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Author Topic: Camera-relative control scheme / mod  (Read 2325 times)

Shaamaan

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Camera-relative control scheme / mod
« on: September 16, 2019, 03:48:44 AM »

Currently the game has two control modes during combat: direct input (where you directly control the ship to turn left, right, move forward / backwards or strafe) and then there's a "pointer-relative" mode, where the ships movement is relative to the mouse pointer. I don't mind the former, but it's not great for aiming, and I've got major issues with the latter as I constantly get confused whenever I'm not "looking" directly up. Flying downwards I'll often strafe the wrong way because, relative to the camera, the controls are reversed.

This comes form many other top-down shooting games, where you typically have a camera-relative control scheme - i.e. pressing "left" causes the character / ship / alien (depending on game) to move left on the screen, regardless where you might be aiming.

Are there any mods that do something similar to StarSector? This is one of those issues that's really grinding my gears, and was the exact cause I could never get into SPAZ (a somewhat old top-down space game).

PS. I do realize that "digital" keyboard input is more "stiff" when using such a camera-relative mode. Still, the ships are "slowish" enough that I'd still prefer this much much more to the current pointer-relative scheme.
« Last Edit: September 16, 2019, 03:51:55 AM by Shaamaan »
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mvp7

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Re: Camera-relative control scheme / mod
« Reply #1 on: September 16, 2019, 07:17:04 AM »

I think the reason this is not possible is ships having different speed and acceleration depending on the direction they are moving. Both are best when moving forward, moving sideways they are much weaker. Using keyboard for camera-relative movement would produce very inconsistent movement where you couldn't even get the maximum speed at certain headings.
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Shaamaan

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Re: Camera-relative control scheme / mod
« Reply #2 on: September 16, 2019, 07:31:52 AM »

I think the reason this is not possible is ships having different speed and acceleration depending on the direction they are moving. Both are best when moving forward, moving sideways they are much weaker. Using keyboard for camera-relative movement would produce very inconsistent movement where you couldn't even get the maximum speed at certain headings.
Very true! That said, I'd still prefer that over flying in the exact opposite direction by accident on numerous occasions... :-\ As you can imagine not flying at your max speed CAN, at times, be an issue... while flying the wrong way is almost always guaranteed to be an issue.
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BTracer

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Re: Camera-relative control scheme / mod
« Reply #3 on: September 16, 2019, 08:28:00 AM »

I had the same issue when I first started playing. I solved it pretty easily using the point to mouse mode and removing 'left and right' from my thought process and replacing it with 'clockwise and counter-clockwise'. I changed 'a' and 'd' to strafe left/right, though I'm not sure if that makes a difference in point to mouse mode.
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Shaamaan

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Re: Camera-relative control scheme / mod
« Reply #4 on: September 17, 2019, 04:58:07 AM »

I had the same issue when I first started playing. I solved it pretty easily using the point to mouse mode and removing 'left and right' from my thought process and replacing it with 'clockwise and counter-clockwise'. I changed 'a' and 'd' to strafe left/right, though I'm not sure if that makes a difference in point to mouse mode.
The re-binding has no impact if you're using the "pointer-relative" mode. But, just to note, that whilst the problem is most obvious for me when it comes to left/right strafing (for which a shift of thought to rotation direction might help) it's also worth noting that up/down is also reversed when facing downwards. Yes, of course it's "forward" and "reverse" and not really "up" and "down", which makes perfect sense, but is still confusing my stupid monkey brain which clearly had me play too many top-down shooters...
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