So the solution to your bugs is for us players to avoid your bugs? Glad to see this took you guys 9 months to figure out
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May 10 2016
So... anything to report, BI? Seems like you "fixed" this before, and it's come back and now it's getting ignored.
I can confirm this is occurring... again... My input devices I tested are: XBOX 360 For Windows (Controller), and Saitek Pro Flight Combat Rudder Pedals.
I can't fly until this is fixed :(
Hey all, some updates and a possible (although stupid) workaround:
Hey guys,
Thanks to Ratszo's post here: http://forums.bistudio.com/showthread.php?186337-New-Patch-has-decreased-sensitivity-of-my-input-devices-(controller-and-pedals) - I tested out unbinding one of my controllers at a time. That is: I ensured I only have ONE non-keyboard/mouse device bound to my rudder.
This seems to be a usable workaround for the issue.
When I have the XBOX 360 controller - right stick bound to rudder and my saitek pedals bound to rudder - my rudder rotation is cut (I assume) in half.
When I unbound one device, and tried the other - I got my full rotation back...
So this will work for now - but I prefer to have my fall-backs available - and I see no game logical reason that would require this sort of change from BIS. If the reason was to fix an issue where using two input devices would result in double turn speed: then the solution is not to average each device... It is to enforce a maximum turn radius on game objects that need one...
Any official response from BI would be great... This is such a silly bug, and it seems like an easy win!
I can confirm. I cannot vote this up enough... For now, I have been using MCC to build any missions - and bonus: you can %&!@#!ing SAVE in MCC!
May 9 2016
Who cares about the programming logic behind it - or why they never did it. That's their business... It's ridiculous that they didn't implement it in the first place.
Good news though: in September they'll release the "FOV DLC". For a mere $7.99: you'll get access to change your FOV.