#Split Throttles
13 messages · Page 1 of 1 (latest)
left shift/ctrl and right shift/ctrl
if you had a throttle qudrant or just 2 different keys for each and one key for both
The bigger issue would be managing it through gamepad controllers. The input plugin used in the game is Rewired and from what the dev team has experienced this plugin is not capable of combination inputs. The already-limited input space for gamepads is already completely used up and if it can't be put into a controller, it doesn't get added.
They could hardcode them with yaw control, but there hasn't been a single scenario where it would have helped me
Hardcoded to yaw control and only if throttle not at full i guesss???
Even if you had it 100% you just lower the other side and bring it back to 100 once you release.
I would like to see this so I can make use of my split throttle but I think they don't put much focus on HOTAS so unlikely.
while on this topic, broken engines should provide as much thrust to satisfy the throttle setting, if they can. example of what i mean by that:
engine A is good, B is broken with 60% max thrust.
How it should be:
throttle is at 80%, A should provide 80% and B 60%
How it currently is:
A provides 80%, B provides 48% (80% of 60%)
I can see some value in being able to throttle down a damaged engine as an emergency procedure, but IMO that is above the complexity bar for this game. It'd make more sense for an engine on fire to automatically reduce throttle to zero and pop FPE, and the FCS to compensate for the yaw, transparent to the player.
interactable control in the cockpit maybe? point view at levers and adjust levers by click / dragging? not sure how i feel about the OP idea but specifically that is how it could be done
mitch has confirmed interactable cockpits wont be athing, maybe just animations when things are operated (gear lever, flight stick, lights, ect)
good to know! trhanks