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Ook thanks.. I will try that and let you know how it works!
What I would like to see though is the ability to assign various game functions to the buttons and D pad, this would be very useful! The options screen doesn't seem to allow this kind of configuring, but only allows very general templates., e.g, for left handed players. Please make it so.
GREAT game, by the way!
Normally in a game you just plug it in and that's it. But in Helium Rain it doesn't do anything, like it's not there.
I just needed to reboot. I still don't understand why it didn't work because I tested and the controller worked fine in other games. But it solved the problem
Is there a reason you have chosen to not support gaming industry standards for controller support? Most gamers, especially for simulations, are not going to support sims that don't have that.
I want to see your title and any future versions, succeed. But it is very hard to recommend to all those I know that play space sims, a game that won't support controller mapping etc.
We're a very small team, and Helium Rain has taken more than four years of work, including a year in Early Access before release. We have to be realistic about the features we provide, knowing games with 100x our team size will definitely be able to do more.
By the way, did you try the beta branch ?
Have been gone since the HOTAS question.. will try that here in a little while now that I am back home for the next few weeks.
I guess my only answer to the above, is that it is frustrating for those like me to see a game like this on PC make its primary controller support, console controllers. I say like me, because I don't use or play on consoles, only PC. And as I said prior, for a sim that has this much potential, playing with a controller just does not give it that feeling of immersion or a simulation.
I love to play Star Citizen, Elite and most of the X series space games. Doing so on a controller would really ruin the immersive aspect of those. Helium actually has one of the best 'feels' to its flight model so I cannot even imagine playing such a sim on a controller vs a joystick of HOTAS configuration.
My critique is not to anger or insult but to try and give you a perspective from this side of things. I do a LOT of NDA testing for a lot of major well known titles and one of the needs and requirements is to give open and honest feedback and criticism, not just bug reports. Hopefully it is something you will consider for the future. I can understand the problems now that you are this far along.. but perhaps it is something that can be revisited for better support at a later time in a patch or major update.
I will give the beta branch a try in a bit to see if that helps with the other HOTAS problem I wrote about.. Will post back once I do! Thanks..
Being an X52 Pro user myself, I'd say the best you can do is make a profile that accounts for non-mappable controller input. I'd sugest mapping it to output keyboard/mouse commands so you can remap in-game easily.
This guide is pretty handy:
https://gtm.steamproxy.vip/app/236150/discussions/0/611701360824525080/
Truth is HOTAS'es - being only really useful on a very small segment of games and being priced as they are - are a very very small part of the controller market and very complex, each model outputting completely different commands for the same function. One HOTAS trigger can be Button 0, the other might be Button 2. One's Throttle can be Axis 2, the other might be Axis 3.
Developers can't always put the resources needed into integrating that level of mapping flexibility into their engines in order to cover a fraction of user's cases (As is the case of Little Green Man Games). And since we chose the edge-case hardware, it's up to us to find ways to work around it: for us it's the Saitek software.