Author Topic: Just because I could: A control layout for FS2 on a console controller  (Read 2274 times)

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Offline Woolie Wool

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Just because I could: A control layout for FS2 on a console controller
With the imminent release of the promising Wing Commander Arena and the not-so-promising Battlestar Galactica (the XBox live version, not BTRL), plus games like Starshatter and Spaceforce Rogue Universe, the possibility exists for a resurgence of the space sim. However, if this lead to the creation of you know what, it is highly unlikely that it would be PC exclusive, especially if :v: made it, considering their current owners. Therefore, I shall prove that FS2 can be played on a PlayStation 2 controller with this control layout:

Left stick X-axis: Yaw
Left stick Y-axis: Pitch
Right stick X-axis: Bank
Right stick Y-axis: Throttle
X: Fire guns
Square: Afterburners
Circle: Fire secondaries
Triangle: Deploy countermeasure
L1: Target nearest hostile
R1: Target nearest friendly
L2: Target nearest bomber/bomb
R2: Target next escort ship.
D-pad up: Target next turret
D-pad down: Target next subsystem
D-pad left: Cycle primary banks
D-pad right: Cycle secondary banks
D-pad up+right: Toggle single/double fire secondaries
Start: Pause
Select: Open communications menu
L1+R1: Engage jump drive

Communications menu:
D-pad up: 1
D-pad left: 2
D-pad right: 3
D-pad down: 4
L1: 5
L2: 6
R1: 7
R2: 8
X: 9
Square: 0

The console control layout would have auto-ETS and smart shields.

So, your thoughts?
16:46   Quanto   ****, a mosquito somehow managed to bite the side of my palm
16:46   Quanto   it itches like hell
16:46   Woolie   !8ball does Quanto have malaria
16:46   BotenAnna   Woolie: The outlook is good.
16:47   Quanto   D:

"did they use anesthetic when they removed your sense of humor or did you have to weep and struggle like a tiny baby"
--General Battuta

 

Offline jr2

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Re: Just because I could: A control layout for FS2 on a console controller
You could have the communications use the D-Pad to navigate up/down... would be slower, but would leave you more buttons.  *shrugs*  eg, or you could have l1 & l2 for up/down, and the D-Pad would work the shields.

 

Offline Woolie Wool

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Re: Just because I could: A control layout for FS2 on a console controller
No, scrolling up/down in the comm menu would take too long. You can't sit on your ass for 30 seconds to give an order.
16:46   Quanto   ****, a mosquito somehow managed to bite the side of my palm
16:46   Quanto   it itches like hell
16:46   Woolie   !8ball does Quanto have malaria
16:46   BotenAnna   Woolie: The outlook is good.
16:47   Quanto   D:

"did they use anesthetic when they removed your sense of humor or did you have to weep and struggle like a tiny baby"
--General Battuta

 
Re: Just because I could: A control layout for FS2 on a console controller
I've got two example configurations for you, Woolie; they offer some innovative ideas on how to save button space and maximize the number of functions we can cram into our pads. The Dreamcast configuration especially, since it doesn't even have a second stick and also lacks L2/R2 buttons. The PS2 config makes use of pressure sensitive buttons to control throttle, instead of the right stick.

Note that both Starlancer and Ace Combat 5 use a "speed = maneuverability system," meaning that the faster your ship goes, the faster it can turn. While this is realistic only for atmospheric combat, in Starlancer this allows you to control your own maneuverability for precision aiming.

Starlancer (Dreamcast)
I have renamed the Dreamcast buttons to their PS2 counterparts.
Note that the Starlancer config makes use of Double Click arrangements to save button space, and also, to make up for the lack of a second analog on the Dreamcast, has a secondary mode system to enable rolling and strafing. It also features a dedicated targeting menu and vastly simplified wingman commands (just "attack" and "cover me").

Left stick X-axis: Yaw
Left stick Y-axis: Pitch
{X}: Fire Guns
{Square}: Hold for Targeting menu, Double click for Target Ship Nearest to Reticle
{Circle}: Fire Secondaries
{Triangle}: Hold for Ship Systems menu
L1: Press to Brake, Double click and hold for Reverse Thrust
R1: Press to Accelerate, Double click and hold for Afterburners
L1 + R1: Match Speed
L1 + R1 + A + B: Eject
D-pad up: Toggle Radar
D-pad down: Chaff
D-pad left: Previous Missile
D-pad right: Next Missile
Start Button: Pause

While in Ship Systems Menu (activated by holding Triangle), the following commands change. Unlisted commands (such as L1+R1=Match Speed) remain the same...

{X}: Toggle Blindfire (cannot be used if more than one cannon is active; automatically disabled if you select Full Guns for cannon config)
{Square}: Cycle Gunnery Modes
{Circle}: Cycle Special Abilities
{Triangle}: Let go of this button to leave Ship Systems Menu mode and return ship controls to normal
L1: Hold to Strafe with Analog Pad
R1: Hold to Roll/Bank with Analog Pad
D-pad up: Order Attack on Target
D-pad down: Cover Me
D-pad left: Previous Camera view type
D-pad right: Next Camera view type]

While in Targeting Menu (activated by holding Square), the following commands change. Unlisted commands (such as L1=Brake) remain the same...

{X}: Target Nearest Enemy Fighter
{Square}: Let go of this button to leave Ship Targeting Menu mode and return ship controls to normal
{Circle}: Target Nearest Torpedo, or Bomber
{Triangle}: Target Nearest Friendly Fighter
D-pad: Navigate Targeting Menu (appears as a categorized list to select friendly targets, enemy targets and enemy subsystems. Once the player has found their choice, releasing {Square} will lock it as their target).



Ace Combat 5: The Unsung War (PS2)
Being an air combat game, this game places banking control on the left stick and puts the rudder control on the L2/R2 buttons (not a bad idea, actually). It makes heavy use of pressure sensitive buttons to control things.

Left stick X-axis: Bank
Left stick Y-axis: Pitch
Right analog stick: Move camera
X: Fire guns
Square: Press to Display Map / Apply pressure to magnify it
Circle: Fire missile / special weapon / apply pressure to track the missile
Triangle: Change targets / apply pressure to track the target
L1: Throttle down (pressure sensitive)
R1: Throttle up (pressure sensitive) --- hold down very hard to engage afterburners
L2: Yaw left
R2: Yaw right
D-pad up: Attack my Target
D-pad down: Cover Me
D-pad left: Disperse
D-pad right: Toggle Wingmen Special Weapon authorization
Start: Pause
Select: Toggle (change) missile/special weapon
Push Down Right Analog Stick (R3): Change Views

Hope these examples are useful.
« Last Edit: July 25, 2007, 01:35:09 pm by Gregster2k »

  

Offline Woolie Wool

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  • Fire main batteries
Re: Just because I could: A control layout for FS2 on a console controller
The Starlancer one has a few too many menus for my taste. The last thing you want to do is browse through menus as the clock is winding down on the supernova in Capella.
16:46   Quanto   ****, a mosquito somehow managed to bite the side of my palm
16:46   Quanto   it itches like hell
16:46   Woolie   !8ball does Quanto have malaria
16:46   BotenAnna   Woolie: The outlook is good.
16:47   Quanto   D:

"did they use anesthetic when they removed your sense of humor or did you have to weep and struggle like a tiny baby"
--General Battuta

 
Re: Just because I could: A control layout for FS2 on a console controller
I am mostly interested in how Starlancer has two shift buttons in order to cram more buttons onto the controller, and how Ace Combat 5 uses pressure sensitivity to create a throttle. If I remember correctly, Ace Combat keeps the throttle at halfway unless you are pushing the accelerator or the brake (seeing as it is an atmospheric flight simulator)...
« Last Edit: July 31, 2007, 10:22:19 pm by Gregster2k »