Arvoch Alliance 2.0-2.0828 Updates...

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Arvoch Alliance 2.0-2.0828 Updates...

Post by Vice »

Arvoch Alliance 2.0 is now available for download.

This update is free to everyone who purchased the 1.X version. Simply download and run the installer for 2.0 and it will update any older 1.X build to the 2.0 edition. Anyone purchasing the game from now on will get 2.0. There are several important changes and requirements to keep in mind with this update for anyone upgrading from 1.X:

- You will need to remap all controls as the systems and options have changed dramatically, requiring new save templates and formatting. Evochron Legacy's GCS and more recent control framework (developed last year) has been ported to Arvoch Alliance, although it has many unique attributes designed to accommodate the control systems and options of the mission based game (which has different consoles, command options, and more).

- The minimum system requirements have increased for the new version to support newer graphics technology. This was done to support more advanced planetary terrain, larger universe scaling, shadows, and a number of other graphics capabilities. Most systems that could play 1.X should be able to play 2.0 as well. But one significant change is dropping support for Windows XP. Windows Vista is now the minimum required version. This is due to the migration to the newer WDDM display model approach used up through Windows 10, which was first introduced with Vista and not supported in XP. Another change is the requirement for a video card that supports shader model 3 minimum, an increase from shader model 2 required with 1.X. I will continue to offer the 1.X version of the game for anyone interested in continuing to play the older version of the game.

- The Arvoch games have generally been developed alongside the Evochron series, featuring many of the same graphics, ships, weapons, flight dynamics, and technologies. Arvoch has simply focused on the military side of things for its mission driven gameplay. Arvoch Alliance was originally released in 2011 and shared similarities with the latest Evochron game at the time, Mercenary (the original 1.X version). So it's been quite a long time since then and with the introduction of Legacy in 2015, I wanted to go ahead and work on Arvoch to again bring it up to a similar graphics technology level and style of the current Evochron game. So you'll find the two games will again now look and feel pretty similar, with differences in a few key areas in addition to Arvoch's mission driven approach. The HUD, cockpit displays, and many indicators have been unified, with a few style and menu option differences to accommodate Arvoch's functionality and design approach.

- Sector scaling in the new update is 10X what it was in the 1.X version, so all entity placement and mission area sizes are spaced that much farther out. This provides a much larger battle area while still accommodating existing mission files and their values. Standard IFF radar/sensor range has been increased to 25K and maximum jump drive speed increased to 78K to better accommodate this scaling change.

- Weapon designations, sounds, ranges, and visuals have also been brought closely in line with Evochron Legacy for consistency. There are some variations in energy reserves and capacities for the advanced military conditions and specifications of Arvoch. And some names are slightly different (for example, the 'E' type Evoch fighter is referred to as the 'Evoch-E' in Arvoch, rather than its descriptor name 'Nighthawk' as in Evochron). The physics and flight dynamics of the two games are also now generally pretty close, so maneuvers/tactics used in one will usually apply well to the other. However, since Arvoch focuses on Vonari and some differences in settings/parameters, the AI will fly differently under some conditions than they will in Evochron.

- Custom campaigns and mission files should generally still be compatible with the new game. However, since sector size is now 10X greater, radar range increased to 25K, and jump drive velocity increased to 78K, some minor adjustments may be needed to retain desired pacing and/or spacing. The game will automatically increase the placement values by 10X to line up with the new version's scaling, but you may want to make changes to any mission files to account for such differences. Retaining compatibility with formatting and values also means that the original mission editor can continue to be used with the new version of the game.

- If you are updating from version 1.X to 2.0, the game will move some files and create new ones to accommodate changes and additions to the settings, options, and control systems. The game will do this automatically the first time you launch it if a 1.X version is detected. If old game files are present, the game will first create a folder named \OldSettingFilesV1 in the save data folder (default location is c:\sw3dg\ArvochAlliance). It will then move the keymap8.sw, stickt.sw, sw.cfg, and any pilot*.sw files it detects to the newly created folder. These files can then be kept as backups in case you want to install an older 1.X build in the future and want to restore the old files that are compatible with the older version of the game. New keymap8.sw, stickt.sw, and sw.cfg files will then be created for the 2.0 version of the game. New pilot*.sw files won't be created however, since they are compatible with the new version of the game (so you will be able to continue where you left off in the 1.X version of the game as well as keep any rank you've earned).

To update the game, simply launch the 1.X version of the game and when it prompts you for the update, follow the link provided in the game to download the 2.0 installer. If you have troubles getting the installer, you can contact me via e-mail (starwraith.com > contact) for support, please be sure to include the reference ID for your license to the game in your e-mail. You can also optionally download the demo version from the game's website to try out the new version.

For more information about the game itself, visit the (revised) official website here: http://www.starwraith.com/arvochalliance/index.htm
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Re: Arvoch Alliance 2.0 Update...

Post by Vice »

Version 2.0288 is now available and includes the following improvements:

- Nebula object in briefing menu is now properly hidden when briefing mode is changed or mission selection menu is opened.
- Certain menu elements updated for improved placement in 3D space for Nvidia stereoscopic display modes and experimental VR mode.
- Pilot profile manager menu updated to prevent background lights appearing through dark areas of menu texture.
- Revised multiplayer object interpolation and prediction system implemented for smoother movement.
- Experimental/unsupported VR mode using OpenVR enabled for testing purposes.
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Re: Arvoch Alliance 2.0 Update...

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Version 2.0408 is now available and includes the following improvements:

- Highlight buttons added to order menus.
- 'Wing' and 'Ship' labels added to top of respective order menus.
- Automatic client connection recovery system added for briefing/loadout menus and in-game.
- Update notification menu updated for proper background shadowing, button alignment, and click ranges.
- 'Reload/Repair' order now works to send AI ships back to carrier during campaign for repairs and reloading.
- In Dogfight, Squadrons, and Strike multiplayer modes, ship icons are now displayed next to each human and AI pilot (rank is now displayed only in Campaign mode).
- Ship icons can be clicked on by host to change the ship assigned to an AI pilot in non-campaign multiplayer modes via drop down menu.
- New button added to non-campaign multiplayer modes to set types of AI ships as a group (Random, Light, Medium, and Heavy).
- Ship state packets now sent whenever client or host changes ship type(s) to keep displayed icons accurate with selected ships.
- Subsystem listing order on target detail display reverse to NAV, WPN, and ENG to match ship status display order.
- Shadowing of background menu added when mission selection or ship selection drop down menu is activated.
- Clients auto-select last configured ship when host switches from campaign to any non-campaign mode.
- Low threat level music will now play when player returns to briefing/loadout menu.
- Players can now join a multiplayer session while a battle/mission is in progress.
- Multiplayer packet system updated for improved performance in campaign mode.
- Unique sound effect is now played when players join in multiplayer.
- Custom sound import option added for player joining sound effect.
- Custom scaling setting option enabled for HUD pathway indicators.
- Improved score updating after ship destruction events.
- Minor fixes.


Notes:

To import a custom sound effect when players join in multiplayer, use the \sounds folder and the filename 'playerjoin.wav'.
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Re: Arvoch Alliance 2.0 Update...

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Version 2.0488 includes the following improvements:

- Asteroid normal mapping updated for improved detail and light response.
- Shaders adjusted to reduce upper contrast levels under bright light conditions.
- 'Very High' option added for Effects Detail to expand available/selectable range.
- 'Very High' option added for Terrain Detail to provide optional higher texture detail for planets.
- 'Very High' texture detail mode added to provide double detail level above 'High' for certain objects.
- OCRS now automatically deactivates when any console is open and also automatically activates when console is closed.
- New distant object rendering system added to provide colored points of light for in-system objects when they are far away.
- Improved asteroid collision system (sliding effect for shield collision, variable damage based on velocity).
- New 'Spectator Mode' added for Dogfight, Squadrons, and Strike multiplayer battle modes (No Respawn mode).
- No Respawn mode added to Kill Limit option in multiplayer gameplay settings menu for single ship combat.
- Revised high speed planet entry burning effect added, including ability to apply to multiple ships.
- Object targeting system would sometimes auto-bypass if a ship wasn't nearby in range, now fixed.
- Hull atmospheric descent flaring now displays only when hull is directly effected by friction.
- Experimental VR system updated for improved movement response performance and reduced judder.
- Atmospheric friction hull damage level that applies once shields are critical reduced by 50%.
- Move option added when the borderless reduced windowed mode is active (via swscreen.txt).
- Smooth rotation system added for panning orbit camera controls in external view modes.
- Multiplayer text chat color option for blue tones updated for higher blue level.
- Field of view and aspect ratio sliders added to Resolution drop down menu.
- Improved target lock retention on objects when nearby ships are destroyed.
- Drop down mission selection menu now works with custom campaign missions.
- Improvements to autopilot waypoint proximity based velocity selection.
- 'Rename Pilot' option in Pilot Manager changed to 'Modify Pilot'.
- Subtle particle/streak effect added to jump drive sequence.
- Several missions updated for improved difficulty scaling.
- More particle/spark effects during explosion sequences.
- External thruster effects added to AI ships.
- New higher detail buttons frames added.


Notes:

The new 'Very High' texture detail mode provides double the texture resolution of the 'High' mode for flyable civilian and military ships, asteroids, and the interior hangar/docking collar. The additional memory requirement is significant for this mode, so a video card with at least 2GB of dedicated video memory is advised for this option. The additional texture content increases the download size and install size by about 20 MB. For anyone developing custom texture files for the game, new 'veryhigh' texture filename indexes have also been added for the new optional detail level (in addition to the original 'low', 'medium', and 'high' levels). You can copy any 'high' texture file sets to include 'veryhigh' files to keep the maximum detail level the same when players switch to the 'Very High' texture detail mode, or optionally provide textures at a higher detail level.

The new distant object rendering system will render points of light out in the distance for planets, moons, nebula clouds, and stars that are close enough to be in the same system, but far enough away to not be rendered by the primary entity system. The distant object system will take over when objects reach that distance so there is still a visual cue among the background stars that an object is there even when it is several sectors away. The coloring for each point will match the reflective/atmospheric properties of the object (such as planets) or the emissive properties of the object (such as stars).

When the borderless reduced windowed mode is activated with the swscreen.txt option, an icon ('+' symbol) will appear in-game in the upper right corner of the screen when the Alt key is held down. Click and hold on the icon with the mouse pointer to move the game's window frame around on the screen. This option, much like the reduced window mode itself, is somewhat experimental, but should be able to provide a way to move the game's window around while it is running on most system configurations.

You can now adjust the field of view and aspect ratio from within the game via the new sliders that appear at the bottom of the Resolution drop down menu. You can optionally reset the sliders to default value by right clicking on the slider bar for the option you want to reset.

The experimental/unsupported VR system has received revisions in attempts to improve movement response and also reduce judder. However, the framerate rendering performance is still very much system dependent. Arvoch does not automatically reduce detail levels when the VR system is active. So if you select 'High' or 'Very High' settings, they will apply the same in VR as they do in standard display modes. If added performance is desired, simply change detail levels manually to try and achieve the level of framerate you prefer with the level of performance your system can deliver. That said though, the changes in this update should dramatically improve the VR experience in the game. Also, the vrsetup.txt file option for custom settings has been updated, here is the download link to the latest current sample file with the required options: http://www.starwraith.com/evochronlegac ... rsetup.txt

A smoother rotation system has been added for orbit panning camera controls in external view modes that utilize those options. This helps soften the start and stop movement of those camera controls. The tapering level can also be customized via an external text file (create a file named 'vieworbitrate.txt' in the install folder and enter a value in the first line). The default rotation rate level is 0.1.
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Re: Arvoch Alliance 2.0 Update...

Post by Vice »

Version 2.0708 includes the following improvements:

- Revised optional terrain shaders for added detail on planet surfaces.
- Ability to click on a ship to observe from status list while in spectator mode added.
- Initial spawn points for ships in multiplayer Squadrons and Strike modes spaced evenly horizontally.
- Space station hangars now have dedicated shield arrays for each entrance and placement moved to outer edge.
- Introduction/title sequence updated for more consistent timing/pace on a wider range of system configurations.
- Ability for host to change the assigned team of AI ships added (allowing uneven battle numbers to be selected).
- 'Select Mode' indicator added to HUD when mouse flight control mode is disabled and ALT/select mode is enabled.
- Ability to set custom axis and button inputs to control the mouse pointer added to the Menu/Console Control options.
- By request, the host now also respawns back at carrier in multiplayer campaign mode if destroyed, allowing a mission to continue until completed or cancelled.
- New optional reflection/environment mapping effects applied to cockpits, ships, stations, and cities when 'Effects Detail' is set to 'Very High'.
- 3D/DIR radar display accent graphics simplified and spaced further away from center for improved clarity and sphere edge legibility.
- Console menus revised to better align with upper HUD menu bar in style and appearance, reduce visual clutter, and improve clarity.
- UI text coloring updated to better distinguish between clickable button options and displays/readouts (blue vs other colors).
- On rare occasion, a locked target's status display object could leave behind another floating structure, now fixed.
- HUD shield array indicators moved to inside gunsight ring and now also change size based on status (HUD mode 2).
- 3D map mode now supports setting the X, Y, and Z coordinate positions, allowing nav point selection in full 3D.
- Cockpit lights and background displays can now flicker when ship's hull is hit directly by weapon fire.
- New frame timing system to help reduce possible flickering in VR on lower performance systems.
- Option to map a custom dedicated key or button to toggle mouse flight/selection control added.
- Armor/shield levels reduced for Vonari ground base to make it easier to destroy (mission 12).
- Various structures resized slightly to better accommodate overall VR environment scaling.
- Added ability to scale cockpit structure and holographic displays for VR (vrsetup.txt).
- Directional marker rings added to 3D radar sphere for improved orientation reference.
- Most wireframe hologram icons/graphics replaced with solid transparent versions.
- Subtle brackets added to highlight gunsight readout bar graphs in HUD mode 2.
- Chase/external view weapon impact effect system ported from Evochron Legacy.
- Default save data folder location moved to \Documents\ArvochAlliance.
- Both HUD gunsights revised for a more simple single 'ring' look.
- Kill Limit option set to 'No Respawn' by default in multiplayer.
- OCRS now enables only in HUD mode 2.
- Cloud effects enabled for planets.


Notes:

This update introduces several significant additions/advances to certain graphics elements of the game designed to work with the recently added 'Very High' detail mode and overall expanded range of available settings in the 'Effects Detail' and 'Terrain Detail' options. As a result, some players may want to change detail settings to different levels after installing this update in order to return to desired performance levels. And to accommodate that transition, the original shaders, techniques, and detail levels have been preserved in this update to provide the option for restoring the older graphics systems/modes as may be desired. The older systems have just been moved to different detail settings in the Options menu. Also, the default settings the game applies the first time it is installed and launched are the same as before to keep the same performance, leaving the higher settings optional for players with higher performance systems. The system requirements remain the same, there are now just higher limits to the upper detail settings for more powerful systems. And as such, there is now a wider range of available setting options ranging from what was available before to what are now higher levels of details/effects.

The new optional terrain shaders now provide significantly more texture detail in higher modes, particularly at closer distances. There can be a performance impact to render the added detail, so for those running the game on older/slower systems that may have difficulty with the added shader instructions, the 'Low' and 'Medium' detail modes will provide the original shader system that removes the new detail effects for the same level of performance as before. 'Low' is equivalent to the original 'Low'/'Medium' texture detail level and 'Medium' is equivalent to the original 'High'/'Very High' texture detail level. The new 'High' and 'Very High' detail settings now apply the new terrain shader system at different detail levels.

The range of available effects has been expanded for the 'Effects Detail' option. Players can now set it to 'Low' to disable additional effects for added performance or 'Very High' to enabled new effects not previously available. 'Low' will now also disable dynamic cube mapping for planetary water and 'Very High' will enable new reflection/environment mapping and lighting effects. You can still optionally enable or disable the cube mapping for water effects in an external configuration file, so if you've specified a value it will still apply regardless of the effects detail level so you can still control the setting independently, if desired. The performance requirement for the 'Very High' detail setting can be significant, especially on older/slower systems, so it is recommended for players using more powerful systems capable of handling the additional camera renders, memory overhead, and shader instructions. The new reflection effects can also be modified via the specular.txt file option, details available in the updated customizing kit. For those interested in retaining the original rendering system and/or level of performance, the 'Effects Detail' can be set to 'High' rather than 'Very High' and the original system will be used instead of the new one.

The revisions to the experimental VR system include some scaling adjustments/alignments along with optional cockpit scaling and minimum camera range setting. For cockpit scaling, the value should generally be high enough to avoid clipping at close range (ie 0.8 ), but can be adjusted in conjunction with the minimum camera range setting (default value is 1.0) for a wider array of available sizes. As a result of the scaling changes, the new default values for 'EyeDistanc' and 'HeadMScale' are now 2.0, so any vrsetup.txt file that may be in place will need these values changed to align with the new defaults (you can continue to use old values, such as 3.4, the cockpit and other structures may just appear smaller than before). A new default value has also been applied for the VRFrameTimer option. It is now set to 0 to activate the new dynamic timing system that should help reduce/eliminate possible flickering on lower performance systems. You can optionally still select a value above 0 to apply a static time delay value if you find one that works best overall with your system configuration. The download link for the latest current sample vrsetup.txt file is available here: https://www.starwraith.com/evochronlega ... rsetup.txt

The new persistent campaign objective system now allows a mission to continue without failing it for all linked players even if the host player is destroyed. The multiplayer system will automatically respawn the host back at the carrier just as it does with clients so that the objective can still be completed by remaining players. This now means that the host will continue to respawn at the carrier until the mission objective is finished or they exit the mission manually. Single player is the same as before and if the player is destroyed, they will return to the briefing/loadout menu. But in multiplayer, the host will need exit the game manually to return to the briefing/loadout menu.

The default save data folder location has been moved to \Documents\ArvochAlliance (user folder location being \Users\[username]\Documents\ArvochAlliance). The game will create the new folder and copy any save game and setting files from the original \sw3dg\ArvochAlliance folder to the new location the next time you start the game (you can keep the old files in place as an original backup or move/remove them as desired). This change doesn't impact install folder locations and files, so any custom files/folders in the install folder will remain and continue to function as before. This change is only for the save data folder where save games and game settings are kept. If you'd like to retain the original save data folder location, you can place this file in the game's install folder (right click on this link to Save As): https://www.starwraith.com/evochronlega ... avedir.txt (and if needed, replace the 'c:' in the file with the letter drive for the existing location of the \sw3dg\ArvochAlliance folder) Also, the game will default to the original \sw3dg\ArvochAlliance folder location if the new location can't be created or found for some reason.

The ability to set custom axis and button inputs to control the mouse pointer has been added to the Menu/Console Control options. You no longer need to edit the external text file to select custom values for these options, you can simply select them directly in the menu and then test them while the game is running. Simply click on the menu option to change the assigned axis or button input. Left click will increase the selected axis or button, right click will decrease the selected axis or button. Options to invert the axis input are also available as is the option to change the assigned device. This way, you can quickly select a custom input profile for whatever device you might want to use to control the mouse pointer in menus or consoles.
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Re: Arvoch Alliance 2.0 Update...

Post by Vice »

Version 2.0718 includes the following improvements:

- Optional single key and button control support for maximum energy bias selection added.
- AI ships in Dogfight, Squadrons, or Strike multiplayer modes would sometimes remain near spawn point after respawning, now fixed.
- Background cockpit displays would remain off after reactivating HUD, now fixed.
- 'Control Type' in Options menu renamed to 'Flight Control Type' for clarity.
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Re: Arvoch Alliance 2.0 Updates...

Post by Vice »

Version 2.0728 includes the following improvements:

- Several missions updated for improved spacing and parameter conditions.
- Difficulty setting added to Options menu to increase or decrease the level of attack skill of enemy AI ships.
- New low sample rate rendering option added to the reflection system for the 'High' Effects Detail setting.
- 'High' Effects Detail setting now default for a new installation.
- 'High' Shadow Detail setting now default for a new installation.
- Fuel recovery rate from stars increased.


Notes:

The 'High' Effects Detail setting now includes the new reflection effects at a lower sampling rate. This should allow slower systems to render the effects with significantly better performance when the 'High' setting is selected. The 'High' setting is also now the default value for a new installation of the game (when the 'sw.cfg' settings file doesn't already exist). Likewise, the new default value for Shadow Detail is also now 'High'.
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Re: Arvoch Alliance 2.0 Updates...

Post by Vice »

Version 2.0788 includes the following:

- Added ability to reload, refuel, and repair during campaign missions by returning to carrier hangar.


Notes:

For most campaign missions, the player can now return to the carrier during a mission to reload secondary weapons, refuel, and repair ship damage. The fuel recovery objective is the one exception.


**** Edit: 12-18-2018 - 2.0808 Update now available to fix the displaying of the difficulty setting description in the Options menu when the axis menu is active and the mouse pointer is held over the device profile button. It also aligns the docking markers on the compass with the center-line docking angles of the station.
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Re: Arvoch Alliance 2.0-2.0808 Updates...

Post by Vice »

Version 2.0828 includes the following improvements:

- Added support for reverse afterburner with axis control input when full range throttle mode is active.
- Fix for issue that could cause strange physics behavior when variable forward/reverse inertial thruster control was used in conjunction with the IDS being turned off at low speed and at least two rotational control inputs applied.
- Correction for certain mission conditions to prevent potential double failure penalty.
- Smooth scrollbars added to menu lists that were previously more staged.
- Smooth scrolling added to message long line removal sequence.
- Minor fixes and UI improvements.
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Re: Arvoch Alliance 2.0-2.0828 Updates...

Post by Vice »

Version 2.0848 includes the following improvements:

- Accuracy improvements to MDTS auto-aiming system.
- Improvements to planet terrain detail staging to prevent occasional flickering at certain distances/angles.
- Missile damage table updated for better overall alignment with heavy class military ships.
- Introduction of new optional 'Set Axis' throttle control mode designed for gamepads.


Notes:

This update introduces a new 'Set Axis' throttle control mode that allows an assigned throttle axis to control the set velocity level with an auto-centering stick axis input. This is to better accommodate throttle control on gamepad controllers with thumb sticks by allowing the player to push up on the stick to increase the set throttle level or down to decrease it (mapping is also still reversible as may be desired). Then when the player releases the thumb stick to its auto-centered position, the set throttle level will remain where the they set it. This is done with variable input control just as with the default mode, so moving the stick slightly will increase/decrease the set throttle level slightly while greater movements will adjust it faster. The new set axis mode also supports the deadzone adjustments so you can expand or contract the input response from center. Axis afterburner control and full range selection can also still be used with this new mode when enabled. To enable the new mode, check the box next to 'Set Axis' next to the throttle axis you've selected in the axis configuration menu.
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