Well then I guess you got... first world problemsAlyeska wrote: Joystick, not mouse. And I would have to manually undo that after every game.
Last time I check that's just like one check box in the game controller tab.
Gotta be a power user :3
Moderator: Thanas
Well then I guess you got... first world problemsAlyeska wrote: Joystick, not mouse. And I would have to manually undo that after every game.
So faulty coding in the game that doesn't hold settings is my fault. Right.VF5SS wrote:Well then I guess you got... first world problemsAlyeska wrote: Joystick, not mouse. And I would have to manually undo that after every game.
Last time I check that's just like one check box in the game controller tab.
Gotta be a power user :3
Did I say it was your fault? I said you could fix itAlyeska wrote: So faulty coding in the game that doesn't hold settings is my fault. Right.
That was more popular in the X-Wing/TIE/Alliance series; spend a few minutes flying towards newly arrived ships or objects in a frantic attempt to beat the dumb mission clock.Stark wrote:You might say that, but remember that you're a sim guy. You don't mind an objective like 'fly to point 15km away'.
I-War actually had an auto-manouver function which I used for most of my manouvering, and you could toggle it off for when you wanted to get up to speed, and then spin around and shoot at your pursuers.Stark wrote:Yeah, raising the barrier to entry by requiring specific skills is a great way to revitalise a genre. :V
One way this could be done is by making it truly 'class based'.Stark wrote:I think the space flight games need to take on the refinements that shooters adopted, and for similar benefits.