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Hey guys,

Just want to see if anybody else has this issue, and if so to bring it to the dev team's attention:

When I try to change certain controller button mappings in settings, it forces the original button to also be chosen after I confirm. For example, I would like hover up to be right trigger and hover down to be left trigger. Fire primary is right shoulder, fire secondary is left. When I try to confirm those settings, it keeps them but adds the previous settings in as well. When I go back to hover up, for example, it would read out right trigger and left shoulder simultaneously. This means that when I fire secondaries I hover up, and when I hover up I fire secondaries. The functions are mapped to both places. I can't fix it.

I blank out the control entirely every time I map the button, so it's not that I'm adding a second button that does the same thing. It forces the original setting into the button map every time I try to change to a different setting.

Pitch seems to be on an accelerating basis instead of constant, as well. It seems to start slow and then speed up a lot. Throws off my aim a lot. Dunno if it's intentional. Would make sense from a mass inertia point of view, I guess.

Game plays great so far for me. I loved the first Everspace and I see a hell of a lot of potential with this sequel. I would personally LOVE to see some sort of multiplayer, maybe in the form of coop, but the single player is spectacular as well. Looking forward to seeing what comes next!
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avatar
invisibletheift: Hey guys,

Just want to see if anybody else has this issue, and if so to bring it to the dev team's attention:

When I try to change certain controller button mappings in settings, it forces the original button to also be chosen after I confirm. For example, I would like hover up to be right trigger and hover down to be left trigger. Fire primary is right shoulder, fire secondary is left. When I try to confirm those settings, it keeps them but adds the previous settings in as well. When I go back to hover up, for example, it would read out right trigger and left shoulder simultaneously. This means that when I fire secondaries I hover up, and when I hover up I fire secondaries. The functions are mapped to both places. I can't fix it.

I blank out the control entirely every time I map the button, so it's not that I'm adding a second button that does the same thing. It forces the original setting into the button map every time I try to change to a different setting.

Pitch seems to be on an accelerating basis instead of constant, as well. It seems to start slow and then speed up a lot. Throws off my aim a lot. Dunno if it's intentional. Would make sense from a mass inertia point of view, I guess.

Game plays great so far for me. I loved the first Everspace and I see a hell of a lot of potential with this sequel. I would personally LOVE to see some sort of multiplayer, maybe in the form of coop, but the single player is spectacular as well. Looking forward to seeing what comes next!
Was able to reproduce this behavior. We will get this fixed.
avatar
invisibletheift: Hey guys,

Just want to see if anybody else has this issue, and if so to bring it to the dev team's attention:

When I try to change certain controller button mappings in settings, it forces the original button to also be chosen after I confirm. For example, I would like hover up to be right trigger and hover down to be left trigger. Fire primary is right shoulder, fire secondary is left. When I try to confirm those settings, it keeps them but adds the previous settings in as well. When I go back to hover up, for example, it would read out right trigger and left shoulder simultaneously. This means that when I fire secondaries I hover up, and when I hover up I fire secondaries. The functions are mapped to both places. I can't fix it.

I blank out the control entirely every time I map the button, so it's not that I'm adding a second button that does the same thing. It forces the original setting into the button map every time I try to change to a different setting.

Pitch seems to be on an accelerating basis instead of constant, as well. It seems to start slow and then speed up a lot. Throws off my aim a lot. Dunno if it's intentional. Would make sense from a mass inertia point of view, I guess.

Game plays great so far for me. I loved the first Everspace and I see a hell of a lot of potential with this sequel. I would personally LOVE to see some sort of multiplayer, maybe in the form of coop, but the single player is spectacular as well. Looking forward to seeing what comes next!
avatar
RFG_Ingmar: Was able to reproduce this behavior. We will get this fixed.
Thank you!