F5F Stay Refreshed Software PC Gaming Configurations for space-simulator controllers are consistent.

Configurations for space-simulator controllers are consistent.

Configurations for space-simulator controllers are consistent.

Z
Zero_Sweet
Member
53
10-08-2017, 10:22 PM
#1
Here’s the rewritten version maintaining the original meaning, tone, and structure:

I’m mainly here to share my own controller setup.
In most popular games, basic controls can be adjusted, but most people seem to agree that the current default settings work best due to their simplicity. For instance, in FPS titles, WASD is typically used for movement and aiming, with almost everyone sticking to the same layout.
Space games, though, have a different approach. Elite Dangerous addresses the challenge of 6-axis control within a 4-axis system by eliminating yaw from the main focus, although this isn’t a perfect solution for real-world devices. Some might argue it’s better to make yaw and pitch adjustable at the same speed as the player chooses, rather than forcing unrealistic movement.
With space games, it’s unclear what’s optimal for ship control, likely because team coordination isn’t strong enough to refine a perfect interface.
My setup is considered the best for Xbox controllers if you’re okay with forward/reverse throttle being buttons instead of analog.
First, drones follow a standard layout—most pilots still use left stick for throttle and right for yaw.
I still play simulation with my controller but don’t fly.
For space games, I’ve noticed roll isn’t essential for most maneuvers; it helps keep your orientation steady initially, but in immersive environments it becomes less important. Personally, I find up-and-down movement more intuitive than the usual forward-down pattern. This shift comes after years of using forward-down logic, and video games with up-and-down controls have become much smoother.
In short, my configuration stands out as practical for Xbox controllers.
Z
Zero_Sweet
10-08-2017, 10:22 PM #1

Here’s the rewritten version maintaining the original meaning, tone, and structure:

I’m mainly here to share my own controller setup.
In most popular games, basic controls can be adjusted, but most people seem to agree that the current default settings work best due to their simplicity. For instance, in FPS titles, WASD is typically used for movement and aiming, with almost everyone sticking to the same layout.
Space games, though, have a different approach. Elite Dangerous addresses the challenge of 6-axis control within a 4-axis system by eliminating yaw from the main focus, although this isn’t a perfect solution for real-world devices. Some might argue it’s better to make yaw and pitch adjustable at the same speed as the player chooses, rather than forcing unrealistic movement.
With space games, it’s unclear what’s optimal for ship control, likely because team coordination isn’t strong enough to refine a perfect interface.
My setup is considered the best for Xbox controllers if you’re okay with forward/reverse throttle being buttons instead of analog.
First, drones follow a standard layout—most pilots still use left stick for throttle and right for yaw.
I still play simulation with my controller but don’t fly.
For space games, I’ve noticed roll isn’t essential for most maneuvers; it helps keep your orientation steady initially, but in immersive environments it becomes less important. Personally, I find up-and-down movement more intuitive than the usual forward-down pattern. This shift comes after years of using forward-down logic, and video games with up-and-down controls have become much smoother.
In short, my configuration stands out as practical for Xbox controllers.

J
Jackaloops
Member
71
10-08-2017, 10:22 PM
#2
Honestly, space games feel a bit unclear on M+K. Galaxy on Fire was straightforward to manage, but in No Man's Sky it becomes quite challenging. I plan to give it another try using my Xone controller.
J
Jackaloops
10-08-2017, 10:22 PM #2

Honestly, space games feel a bit unclear on M+K. Galaxy on Fire was straightforward to manage, but in No Man's Sky it becomes quite challenging. I plan to give it another try using my Xone controller.

Z
Zemboyy
Member
235
10-08-2017, 10:22 PM
#3
I never played those games, but I did try a bit of Hellion. It used the mouse to point the nose (Starmade also works similarly), and had throttle controlled by a slider. Instead of a push button for throttle, you adjust it manually. That feels less natural in a space environment. After operating drones, I also found the mouse pointer not very effective for controlling the ship's nose. I think using an Xbox controller would be much more intuitive, with the keyboard nearby for other tasks.
Z
Zemboyy
10-08-2017, 10:22 PM #3

I never played those games, but I did try a bit of Hellion. It used the mouse to point the nose (Starmade also works similarly), and had throttle controlled by a slider. Instead of a push button for throttle, you adjust it manually. That feels less natural in a space environment. After operating drones, I also found the mouse pointer not very effective for controlling the ship's nose. I think using an Xbox controller would be much more intuitive, with the keyboard nearby for other tasks.

C
coyote888
Posting Freak
838
10-08-2017, 10:22 PM
#4
Additionally, space-themed games with ship flight mechanics are quite challenging to start with. If you're already familiar with a different 6-axis control setup, you'll need a lot of practice to adapt to a new one. It's not as simple as moving from Mario 64 to Halo.

I believe FPV drone simulators could be an effective training tool. There are numerous easy race courses that are very accessible. If you can practice navigating these at a slow pace, you'll be able to concentrate on your 6-axis coordination without distractions. Spending a few days doing 10-minute control sessions should help you handle most courses, especially if speed isn't the main focus.

Tasks like shooting, targeting, and managing long distances are more complex and require significant time to master. However, most games only provide a glimpse of the skills needed for basic navigation. FPV drone simulators, especially those designed for beginners, can help improve those abilities. They cater to impatient, patient, or even struggling pilots, as well as experienced ones who want to refine their control. The developers put effort into balancing difficulty, making tracks engaging and challenging, while still being accessible to newcomers.

Space games could certainly learn from this approach. If drone simulators offered flight experiences similar to those in space games, a lot of the value would transfer, especially in zero-gravity environments. Some aspects would change, but the overall experience would remain impressive.
C
coyote888
10-08-2017, 10:22 PM #4

Additionally, space-themed games with ship flight mechanics are quite challenging to start with. If you're already familiar with a different 6-axis control setup, you'll need a lot of practice to adapt to a new one. It's not as simple as moving from Mario 64 to Halo.

I believe FPV drone simulators could be an effective training tool. There are numerous easy race courses that are very accessible. If you can practice navigating these at a slow pace, you'll be able to concentrate on your 6-axis coordination without distractions. Spending a few days doing 10-minute control sessions should help you handle most courses, especially if speed isn't the main focus.

Tasks like shooting, targeting, and managing long distances are more complex and require significant time to master. However, most games only provide a glimpse of the skills needed for basic navigation. FPV drone simulators, especially those designed for beginners, can help improve those abilities. They cater to impatient, patient, or even struggling pilots, as well as experienced ones who want to refine their control. The developers put effort into balancing difficulty, making tracks engaging and challenging, while still being accessible to newcomers.

Space games could certainly learn from this approach. If drone simulators offered flight experiences similar to those in space games, a lot of the value would transfer, especially in zero-gravity environments. Some aspects would change, but the overall experience would remain impressive.