I wrote a quick suggestion proposing a UI improvement earlier and it was immediately thrown into the shadow realm for reasons unbeknownst to me.
I’ve submitted a rewritten version of the same suggestion and I’m posting here to request that whomever is in charge of passing suggestions inform me what this one could use more/less of instead of deleting it without notice.
To be fair, how do we know it isn’t a deliberate design choice on the part of the devs?
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I like this sort of thinking.
Actually, hold on, I think I know how to fix this.
Go to:
Settings>Options> Air Battles> “sense of flight”
Then set sense of flight to 0%
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It’d be funny if this were the solution to be honest, but I could see this being a thing for the controller side of things as a penalty/hinderance that’s intended for the third-person view situation/advantage.
Idk, I haven’t tried it myself, but from what I’ve seen it works.
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Nope.
I’ll write a bug report for this but I don’t think it’s going to be passed, I have a strong feeling the camera wobble was coded in on purpose
@soviet_MoonMan any idea what’s going on here? Did I violate some regulation or is there some clandestine agreement among the devs that every player in this game will be forced to fly in mouse aim mode?
SOF only works in cockpit.
To be clear, 3rd person mode is what I want fixed. If I were content with having the FoV of a space telescope I could have just played in virtual cockpit mode.
Video helps to demonstrate things, and red circles and arrows make it even clearer, just saying. If you show footage of it actually happening we’ll be able to give better feedback.
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It’s a deliberate choice as this facilitates the masses of zero skill players on point & click adventures flooding Air RB lobbies. Whilst this is somehow comprehensible in Air AB mouse aim ruins together with the instructor the last rest of realism in Air RB.
If you dig deep enough in the old forum you will find claims that mouse aim was more or less foreseen just for beginner modes, but the overwhelming success of mouse aim made it easy for gaijin to go with it - it simply reduces entry barriers for new (and willing to pay for progress) players as they don’t need a HOTAS. Have in mind that wt is a business and the niche of SB pilots is not the main target group of wt.
See it from the positive side: A good joystick set up (without instructor) is far superior than MnK regarding turning and handling. If you are willing to accept the missing accuracy in headons (ill advised with jstick) and you are not a fan of point & click of dozens of ground targets you will be able to clap most enemies in 1 vs 1s.
Wrote another suggestion, leaving the draft here as backup
Spoiler
At time of writing, one can easily notice that mouse aim is indisputably the mainstream control scheme for aircraft players in game modes outside of ASB, despite joystick based control schemes being more authentic and immersive in comparison. Part of this is due to the inherent advantage granted to players by reducing flight to what essentially is a point and click adventure, but much of it I believe is owed to an arbitrary and easily correctable disadvantage imposed by the game’s camera logic upon joystick control users.
As the footage above demonstrates, in 3rd person view, the player camera is coded to lag behind the player’s aircraft in attitude , resulting in the player’s crosshair floating all over one’s screen during maneuvers. The way this effect complicates aiming is readily evident. This effect is not present in virtual cockpit mode, but eliminating it comes at a hefty cost in FoV along with knowledge of the state of one’s aircraft, and with these, overall situational awareness.
The solution proposed to this problem is a straightforward one. The player camera in 3rd person mode is to be fixed rigidly behind the player’s aircraft and aligned in axis with the aircraft’s attitude (as is already done in virtual cockpit view), such that the crosshair can be fixed to the center of the screen unless the player looks elsewhere(for a visual demonstration see this footage of the old Strike Fighters mobile game).
This will be to the overall effect that the player has only 1 moving object, the target’s image on screen, to account for when aiming, as opposed to both the target and one’s own crosshair, which should decrease the mental workload required to get guns on target.
With this proposed change it should hopefully be more feasible to for one to fly and fight with planes in War Thunder approximately as was intended, with the full experience of seeing the horizon actually tip upside down when you fly inverted, etc.
Thank you for reading.
(Mods please do not delete this without feedback I beg you)
The lowest common denominator strikes again.
I don’t have a HOTAS, I’d be pretty happy just to be able to run on mouse joystick mode. My initial and sole rationale for getting into this game was to get the MiG-19 (my favorite Soviet fighter and fighter in general at the time) and fly it in mouse joystick mode and experience the visual sensation of actually turning with my plane and seeing the horizon tip sideways when I roll.