![]() You can see the effect of your set nonlinearity by moving your controller and observing the logical axis (green diamond) compared to the physical axis (red) at the top of the axis settings screen (animation below). A setting between 1 to 2.5 seems to work well on pitch, roll, and yaw axes for many. It's really down to user preference and should be set accordingly with testing (test flight). ![]() ![]() Some virtual pilots prefer to have their controls completely linear (set to 1) while others prefer the reduced sensitivity around the centre of the controller. Moving further along the axis, output will increase as will movement of the control surfaces. ![]() Sensitivity will be reduced around the centre of the controller making finer adjustments easier. The benefit of nonlinearity can be improved aiming. It is then up to the user to set a nonlinear curve along an axis if they want to change that level of output. Ideally, all controllers should be linear across their axis range, meaning from the neutral position to full deflection there should be a regular, even level of input from the controller to the game. Either set in-game or on the device itself (Windows Devices). The tiniest amount of dead zone is usually all that's required to have a steady neutral position. With a dead zone set, the logical axis (how axis movement translates into the game environment) should start moving AFTER the physical axis has started moving, depending on how much dead zone you have set.Ĭlick thumbnail to see the effect of dead zone on the logical axis: You can see the effect of your set dead zone by moving your controller and observing the logical axis (green diamond) compared to the physical axis (red) at the top of the axis settings screen (animation below). Some devices already have a dead zone, some none at all. Having a user adjusted dead zone can prevent this unwanted movement in the neutral position. Depending on how sensitive your controller is, holding it in a neutral, centred position can sometimes return movement to your aircraft where you normally wouldn't want any. At the foot of the guide is an explanation on how to map buttons or keys to axes such as Prop Pitch, Mixture and Radiator.Īn example of an axis settings screen - Roll axis:ĭead zone is a small, set radius around centre of your controller axis where user input is ignored. The experience of driving historically accurate vehicles into battle will now be available on all platforms – and without compromising the level of realism.For those that may be having problems with their controller axis and sensitivity settings, here is a breakdown explaining some of the more important settings for axis configuration. But console players will unlock the full potential of simulation mode in War Thunder for the very first time. Previously PC players at least had the option of manually building a complicated setup of several control devices to fight both on ground and in the skies in one battle. Players will easily hop from one vehicle to another using the War Thunder Controller only. There will be no need to switch between four different control devices right in the middle of a gameplay session, not anymore. One single War Thunder Controller can be used for ground vehicles, ships, jets, helicopters as well as any future types of military hardware. The best grade aluminium alloys and stainless steel will be used to make the War Thunder Controller very durable. ![]() Finally console players will get the means to operate all War Thunder vehicles comfortably and precisely even in simulation mode, with no need to remember thousands of button combinations. ![]()
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