There are a lot of different control setup options available for Star Citizen, so many that it can be overwhelming at times. In the following article, we will look at the many different inputs available and make suggestions about which items to purchase.
Remember that mouse and keyboard is a perfectly good control scheme. Mouse and keyboard is the dominant control set-up in Star Citizen. Some of the best pilots use mouse and keyboard. Many of the top racers fly using this set-up and pilots using gimballed weapons controlled by a mouse have an accuracy advantage over an equally skilled stick or HOTAS users. Like most input options, mice are more of a personal preference than anything else. If you already have a decent gaming mouse then you have this area covered.
I find MMO mice to be better suited to Star Citizen as they give you access to a ton of configurable buttons without having to change your grip at all. For my hands, it works the best. Again, this is all personal preference. If you like your keyboard then you can keep your keyboard. For a ten-keyless style, I like the Corsair Vengeance K Mouse and gamepad is similar to a mouse and keyboard configuration but it has the added benefit of giving you access to a thumbstick on your left hand.
By binding strafe to this thumbstick, you end up with much more control than you get from a mouse and keyboard alone. There are only a few gamepads out there so the selection is pretty small. The only downside is it has membrane keys. That being said, some people use them and actually do really well with them. Their strength comes from having dual analog sticks available for flight and FPS. This gives you almost as much freedom in movement as a dual stick set-up during flight.
They also allow you to sit back and play from a more relaxed position than other control schemes.
LIS Recommended Control Setups, Bindings, and Sensitivity Curves
Hand on throttle and stick, or HOTAS, is the set-up that most people think of when they think of flight controls.Forgot your password? Or sign in with one of these services. I can confirm these settings, got a decent boost in frames :- I would imagine lower tier gpus benefits more from this?
Mine is woefully un-playable unless it's running in SLI mode, then I get the flashing and the triangular artifacts I already get good framerates on my single gtx But if I see this right, you are disabling motion blur SSreflections and fog shadows, motion blur makes it more realistic for me, so id rather not switch that off. And then again in later builds it could be highly possible the devs add in some advanced graphical settings in the game itself.
Id reccomend resetting these nvidia settings first when that happens. This is great, thanks for posting this. This also has extra console commands that help make your frames go up in combination with these nvidea settinga. You need to be a member in order to leave a comment.
Sign up for a new account in our community. It's easy! Already have an account? Sign in here. General Discussion.Star Citizen: How to Fly in 3.6.2 - A Flight Tutorial
Existing user? Sign in anonymously. Or sign in with one of these services Sign in with Facebook. Sign in with Twitter. Forum Rules. Recommended Posts. Posted June 9, Share this post Link to post Share on other sites. My Freelancer is very dark inside, would this help with that? Has a console command that will help you This also has extra console commands that help make your frames go up in combination with these nvidea settinga. Create an account or sign in to comment You need to be a member in order to leave a comment Create an account Sign up for a new account in our community.The new mode is otherwise know as director mode or the new cinematic camera or the new 3rd person camera.
Star Citizen 3.8.0 Quick Start Controls
The new camera controls are a little confusing but basically all you need to do is push F4 twice, hold it the second time and push the arrow keys or one of these keys while holding F Controls Fundamentally, all camera controls will be based around the existing F4 key functionality in game. Tapping F4 will still continue to cycle through the available camera types as before, but we now have implemented using HOLD F4 as a modifier for other inputs.
In Vehicle: Chase Camera ————————————————————————————————————————. Camera Target Offset These controls will change the position that the camera to targeting, allowing the camera to focus unaligned from the player origin. Reset Camera View to Default Resetting will restore all changes to the above values back to their defaults. In Vehicle: Vehicle Orbit ————————————————————————————————————————.
Orbit Rotation Pressing Z will enable Orbit rotation control, allowing the player to rotate the camera around the target. Disabling the control again will keep the rotation. Z to toggle Mouse movement Control for rotation.
In Vehicle: Orbit Passenger ————————————————————————————————————————. Camera Target Offset These controls will change the position that the camera to targeting, allowing the camera to but pointing aside of the player. On Foot: Third Person Orbit ————————————————————————————————————————.It only operates in areas where there is gravity so planets, moons, landing pads.
When in Hover Mode Tilting forward will move you forward as all your thrust is being aimed down. The Speed threshold for this is unique to each ship rather than a global value.
The transition between normal and hover mode can be abrupt at certain speeds as defined per ship, the transition-in, and transition-out velocities are different, preventing you from rapidly changing between normal and hover.
Hover mode is a bit of a mix of decoupled and normal flight mode, and there is no decoupled toggle in hover mode. Hover mode is very much like decoupled already. If you strafe left and right you have to counter it yourself to stop. Certain ships have the ability to rotate their vtol thrusters so they can tilt the ship forward and not drift.
The prospector being the prime example. If you hold spacebrake the ship will arrest any sliding and sit in a stable hover.
While this is on you can freely rotate your gimbals to face down at surface targets. So you can turn on the brake, and then gimbal your mining laser to a rock and mine without any issue. There is a certain amount of random occelation in the ships thrusters in hover mode, so ships will bob a little bit. While in Hover Mode Some ships can roll degrees however you will likely lose control and crash.
There is no hover mode where there is no gravity, so you will not see it in space unless in a hangar or on a landing pad. Hover mode is always on below a certain speed while in an area with gravity, though you can adjust the power to your thrusters to make your ship fall for example. VTOL thrusters allow ships to have more acceleration to hold themselves up and are less likely to overheat etc.
Some ships like the reclaimer need vtol thrusters to even stay afloat in lower gravity environments. There is no hover decoupled mode, since hover mode already exhibits similar behaviour to decoupled mode. Decoupled is only available in normal flight.
The Flight Model and Hover Mode will continue to evolve and 3. The system seems to give the ships a more believable mass in atmosphere too, you are no longer hovering like you are in space, but either flying around a planet or using your VTOLs to hover.
I want to see how larger ships handle the Hover Mode and how hard is it for a Reclaimer to try to get into orbit from Hurston for example. A couple of other things that were mentioned were that VTOL thrusters can generate a good amount of heat and eventually be very fuel hungry.
There is component Heat Propagation, hot components heat others up. Managing your systems will help with this. But what do you think? Do you like the sound of Hover Mode? Do you think it will improve the Flight Model? Skip to content.Star Citizen Alpha 3. The important new features with new controls are:.
All controls and key mappings can be found in game by accessing your options menu press ESC and looking for the Key Bindings tab. The same options allow you to rebind your keyboard layout and gamepad controller settings as you prefer. In addition to blocking, dodging is also a defensive option and can be activated by double tapping "A" dodge left"D" dodge rightor "S" dodge backward. Players can also do "takedowns" if they melee from an undetected direction, usually behind the target, and can be initiated using the middle mouse button.
When unarmed, melee attacks will do non-lethal damage and takedowns are non-lethal, meaning they will render another player unconscious for a brief moment rather than kill them. As of Alpha 3.
This adjusts the pip location accordingly. The following are the new key bindings from Alpha 3. Data is provided because it is the best available found source - thank you and praise to the author - hstaphath.
Notes: In order to equip the multitool players must first purchase it as well as the mining attachment. Also the Rucksack must be purchased and equiped in order to mine. Since Alpha 3. It is no longer required to be moving in a straight line to use Afterburner. Afterburner has not changed for Alpha 3.
In Alpha 3. Quantum Enforcement and Interdiction controls can be found in the ship controls using interaction mode - Hold F and look around with the mouse. The important new features with new controls are: Melee Combat Controls Fisticuffs! Important Keys for Alpha 3. The backpack is also required to store mined or harvestable items.
Printable Key Bindings for Alpha 3. This printable PDF key bindings for Alpha 3. Cockpit Controls for Star Citizen Alpha 3. General Controls for Star Citizen Alpha 3. Combat Emotes in Star Citizen Alpha 3.Do you want to get really involved with a certain game? Our mission : To be thorough, detailed, emotional and honest. We need a lot of support, both on the editorial side and financially. And if you want to talk to us or other readers or leave feedback, just contact us.
Where are the best spots for mining? How does FPS mining work? Which resources bring profit? The german version of this guide can be found behind the link. Die deutsche Version dieses Guides findet ihr im verlinkten Artikel.
In this guide we will introduce you to mining in detail and show you how to become a professional miner -- in a spaceship and on foot.
We will also explain what is planned for mining and what an extensive production chains could look like in Star Citizen in the future. Attention : Star Citizen is still in its alpha phase.
Changes are normal with every patch. Therefore, data in this guide may sometimes differ from practice. We try to incorporate changes immediately and keep the guide up to date at all times, but if you notice significant differences, please let us know in the comments.
Star Citizen is still in alpha, but Update 3. Our guide to performance in Star Citizen shows you how you can squeeze out some more FPS, if necessary. How much you earn depends on what resources you find.
But a considerable part also depends on skills and strategy. For this you also need the right attachment, an Ore Bit Mining-Attachement. A few gems will fit into your standard inventory, but not a lot. You can buy the equipment for example at Tammany and Sons in Loreville Hurston. This increases your inventory significantly, which means longer mining trips and more profit.
A backpack completely filled with Hadanite will bring you a full 16, aUEC. You can also take so-called QuikFlares 25 aUEC each with you to mark your way in labyrinthine caves and find your way out more quickly. But you can also earn it in game : In Lorville and Levski the Prospector is for sale for 2.
Rental for one, three or 30 days is also possible, for example at Vantage Rentals in Lorville. The ARGO Mole is a multi-crew mining ship operated by three crew members with three independent mining turrets. With 69 SCU it also has more than twice the loading capacity of a Prospector. The ARGO Mole is a mining ship with three mining turrets which are operated independently of each other. The Orion mining platform comes into the game later. We have summarized all information about it later in this article.
Resources can be found in rocks on moons, in caves or on asteroids. Once we reach the surface, we switch to scanning mode with the TAB-button. Keep the left mouse button pressed to fully charge the scan at level 1x and release the button to trigger the ping. So you can scan all the time. The cuboid indicator in Star Citiizen shows after a scan, in which area we have to search for resource deposits. Potential mining resources are indicated by large cuboid grids as in the screenshot above. Fly into such an area and repeat the scan to find resource deposits.Simply decide how you want to fly when Star Citizen itself is released, and commit to it.
A mouse setup is precise, ubiquitous, and requires the least amount of deskspace, adjustments, and, for the most part, hassle in general. Obviously, just like with other games, a more expensive mouse with higher DPI settings will perform better. A Roccat Tyon is unique in that it offers a thumbpaddle that can be used as an analogue axis; many users have reported problems with these mice and the thumbpaddle specifically, however.
With the myriad of bindings available, a mouse like the Logitech G or the Razer Naga are great options as well.
If you use mouse, be sure to turn off mouse acceleration, both in Windows and in the game. BoredGamer has a great video on how to do that here. In fact, many of his videos will help new players with setting their game and controls in general, and his channel is highly recommended.
Joysticks feel great, offer excellent ship rotational control, and are beloved by many backers. Hopefully some of the tips here will help to reduce that time for some of you.
The TM is almost universally recommended as an entry-level joystick by experienced players. There are two main options:. For both options, the joystick needs to be absolutely stationary. This is not negotiable. You cannot make precise inputs if the joystick base moves at all.
For the main hand, pitch and yaw is the way to go for the x and y-axis mappings. Many players Vin included have tried and failed to make pitch and roll accurate enough to compete in Arena Commander. Trust us, if it were possible, Vin would have found a way to do it. If you plan on using TrackIR with all gimbals, you might be able to get away with it by using the TrackIR for fine-aiming.
This includes the fire button!