[FEEDBACK] Input Profiles

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LetMeIn11
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[7.0 b2] Some Ctrl+<key> combinations are not mappable

Post by LetMeIn11 » Fri, 19. Apr 24, 17:11

I cannot bind `Ctrl+x` `Ctrl+c` and `Ctrl+v` keys for some reason. When pressing these combinations the key binder menu just closes without saving the entered combo. Other `Ctrl+<letter>` combinations seem to work correctly.

CBJ
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Re: [FEEDBACK] Input Profiles

Post by CBJ » Fri, 19. Apr 24, 17:51

Those key combinations are used for copy and pasting text. They shouldn't be remappable in menus because that would break that functionality. However they should be remappable for other contexts, and they shouldn't just "disappear" when they can't be mapped, so that part is not working as it should.

LetMeIn11
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Re: [FEEDBACK] Input Profiles

Post by LetMeIn11 » Fri, 19. Apr 24, 22:54

Cool, didn't know that we can copy-paste in menus. I was trying to bind all these combinations to "Next ammunition" though.

arquebusx
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Re: [FEEDBACK] Input Profiles

Post by arquebusx » Sat, 20. Apr 24, 04:15

Buzz2005 wrote:
Wed, 17. Apr 24, 15:51
I have the same issue with THRUSTMASTER T16000M, in gamepad mode my character moves or the map moves without me pressing anything, tried all the calibration and putting higher deadzone its the same, I played with gamepad off since that works fine, didnt try it now in 7.0 though and seeing this report dont see a reason to, radial menu cant be properly implemented???
Gamepad mode causes drift if you touch the mouse. That's a bug that's been around since 1.0, I think.

LetMeIn11
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Re: [FEEDBACK] Input Profiles

Post by LetMeIn11 » Mon, 22. Apr 24, 14:51

I saw this complain before but still want to emphasize that you cannot select radial menu items in the mouse steering mode and this is very disappointing. I binded "deploy mine" and "deploy laser tower" to the menu just to realize that I cannot deploy anything while being in combat unless I switch off the mouse steering mode which resulted in my ship blowing up.

Buzz2005
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Re: [FEEDBACK] Input Profiles

Post by Buzz2005 » Mon, 22. Apr 24, 17:19

arquebusx wrote:
Fri, 19. Apr 24, 05:46
Buzz2005 wrote:
Wed, 17. Apr 24, 15:51
I have the same issue with THRUSTMASTER T16000M, in gamepad mode my character moves or the map moves without me pressing anything, tried all the calibration and putting higher deadzone its the same, I played with gamepad off since that works fine, didnt try it now in 7.0 though and seeing this report dont see a reason to, radial menu cant be properly implemented???

but anyway with controller radial menu works perfectly so im happy
How do you use the radial with a controller? I can get it to pop up, but the only way I can select anything is by using the mouse. What do I need to set in the bindings/settings to be able to use one of my analog sticks on my Xbox controller?
this is my inputmap.xml, I didn't change anything for radial only to turn it on with pressing right mushroom, as you hold it with the left shroom you choose what option you want then release right shroom
I use xbox one controller
Attachments
inputmap_2.xml
(56.75 KiB) Downloaded 9 times
Fixed ships getting spawned away from ship configuration menu at resupply ships from automatically getting deployables.

OneFlame
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Re: [FEEDBACK] Input Profiles

Post by OneFlame » Tue, 23. Apr 24, 02:15

Left-Handed Numpad Keybindings Broken
Post by OneFlame » Mon, 22. Apr 24, 16:33

As a left-handed person of awesomeness, I often use the mouse in my left hand and the numpad with my right hand.

As such, there is not a lot of keyboard "real-estate" and I have to use keyboard modifiers—a lot.

However, it is not currently possible to bind: Shift+, Ctrl+, Alt+, Shift+Ctrl+, Ctrl+Alt+ : Numpad 0, etc. (Numpad 0 doesn't bind at all.)

Issue Summary:
  • Unable to use ALL modifier combinations, (shift+alt+, etc.): Logitech G300s Mouse, (Best Left-Handed Gaming Mouse EVUR). Shift, Ctrl, Alt, and Shift+Ctrl (or ~), have all been bound to the top gaming buttons.
  • Unable to numpad keys effectively: Corsair Keyboard and ICue for Remapping
  • Unable to set HUD elements to Move and Fade to minimize burn-in: 21:9 OLED Monitor
Corsair Keyboard Remap, (to test alternative bindings):
  • Numpad 0-9: remapped to 0-9.
  • Numpad Enter: F (Default interact key in lots of games)
  • Numpad +: T (Default targeting key in lots of games)
  • Numpad -: -
  • Numpad *: R or sometimes ~
  • Numpad /: /
  • Numpad . : .
  • Numlock: Tab
Usual Remapping (Star Citizen, Microsoft Flight Simulator, Elite Dangerous, etc.):
  • Shift: Boost/Sprint, Dodge Roll (Dark Souls!).
  • Numpad 3: Boost. (usually Cruise Control, SCM speed, Match Target Speed, etc.)
  • Mouse X/Y : Yaw/Pitch
  • Numpad 4/6 : Roll
  • Numpad 8/2: Strafe Forward/Back (Accelerate, Reverse)
  • Shift+Numpad 8/2: Full Speed forward/reverse.
  • Numpad 7/9 : Strafe Left/Right
  • Numpad 0/1: Strafe Up/Down
  • Numpad Enter: F (for Interaction)
  • Left/Right Arrow: Previous/Next Target
  • Shift+Left/Right Arrow: Previous/Next Subgroup
  • Ctrl+Shift, (or Shift+Alt, etc.) Left/Right Up/Down Arrows: Friendly Targets, Target Objects, Target Cycling in general.
  • Up/Down Arrow: Previous Next Weapon Group
  • Tab/Numlock: Radar Mode, or scan mode.
  • Numpad /, *: Reload, Cycle Ammunition, etc.
  • Numpad +/-: Closest Target, Travel Mode, etc.
  • Insert, Home, PGU, Del, End, PGD: Various Ship Modes (Long range scanning, etc).
As a side note: As a graphic artist, (Adobe Illustrator, Photoshop, Blender), Action RPG player (Lords of the Fallen, recovering Souls addict, Nioh, Wo Long, etc.), Space Ship pirate, (Elite Dangerous, Star Citizen, Microsoft Flight Simulator, etc.), I find these general mappings to be universally consistent in all games. This mouse is especially helpful in art when I am not using my pen tablet.

PS5 Dual Shock 6 Axis Support: Always please?

Malamen
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Re: [FEEDBACK] Input Profiles

Post by Malamen » Fri, 26. Apr 24, 22:26

Not sure if this is the correct place to report this but where it goes:

I'm using an XBOX 360 controller and when I'm in full throttle and press any button, even the D-pad, the ship comes to a full stop and I have to release and press the throttle again.

This is very annoying specially in dog fights because when I try to switct targets the ship stops.

sabbede
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Re: [FEEDBACK] Input Profiles

Post by sabbede » Tue, 30. Apr 24, 00:18

Would it be possible to split the dock and jump to cockpit commands? I like it for docking, but keep accidentally teleporting back to my ship.
Asus TUF x570 PRO Wi-Fi
AMD Ryzen 9 5900x
32gig Patriot Viper PC4-35200
RTX 3070Ti
EVGA 850 GS PSU
Windows 10 x64
and a joystick.

sicnarfghost
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Re: [FEEDBACK] Input Profiles

Post by sicnarfghost » Wed, 1. May 24, 00:30

Some suggestions for XBOX controllers bindings :

I would suggest to allow multiple wheels on the same "Y" button. Press once to show the menu. Press one to hide. While in this mode, allow multiples wheel to be navigated. Perhaps with sholder buttons. Something in the like of Baldurs Gates 3. Perhaps a special wheel for fast interactions while holding in the vein of shooters for quick action.

I would add the option to always pause the game while pressiong "start".

I would like the option to always show the load a specific save form the pause menu, not using always the designated shortcut. Even on the start menu while I boot the game. Don't know why it'snt there by default.

I would suggest to allows binding of multiple keys in one button press, the wheel help me doing so, but only 8 choices. Like for instant travel mode. Perhaps adding a modifier like the "y" to bind with the arrows keys on the joystick to do specific tasks.

Perhaps having the option to select the keys from a list and not making the input from the controller itself.

Thanks for the controller support, I like being sit on from of my tv after a days at works on my computer

sicnarfghost
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Re: [FEEDBACK] Input Profiles

Post by sicnarfghost » Wed, 1. May 24, 00:33

I also forget to mention, a camera mode to see around my ship without using the mouse, the games is so gorgeous, why I can't control the outside view with the controller is strange and could be awesome on a big screen ;)

Ergoswot
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Re: [FEEDBACK] Input Profiles

Post by Ergoswot » Sun, 5. May 24, 07:04

Ketraar wrote:
Tue, 2. Apr 24, 18:46
Info
With an emphasis on making the game more accessible and enjoyable for all, the 7.00 Public Beta of X4 has introduced enhanced button remapping and ready-made control profiles to match your steering needs in space. Furthermore, during the course of the beta phase, we also aim to implement a new standard profiles. Here, we ask for your support, both your feedback on the options themselves but also to submit you own custom profiles if you have them.

Should you want to submit your profile please make sure to state if its for M&K, Controller or Joystick. In the case of Joysticks, and to a lesser extent also controller profiles, state the type so we can associate them to the profile.

Image

Feedback Notes:
  • General Feedback on the new options, especially the new radial menu
  • Feedback and suggestions for input profiles for Mouse and Keyboard
  • Feedback and suggestions for input profiles for Controller
  • Feedback and suggestions for input profiles for Joysticks
Known Issues:
  • TBA
Please please pleasseeee make a profile for the hugely popular VKB Gladiator NXT flight stick, it is without a doubt one of the most popular on the market for space sims. https://www.vkbcontrollers.com/products ... right-hand

Additionally many people use it in "HOSAS" mode with an Gladiator NXT EVO Omni Throttle (basically the same stick with a different shaped grip) https://www.vkbcontrollers.com/products ... i-throttle

If there could be a profile for this that would be so amazing. Thanks! :)

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Ketraar
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Re: [FEEDBACK] Input Profiles

Post by Ketraar » Wed, 8. May 24, 16:20

With beta 5 there is a new default profile, aimed at controller at first. Check OP for details.

MFG

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Blankchild
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Re: [FEEDBACK] Input Profiles

Post by Blankchild » Wed, 8. May 24, 16:47

Does anyone else here toggle Flight Assist on and off alot or is it just me? Just wondering if you do how are you mapping that to a controller?

JMCorp
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Re: [FEEDBACK] Input Profiles

Post by JMCorp » Wed, 8. May 24, 19:53

Ketraar wrote:
Wed, 8. May 24, 16:20
With beta 5 there is a new default profile, aimed at controller at first. Check OP for details.

MFG

Ketraar
i play primarily with controller, and i have to say i do like the default profile. i have a couple things that jump out at me like a clown in a haunted house.

first, the target object button needs to be moved to the dpad up, and that button needs to be dual purpose. you're wasting a button on the controller. it should be dpad up to select target, long hold to lock/unlock target. while we're on the subject, please fix target lock because it doesn't work. my target changes on its' own (beta 4 and below) all the time even when locked.

on the above not, and this may be my personal preference, toggle flight assist needs to be one of the main buttons on the controller by default. i always map it to B, so i recommend you do the above and put toggle flight assist on B. it's a travesty that something that needs to be activated and deactivated in the blink of an eye is not a default main binding.

second, you should be able to tap x, or tap y, to execute the topmost item in the wheel without having to open the wheel. a default action, as it were.

oh and i'm not crazy about external view being put on the (play?) button, but i'm going to try to get used to having to use the wheel to bring up the (not quick anymore) quick actions menu. IMO, external view should be in the wheel, and quick actions should be on the (play?) button. you i can count the number of times i used external view on zero fingers. i'll try it out but i don't think i'm going to use it, but if i do it's going to be turn it on and leave it on. i won't be toggling it all the time. the quick actions i use a hundred times a game session. so this mapping is backward IMO.

i'm sure i'll have more opinion on this as we go, but i LOVE seeing controller get some love.

JMCorp
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Re: [FEEDBACK] Input Profiles

Post by JMCorp » Wed, 8. May 24, 20:10

actually, related to the last post i made:

if you made it where you can just tap the button for the topmost option in the wheel, you could add wheels to the a and b buttons as well. that would give a ton of extra control options to us poor controller users.

DizzieDawgie
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Re: [FEEDBACK] Input Profiles

Post by DizzieDawgie » Wed, 8. May 24, 21:34

I'm not really liking the targeting with the new default controller profile. I'm using an Xbox controller.

We have a "Target Closest Hostile" and a "Target Object" (which says it also targets the "closest" object), but how do I target what my crosshairs are on?

As it is now in the beta, to dock with a station I have to first fly really close to it so no other objects are closer before I can "target object" to then request docking permission. I really want to be able to easily target what is directly in the sights of my guns, so I can look at a station in the distance, target it, then autopilot or request docking. I'm not seeing how I can easily do that with the current controller setup.

Or am I missing something obvious?

Fazmaster
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Re: [FEEDBACK] Input Profiles

Post by Fazmaster » Wed, 8. May 24, 22:35

JMCorp wrote:
Wed, 8. May 24, 20:10
actually, related to the last post i made:

if you made it where you can just tap the button for the topmost option in the wheel, you could add wheels to the a and b buttons as well. that would give a ton of extra control options to us poor controller users.
I'd like to second the idea for alternative, additional wheels. They may be on A/B as suggested or maybe switchable (between two) when tapping X/Y. I'm for instance missing many deployment shortcuts for satellites, extended satellites, laser towers etc. I'd suggest to focus on grouping the wheels and name/rename them, a dedicated "deploy" wheel could be almost full and "Toggle Autopilot" and "Toggle Guidance" may better fit into Radial Menu 1 replacing "Pause" and "Open Quick Action".

In general I'm pretty happy that radial menus finally found their way into X4. Thanks a lot you did this and also for looking for a solid default setting.

Fazmaster
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Re: [FEEDBACK] Input Profiles

Post by Fazmaster » Wed, 8. May 24, 23:09

Sorry, I'm overtaking myself here, but was just thinking that grouping radial menu along X4's tag lines might make even more sense:

If you want to "fight" you don't want to 'deploy satellites' and you almost certainly don't want to 'toggle autopilot', but 'deploy laser towers', 'deploy mines' or give commands to your wing or fleet.

In "explore" you want to 'deploy satellites' instead or request permission to dock while in "manage" you'd like to give orders to your traders and manage your stations etc.

So apart from radial menus being more context driven and actions easy to find they also emphasize on the various aspects of the game.

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Stoats not Goats
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Re: [FEEDBACK] Input Profiles

Post by Stoats not Goats » Thu, 9. May 24, 06:53

Ketraar wrote:
Wed, 8. May 24, 16:20
With beta 5 there is a new default profile, aimed at controller at first. Check OP for details.

MFG

Ketraar
I set up my Xbox One controller to handle the radial menus in beta 4 and it turned out quite similar to the new default one in beta 5 so the default seems great to me. The largest difference between the profiles is that I have LT for boost rather than accelerate and LB for full stop rather than decelerate. I'm finding as well that I'm using my controller for a lot more now that we have the radial menus which I'm really enjoying (If we had just one more radial menu I could control even more :P ). All in all I'm really enjoying the new input options and I appreciate the effort you're all putting in to make the game even better.
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