it makes it extremely easy to reate non-conventional control schemes like combining multiple devices like HOTAS, voice commands, touch-screen panels, external keypads and so on. The main reason is that you lose all kind of control over your input preferences: the "action wheels" and stuff like that means you are completely dependant on the game UI, and less free to customize your physical inputsĮlite Dangerous control scheme is actually extremely well done because not only it has a nice re-binding interface (which even shows actual HOTAS buttons, the only game I know that does that) but mostly because by having every single function directly accessible, you have a much finer control on what and how you will map to that. "condensated" and overly context-sensitive commands are not a good choice for games like this. It's a nice concept that helps people with controllers. So I just bind the panels to my HOTAS and use those to do stuff like dock, targeting, inventory management, repair, what have you. One big reason why is they have a left-hand and right-hand interaction panel in Elite with menus for a lot of the keyboard buttons. But I can still play 90% of Elite with just my HOTAS. I'm coming into this from Elite Dangerous. They already have an ability wheel, so they're obviously familiar with the concept. Anything left over could be condensed into an action wheel. I think that the majority of these inputs could be simplified into target - interact. But X Rebirth isn't the only space sim with button sprawl and I don't understand why. They understood back then that the majority of game objects only have one use - so one multipurpose button was all you needed. What is a docking hatch going to do other than dock? You don't need a dock button if you already have a targeting button and an interaction button. A space sim can still be a wonderful and engrossing space sim without the need for 900 buttons that each do one thing.ĭo you remember Ocarina of Time on the N64 and the tutorial on Z-targeting and the action button? It's like all these new space sims never got the memo. Thank you for the thoughtful response, but I have to disagree with the input complexity. But the controls are far more complex, and in that regard (contrary to popular belief) I actually think Rebirth is a decent entry into the series without such a high learning curve. TC and AP are just better games-notably with the ability to fly hundreds of different ships. if you find you like X Rebirth, I (and nearly everyone else) can't recommend enough going back and picking up X3: Terran War Pack. It's going to be a struggle until you do and it will keep you from being comfortable and enjoying the game.Īnd, while I'm sorry to beat a dead horse. So my best recommendation is to save yourself the trouble and get used to using the stick and keyboard together. A flight stick just doesn't have enough inputs, even if you have one with a multi-map switch. In any case, everyone ends up at the same place-they map a bunch of stuff to the keyboard. In Rebirth I found that I particularly disliked having to switch back to the mouse for station walks, but I just wasn't comfortable walking with the stick. But ALL of the key commands are necessary for an experienced player. Combat oriented players often prefer the stick. I prefer playing as a trader and builder, and I avoid dogfights like the plague. And I have to say, while I might prefer the stick in most flight sims, I prefer the keyboard for the X series-though head tracking is pretty great.īut everyone plays the games differently. I've tried playing both X3 and Rebirth with a keyboard and mouse as well as stick, throttle, and pedals-and in the case of Rebirth, head tracking (TrackIR) as well. X Rebirth actually has far fewer (way way fewer) necessary key commands than X3 did. This is a fairly common complaint about the X series. I was glad to see you posted all the way through this frustration :)
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