Hang on Terry, that's not a very fair comment at all if I may say so. There's quite a few people here who've recognised a problem with how the game (well the Bugsier and Ocean Star) work with Controllers. I'd therefore really like Vstep to look into this, possibly use my rushed-diagram to understand what we mean etc.
I too can use the Red Jet and Red Eagle just fine with my controller set-up, however the Bugsier doesn't behave as I'd expect. You say that you have it working just fine with yours, so could you post a link to your pad (as when I googled it just now, I found nothing that matches it), and perhaps post your exact control settings from in-game, as I'd very much love to have my controller working properly with my favourite ship in the game! Sorry if I come across as 'whiny', I don't mean to be. But you come across as very elitist when you make comments like 'Please don't change anything Vstep', almost insinuating that it is us (Pigdog and myself for example) who are at fault here. The controller I use works flawlessly with all other ships. I've changed it's parameters to suit ship sim better, and it gives me a richer, fuller experience than I get could ever get using a pesky, and in-no-way-realistic mouse and keyboard. So with that said (and hopefully no offence caused...), Please Vstep, as a HUGE fan of your Simulator, could you look into the problem that people are having with using the Bugsier with a Controller/Joypad?
EDIT: Was going to post this yesterday, but forgot, so I'll include it in this post.
If I understand correctly, you are controlling the azimuth with the joystick and it is not working correctly.
The mouse control however should be perfectly fine. This is also the only way to have as much control as possible, you cannot simulate azimuth controls with a joystick, since in a joystick direction and thrust will always be connected.
Hi Martijn. I'm not sure if you referring to a joystick in the sense of the tall, (usually) black, jet-fighter type stick, or one of the analogue sticks on a joypad, but if it was the latter, then the direction and thrust can be disconnected from one another, as is evident in many console-based First Person Shooters. In Halo or Call of Duty for example, the right thumbstick (/analogue stick, too many terms for them lol) serves as the player's head if you like, and allows you to look in any direction. It does not move the player in any way other than through 360 degrees on the spot where he's stood though, as movement (forward, backwards, and strafing) is all put onto the left stick. So surely it'd be quite simple to have a set-up in ship sim where as the Schottel unit could be positioned through a full 360 degrees, according to the direction that the joystick is being pushed to, whilst engine speed could be attributed to another button/control (i.e. triggers/shoulder buttons)?