

Perhaps the worst controls for a plane game...
#1 Posted 05 October 2012 - 06:02 PM
1. Control lag.
2. Lack of control feedback.
3. Artificial horizon is either non-existant or hard to see.
4. Firing latency simply atrocious.
5. Bad rudder control.
6. Throttle control is horrible.
7. Throttle corresponds to engine revs, not speed.
8. HUD is severely lacking in information, display and/or usefulness.
Server-side calculations might cut it for World of Tanks but for World of Warplanes are unacceptable.
#2 Posted 05 October 2012 - 06:45 PM
#4 Posted 05 October 2012 - 07:44 PM
#5 Posted 05 October 2012 - 09:00 PM
Magisterex, on 05 October 2012 - 06:02 PM, said:
Magisterex, on 05 October 2012 - 06:02 PM, said:
Magisterex, on 05 October 2012 - 06:02 PM, said:
Magisterex, on 05 October 2012 - 06:02 PM, said:
Magisterex, on 05 October 2012 - 06:02 PM, said:
Do you have any suggestions on how to fix it?
Magisterex, on 05 October 2012 - 06:02 PM, said:
Magisterex, on 05 October 2012 - 06:02 PM, said:
Magisterex, on 05 October 2012 - 06:02 PM, said:
#6 Posted 05 October 2012 - 10:36 PM
1. Control lag, let's hope it gets better. Because as things stand now, its impossible to play.
2. What I mean is aircraft 'handling' characteristics should change with respect to climb rate, speed, turning rate. For example: it should 'feel' more heavy during a climb or a high speed turn. In other words, G-force related control interaction. High g's, low manoeverability. Low g's the plane is more nimble.
3. A simple 'white up, black down' artificial horizon gauge below the aircraft. As things stand now I have no idea where my nose is pointing. On top of that, the altitude and speed gauges on both sides of the firing reticle have to go. Ideally these should be placed on the left and right side of the proposed artificial horizon.
4. No excuses here. I had more responsive controls way back in Aces High days before broadband internet. WG can get away with that in World of Tanks but not with this game.
5. Bad as in 'one time its arcade, the next time is realistic'. It's not consistent. Either keep it 'arcade' or 'sim'. You can't have both ways. As it is now most of the time the aircraft is 'fishtailing' then abruptly levels. Is it arcade rudder i.e. 'push and rotate' or realistic 'gentle rudder to level and compensate for roll'?
6. Tried all deadzones, sensitivities, the thing is either full on or full off. No throttle control at all.
7. So let me get this straight, half controls are 'realistic' and half are 'arcade'. Look, this game is not IL-2, from a gameplay point of view throttle could be related to speed, not engine revs. It's an arcade game after all.
8. Here's what I want to see: Artificial Horizon 'bubble', revs and altitude in METRIC system UNDER the plane not next to the aiming crosshairs. A working rear view mirror could help too so I could assign the picture-in-picture view on something else. As for WWII, we've got a CAMERA that CENTERS on your TARGET, threat/target indicators are not much WWII are they?
While we're at it, inverted flight seems almost impossible. I mean you can do an Immelmann but a reverse Immelmann i.e. Split-S is impossible i.e. roll 180 then pull back on the stick to reverse your course.
Edited by Magisterex, 05 October 2012 - 10:37 PM.
#7 Posted 06 October 2012 - 02:52 AM
Pyrodunces, on 05 October 2012 - 07:33 PM, said:
I never said I was struggling. I asked the questions as to why so many people are accepting of these controls.
This game is awesome! After getting beta I leveled USA to the P-51 along with some other trees along the way. I can "cope" with the controls, but at that point I'd rather find a better game.
#8 Posted 06 October 2012 - 03:16 AM
bitterdeath, on 06 October 2012 - 02:52 AM, said:
Other than the flight model issues, I haven't seen any of the problems with input lag or firing delay... so honestly, there's no problems to accept and the game flies fine enough to test.

#9 Posted 06 October 2012 - 03:34 PM
#10 Posted 06 October 2012 - 04:42 PM
Magisterex, on 06 October 2012 - 03:34 PM, said:
No, I'm not saying it's ok. If there's control problems, it should be fixed right away.
But during my testing sessions, I'm not experiencing it when I play. I pull trigger, plane fires immediately. I push joystick in a direction plane rolls/pitches/yaws immediately.
So I can't relate to these input lag/control lag issues that people are reporting since I am not seeing it on my side.
There's minor control issues stemming from the current flight model but that's another problem altogether.
bitterdeath was asking how people can be accepting, I'm just saying there are no problems on my side to even accept.

#11 Posted 09 October 2012 - 08:56 AM
#12 Posted 09 October 2012 - 09:12 AM
Magisterex, on 06 October 2012 - 03:34 PM, said:
So your telling me you don't understand the concept of the idea that a game in beta is not finished?
Per Ardua ad Astra "Through Adversity to the Stars"
Royal Australian Air Force
FRAG
#13 Posted 09 October 2012 - 03:01 PM
#14 Posted 09 October 2012 - 03:49 PM

" I honored the fallen enemy by placing a stone on his beautiful grave ! " ~ Manfred Von Richthofen ~
#15 Posted 09 October 2012 - 04:24 PM
Magisterex, on 09 October 2012 - 03:01 PM, said:
Edited by GrouchySmurf, 09 October 2012 - 04:24 PM.
Quote
Quote


#16 Posted 09 October 2012 - 05:31 PM
#17 Posted 10 October 2012 - 03:15 PM

" I honored the fallen enemy by placing a stone on his beautiful grave ! " ~ Manfred Von Richthofen ~
#18 Posted 10 October 2012 - 08:22 PM
I'll have to agree to the fact that the controls are far from optimal.
What I would like to see is it behaving more like you are sitting in the cockpit. The situation now is: You move the controls, then the airplane moves (after some lagtime), then the horizon moves.
They all need to move together and at the same instant the control input is issued.
My 10 cents so far

/Akhbar
#19 Posted 11 October 2012 - 02:09 AM
For me I don't see this sluggishness because I am always around 30-40ms Ping. I pull the trigger it shoots, I go left it rolls left, I go right it rolls right.
Now don't get me wrong, this server side managing all actions does suck for a Flight Combat game where response times is a huge deciding factor if you shake someone or not or get a kill. For WoT and heck even for WoWs you won't see a big problem with this.
Now for the rudder controls, they are weird but you learn to get use to it.
The HUD does need some tweaking, there is a lot in the center of the screen that really does not need to be there. Also the reticle needs to be able to be changed in color and size. Which if its like WoT there will be user mods to adjust these when that time comes.
#20 Posted 12 October 2012 - 01:22 PM
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