything.
This is a point that is specifically about the way the new keyboard controls function, that has been made by several people. Are you making any tweaks to this behaviour? |

chaosgrimm
Universal Production and Networking Services
161
|
Posted - 2014.12.03 02:24:13 -
[135] - Quote
logged into the test server just to try this, and im pretty stoked about getting some controls xD
My only criticism is the acceleration / deceleration.
I was hoping / expecting to do have a control scheme of throttle + steering.
I dont like how the directional controls make u accelerate, and im not quite sure how to describe it but the existing controls for accelerating and decelerating dont feel quite right if that makes sense. like they're not sensitive enough. |

marVLs
694
|
Posted - 2014.12.21 19:05:59 -
[136] - Quote
Question to devs:
What do You think about ship being lead by mouse control? I mean situation when You press left mouse button and (instead of camera control) You control ship flight direction by moving mouse. |

Morwen Lagann
Tyrathlion Interstellar
1501
|
Posted - 2014.12.22 19:23:30 -
[137] - Quote
I submitted a bug report about these issues this past week because it really doesn't seem ideal: - The steering controls completely ignore your throttle setting and force it to 100%, which means you can't, say, turn your ship while stationary, or make a turn at half speed. People don't always fly at full throttle! - The steering controls ignore when other shortcuts are used that add modifier keys to the keystroke. So if I've set WASD to steer my ship, if I hit, say, Alt+S to broadcast for shields, my ship starts moving as if I'd hit S. This is bad.
It's a cute gimmick and I've used it a little bit, but those two issues are causing quite a few headaches. :(
Morwen Lagann
CEO, Tyrathlion Interstellar
Owner, The Golden Masque
|
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CCP Nullarbor
C C P C C P Alliance
1045

|
Posted - 2014.12.23 12:12:16 -
[138] - Quote
Morwen Lagann wrote:The steering controls completely ignore your throttle setting and force it to 100%, which means you can't, say, turn your ship while stationary, or make a turn at half speed. People don't always fly at full throttle!
It will set your throttle to full speed if you are stopped but does not change your speed if you are already moving. We can't do turning on the spot because your ship only has forward velocity and no facing direction.
Morwen Lagann wrote:The steering controls ignore when other shortcuts are used that add modifier keys to the keystroke. So if I've set WASD to steer my ship, if I hit, say, Alt+S to broadcast for shields, my ship starts moving as if I'd hit S. This is bad.
This is a bug, we will get it fixed.
CCP Nullarbor // Senior Engineer // Team Game of Drones
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Equto
Imperium Technologies Evictus.
31
|
Posted - 2014.12.23 12:57:29 -
[139] - Quote
Nullarbor, Would it not be possible to give the ship a really small forward vector so that it appears that your not moving but still allow turning ? |

Vincent Athena
V.I.C.E.
3043
|
Posted - 2014.12.23 22:55:51 -
[140] - Quote
CCP Nullarbor wrote:Morwen Lagann wrote:The steering controls completely ignore your throttle setting and force it to 100%, which means you can't, say, turn your ship while stationary, or make a turn at half speed. People don't always fly at full throttle! It will set your throttle to full speed if you are stopped but does not change your speed if you are already moving. We can't do turning on the spot because your ship only has forward velocity and no facing direction. You could have it just bump the ship up to a couple of meters per second, then let it coast back to zero.
Know a Frozen fan? Check this out
Frozen fanfiction
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Murkar Omaristos
The Alabaster Albatross Eternal Pretorian Alliance
45
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Posted - 2015.01.02 03:52:58 -
[141] - Quote
why were rolls removed  |

Morwen Lagann
Tyrathlion Interstellar
1504
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Posted - 2015.01.05 20:38:04 -
[142] - Quote
Vincent Athena wrote:CCP Nullarbor wrote:Morwen Lagann wrote:The steering controls completely ignore your throttle setting and force it to 100%, which means you can't, say, turn your ship while stationary, or make a turn at half speed. People don't always fly at full throttle! It will set your throttle to full speed if you are stopped but does not change your speed if you are already moving. We can't do turning on the spot because your ship only has forward velocity and no facing direction. You could have it just bump the ship up to a couple of meters per second, then let it coast back to zero. This seems like the obvious and ideal solution to me if we can't turn without staying at 0 m/s. It's effectively the same as double-clicking somewhere and then immediately pressing ctrl+space.
Morwen Lagann
CEO, Tyrathlion Interstellar
Owner, The Golden Masque
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