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Official Word / Confirmed
First-Hand Experience
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Star Fury Control Guidelines
By Kevin Miller
After designing my own
preferred method of configuration and seeing the many
that have shown up on the boards I've decided not just to
set out a preferred configuration here. Instead I will
try to set out guidelines that we can all use.
With its 16 thruster
nozzles the Starfury can move along 3 bi-directional
lines, (Translations) plus of course any number of
combinations of those lines. It is also capable of
rotating in 3 primary axial directions, and of course,
you can combine these as well.
Since the standard
computer has one mouse and a game fanatic could have a
joystick, throttle and set of rudder pedals it is
essential that the Sim is playable to some degree of
success by any combination of controllers. To do this you
need to be able to assign any axis of rotation to any
control axis. If you want to assign pitch and yaw to a
primary joystick you should be able to, if you want to
assign it to the mouse you should have that option as
well. Basically I'm looking for the ability to assigning
any key or button to any function and any control axis to
any rotation axis. Add the ability to assign thruster
values for the main thruster to a throttle control and
the ability to invert any control axis' input and you
have an extremely flexible control system. (This would
also allow a left handed person to rotate his joystick
(Handle comfort permitting) to allow him to use all the
buttons) Some setups may be more effective than others
but that is a factor in every simulation.
My own considerations
are for the Sidewinder family of joysticks, and would
result in button firing controls for the fore and aft
thrusters with the thrust value being set by the
throttle, the HAT controls the lateral and vertical
thrusters at a set thrust value, and the three control
axis control all three of the rotational axis.

There are a
few limitations inherent to this model but only two that
seem insurmountable, first with the 8-way HAT you are
restricted to only 8 directions of lateral/vertical
movement. Second all finely controlled rotation is around
an individual specific point in the center of the craft.
Cary
Brown, our resident Aerospace Engineer had this to say:
"All
movement can be described as a combination of three
translations (up/down, left/right, forward/back) and
three rotations (pitch, which is nose-up/down, roll,
which is (in a contemporary aircraft) wingtip up/down,
and yaw, which is nose-left/right).
The joystick should be
used for Pitch and Yaw. The rudder controls should be
used for Roll. As for Translation, this remains up for
discussion. Throttle is the forward/back... and the
throttle should have both positive and negative settings.
In a game like this, it should work much like Wing
Commander's "afterburners" did.. that is, you
can "pulse" the thrust or "toggle"
it.
As for the other
translation methods, they've never been handled in sims
before (to the best of my knowledge) but they SHOULD be
in a B5 sim. These would be keyboard-only controls
though, it would seem. Maybe
"control-left-arrow" and so on to give
translational bursts left/right/up/down?"
Throttle: The
Main thrusters really need to have adjustable thrust
values. This could be best accomplished by using a
throttle (or the number keys) to pre-set the value and a
set of buttons (2) to fire the fore or aft thrusters.
Toggle Keys: That
would allow us to control thruster set (The Drift
Thrusters) with the Joystick. This would kind of avoid
the 8 direction limit that I described above.
Force
Feedback
In a Starfury you
don't have direct control over the craft so any
feedback must be synthetic, added in by the SF
computer to enhance your situational awareness. As
far as I can figure this should limit FF to soft
indications of weapon hits and perhaps the center can
be used to indicate what retrothrust is necessary to
stop inertia. (That last idea is kind of cool, if you
leave your hand on the stick it will move around on
its own to stop the ship).
If you had a damaged
thruster the center point could move to indicate
that. It would indicate what kind of firing pattern
is needed to achieve stable flight.
We
are fully expecting to support force feedback.
Cary Brown and I had
the following exchange: (Cary's the one in quotes)
"I'm not sure
any force-feedback devices on the market at the
moment have three axis feedback."
None of the current
or upcoming ones do.
"But the idea I
had in mind would be an induced "stiffness"
for the stick. Say, you're pitching downwards... to
"right" your ship and return to
"straight and level flight" you'd have to
push the stick up, right? Well, maybe the resistance
would be greater when you're FIGHTING inertia."
But there is no
"straight and level" in space. Do you mean
to use FF to adjust the autocentre of the stick to
stop rotation? In which case you push forward on the
stick to initiate a role and the centering force
increases as you pick up speed? And when you let off
pressure the stick pushes farther than center back
until the spin begins to slow and then as the pin
stops the stick returns to center? Phew, cool idea
and very possible for the two axis of motion on a
standard stick. The problem is exactly as you said,
you only get this for two axis of rotation.
It could still work
though and would be pretty neat for pitch and yaw.
Roll automatically stops regardless. This would be
incentive for me to abandon the control method that
I've been hoping for, namely that all rotational axis
can be directly translated to the rotation of the
'Fury.
"On the other
hand, maybe you would see just the opposite... i.e.,
stick movements that tend to put the ship into
"straight and level flight" would be easier
but those that would increase rotation would be
stiffer."
Oops, I think I just
described this.
On a more general
note, I've come to believe that FF may not be
appropriate for this sim. This kills me to admit and
I'm hoping you will all prove me wrong. The only FF I
can imagine are purely synthetic using the stick as a
haptic device that increases our situational
awareness.
Autopilot
Functions
Autopilot feature
should be advantageous to new pilot but a practiced
hand should be a little faster without them.
- FACE FLIGHT
DIRECTION: This simply turns the
Starfury so that it's facing in its current
flight direction. Ideal for new pilots as this
would come very close to the behavior of a
traditional airplane. The computer would
automatically dampen anything but forward or
reverse motion as soon as you stopped firing a
thruster. This would let you use the drift
thrusters but would fire counter thrusters as
soon as you let them go to stop the drift.
- FULL STOP:
This brings the Starfury to a halt relative to
established (Targeted?) waypoints (e.g. local
jumpgate, planetary orbit, etc.)
- MATCH
VELOCITY: This keeps your craft at the
same speed as your target (and therefore at a
constant distance) but still allows you to turn
and maneuver. (Presuming you are on your enemy's
6.
- FACE
CURRENT TARGET: This keeps the nose
pointed at a predetermined point on the enemy
craft, usually the physical center? While this
function is engaged we could use the all the
thruster but none of the axis of rotation
controls to maneuver in respect to the target. It
would have for its input, the projected course of
the targeted ship so it would have a degree of
precision, but would not be perfect.
- AUTO-AVOIDANCE:
This is an assisted flight mode which
allows you to fly normally, but monitors all
nearby objects and takes over control to avoid
collisions. This would include projectile
weapons, giving your craft a limited ability to
automatically dodge incoming fire. (Might be too
powerful. Perhaps it only works with very slow
moving objects.)
- KEEP SET
DISTANCE: This keeps the Starfury at a
set distance from the target. (I must confess I'm
not at all certain how this one would work.)
- PRESET
MANEUVER: This allows the pilot to set a
macro in the ships computer. Sort of a way to
give a pilot his "signature" maneuver.
Single
Button Maneuvers
It has been said
that there was the option of single buttons
activating entire maneuvers. The only real problem
with this is that we are quickly running out of keys.
A bonus however would be some way to record maneuvers
to assign to keys later.
- 180 Turn
- 90 Turn
- 90 Rotation
- Full Stop
- Match Target
Rotation
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