Mouselook
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Vod
- Ensign

- Posts: 5
- Joined: Fri Jun 06, 2008 11:30 am
Mouselook
Hey guys, I was wondering if there is a way to mouselook in this game? I looked through the controls and there seems to be no mapping for this. I think it would be really nice to be able to freely look around with the mouse while holding a button, it would feel much more natural than using the keyboard.
Thanks
[Edited on 6-7-2008 by Vod]
Thanks
[Edited on 6-7-2008 by Vod]
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warsign
- Captain

- Posts: 1771
- Joined: Thu Apr 24, 2008 10:04 am
Mouselook
This game support Track Ir feature....Best free-looking experience...
If have a joystick, easly looking around with hat button(if available)...
But you want to play with mouse(I have never been played),I think, you have to use it for flight.You can't use it for free looking...
Pressing and holding alt key with insert-delete-page up and down,home and end button, you can look freely in the cockpit...
If I was wrong,my friends help you
Thanks...
If have a joystick, easly looking around with hat button(if available)...
But you want to play with mouse(I have never been played),I think, you have to use it for flight.You can't use it for free looking...
Pressing and holding alt key with insert-delete-page up and down,home and end button, you can look freely in the cockpit...
If I was wrong,my friends help you
Thanks...
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Vod
- Ensign

- Posts: 5
- Joined: Fri Jun 06, 2008 11:30 am
Mouselook
I use a mouse for flying. What I'm talking about is what they have in some flight simulators and in battlefield 2. The idea is, if you hold down a certain key, you can use your mouse to look around instead of controlling your ship, then once you let go of the key, the view centers itself. I think this would be nice for long scenic flights since using the keyboard to look around is very clunky.
[Edited on 6-7-2008 by Vod]
[Edited on 6-7-2008 by Vod]
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Dace
- Ensign

- Posts: 7
- Joined: Sat Jun 07, 2008 2:53 pm
Mouselook
I use TrackIR as well, It is awesome.
I have 1 quible with it in this game. It seems that the HUD display is fixed in the canopy and so looking arround moves it as expected, and at a angle it disapears from view again as expected.
The vector indicator however seems to be displayed on you helmet visor, or to clarify it doesent matter how you turn your head it moves with you. This means that if you dont keap your head centered while racing this indicator is actually lying about you vector relative to your HUD pitch ladder.
This really is my only gripe and of course I still use the TiR support whenever I play and it is really a game changing addition.
I have 1 quible with it in this game. It seems that the HUD display is fixed in the canopy and so looking arround moves it as expected, and at a angle it disapears from view again as expected.
The vector indicator however seems to be displayed on you helmet visor, or to clarify it doesent matter how you turn your head it moves with you. This means that if you dont keap your head centered while racing this indicator is actually lying about you vector relative to your HUD pitch ladder.
This really is my only gripe and of course I still use the TiR support whenever I play and it is really a game changing addition.
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Vice
- Administrator

- Posts: 12227
- Joined: Fri Apr 25, 2003 1:38 am
Mouselook
You know, that's a good point and it is something I've been struggling with for a long time. The gunsight and the vector indicator used to be locked, disappearing quickly when the pilot changed their view. Requests surfaced to have the gunsight rotate a bit with the cockpit when the view changed, as though it were rendered as part of the cockpit, even though it was actually rendered on the helmet visor. Adapting the system for that effect was difficult, but it worked at the expense that the vector indicator would remain centered. It is accurate relative to the central viewpoint of the pilot's helment, but is not accurate relative to the gunsight. So technically, you can still gauge your drift 'vector' when you turn your head, but having it line up with the gunsight might be a better direction. I'll try out some ideas to see if I can line them up and if that would make more sense during gameplay for players who use that for a visual reference.
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Dace
- Ensign

- Posts: 7
- Joined: Sat Jun 07, 2008 2:53 pm
Mouselook
Hmmm yeah I can imaggine that might be a sticky problem. I think the guys using TiR might notice it more than the average player, because I really spent most of my time looking arround when using TiR. and if you look away far enough and only have the vector indicator on screen (I fly with nostruts) then it gets really tricky to judge drift. I end up mostly igoring the vector indicator and using the 3 velocity indicators.
If its possible it might work quite well to just have a view center indicator. As in simply make a mark at the point where the vector indicator would be if you were flying stright forward with no drift, and move that along with the vector indicator on the helmet visor.
This may be simpler than trying to get the vector indicator somehow to line up with the HUD drawn pitch ladder.
I remember using TiR in Eveocron Alliance and being confused by the pitch ladder moving, since I usually use that as a referance to where actually looking forward is. I move my chair quite a bit so I need to recenter with my TiR quite often. And when the pitch ladder isent center when I think im looking straight forward its a dead give away that its time for an F9.
If its possible it might work quite well to just have a view center indicator. As in simply make a mark at the point where the vector indicator would be if you were flying stright forward with no drift, and move that along with the vector indicator on the helmet visor.
This may be simpler than trying to get the vector indicator somehow to line up with the HUD drawn pitch ladder.
I remember using TiR in Eveocron Alliance and being confused by the pitch ladder moving, since I usually use that as a referance to where actually looking forward is. I move my chair quite a bit so I need to recenter with my TiR quite often. And when the pitch ladder isent center when I think im looking straight forward its a dead give away that its time for an F9.
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Vice
- Administrator

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Mouselook
Or F12
I like the fact they let you set that key. I will work on getting the vector marker to line up with the gunsight for the narrow range of movement possible with TIR, I think that would simply be the best option.
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Vice
- Administrator

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Mouselook
I'm running out of key option slots and would like to keep the few remaining ones for other possible important functions in the future. If there was a way it could be added without sacrificing another key function slot and it could interface well with the already split flight control and menu task modes, it could be possible. This has simply been a pretty big challenge in the past. If you want to look around the cockpit without TrackIR, for now, I'd recommend using the alt-view controls.
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Vice
- Administrator

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Mouselook
The right mouse button is already used for icon locking, clearing entry values, and other miscellaneous things in menu mode. In flight mode, it is used for secondary weapon control. This is part of the challenge
You either have to disable certain critical functions for a different function, or use up control space you may not have or need for something else. Third button control might work, but not everyone has one and support in windowed mode is limited even for those that do (it often just doesn't return a signal).
[Edited on 6-7-2008 by Vice]
[Edited on 6-7-2008 by Vice]
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tha_rami
- Commander

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- Joined: Tue Jan 25, 2005 2:20 pm
- Location: Netherlands
Mouselook
How about making the mouse 'look around' in keyboard mode?
tha_rami - The best way to predict the future is to invent it.
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Twitter - Weird news, life updates & game-related news
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Vice
- Administrator

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- Joined: Fri Apr 25, 2003 1:38 am
Mouselook
Then there would be complaints that controls are limited only to a certain mode, plus you still have the issue of switching modes from menu/target selection to look control requiring a key to swap the modes. You have probably observed that players want every option available to them and not have to be forced to use only one control 'mode' (much like Freelancer and mouse only).
[Edited on 6-7-2008 by Vice]
[Edited on 6-7-2008 by Vice]
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mcmad
- Ensign

- Posts: 27
- Joined: Tue May 06, 2008 11:51 am
- Location: uk
Mouselook
I am happy with the views, but this thread has touched on another subject.
Like many gaming mice these days, I have more than 3 buttons on mine, in fact there are 5.
I dont know what you use for mouse support in-game, but is it possible to allow 4th and 5th mouse buttons to be used directly?
i could map two extra functions to the mouse and pwn all.
CoD4 allows the mapping of these extra buttons, so i know it can be done.
Like many gaming mice these days, I have more than 3 buttons on mine, in fact there are 5.
I dont know what you use for mouse support in-game, but is it possible to allow 4th and 5th mouse buttons to be used directly?
i could map two extra functions to the mouse and pwn all.
CoD4 allows the mapping of these extra buttons, so i know it can be done.
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Vice
- Administrator

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- Joined: Fri Apr 25, 2003 1:38 am
Mouselook
Nope, not currently. For some strange reason, the development system I use doesn't register mouse buttons beyond 2 when running in Windowed mode. However, many of those gaming mice include profiling software which lets you bind key commands to the extra buttons, so the game could recognize them that way. If you let me know what kind of mouse you are using, I can dig around for possible options.

