It's really down to user preference and should be set accordingly with testing (test flight). ![]() Some virtual pilots prefer to have their controls completely linear (set to 1) while others prefer the reduced sensitivity around the centre of the controller. Moving further along the axis, output will increase as will movement of the control surfaces. Sensitivity will be reduced around the centre of the controller making finer adjustments easier. The benefit of nonlinearity can be improved aiming. It is then up to the user to set a nonlinear curve along an axis if they want to change that level of output. Ideally, all controllers should be linear across their axis range, meaning from the neutral position to full deflection there should be a regular, even level of input from the controller to the game. Either set in-game or on the device itself (Windows Devices). The tiniest amount of dead zone is usually all that's required to have a steady neutral position. With a dead zone set, the logical axis (how axis movement translates into the game environment) should start moving AFTER the physical axis has started moving, depending on how much dead zone you have set.Ĭlick thumbnail to see the effect of dead zone on the logical axis: You can see the effect of your set dead zone by moving your controller and observing the logical axis (green diamond) compared to the physical axis (red) at the top of the axis settings screen (animation below). Some devices already have a dead zone, some none at all. Having a user adjusted dead zone can prevent this unwanted movement in the neutral position. Depending on how sensitive your controller is, holding it in a neutral, centred position can sometimes return movement to your aircraft where you normally wouldn't want any. At the foot of the guide is an explanation on how to map buttons or keys to axes such as Prop Pitch, Mixture and Radiator.Īn example of an axis settings screen - Roll axis:ĭead zone is a small, set radius around centre of your controller axis where user input is ignored. Have a nice day.For those that may be having problems with their controller axis and sensitivity settings, here is a breakdown explaining some of the more important settings for axis configuration. ![]() If you want to talk to me on a chat party on the PlayStation, my gamer-tag is SgtSnootful. If you want tips on certain aspects of flying, PM me. I don't have MEC set up since I don't play simulator. Note: If you want more details or if you need help changing certain options, PM me. View in Battle-Air(X-axis): R3 button + Left Stick: Up-Down View in Battle-Air(X-axis): R3 button + Left Stick: Left-Right Make sure the Y-axis isn't inverted and your view sensitivity is 0%. When it comes to throttle, you want a multiplier of 0.5 with relative control activated. Nonlinearity for these controls should be no less than 2.0. Any less and you are limiting the abilities of your aircraft. Note: For the pitch, yaw, and roll axis, the multiplier must be no less than 1. ![]() Anything more and the controls are too twitchy. Roll, pitch, and yaw sensitivity ALL need to be at 0%. My options basically make your PS4 controller a Model Airplane controller. ![]() Now, enter the controls menu, select Realistic Controls at the top of the screen, and let's get to it. This may help some people, but I personally feel that it limits what I can do with my aircraft. People who use Mouse Aim and Simplified Controls aren't actually flying the aircraft because of the Virtual Instructor. Note: The only controls I use are Realistic Controls. If you have this problem, then this should help you out. It was confusing and made it very difficult to pilot the aircraft. When I started on War Thunder PS4, I did not like the controls at all.
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