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RE: Hello from space
Posted: Tue Dec 15, 2009 12:12 am
by Shant
But surely some are going to be indispensable, right? F6 obviously, for instance. Nearest enemy is usually important but it may not be in this game, I dunno yet. What I really need to know is whether I will strafe much, and whether you'll use the one where you turn off engines and float in one direction, but you can still turn and fire at the enemy. I think they called it 'sliding' in the game Tachyon. And what about reverse thrusters? Do you ever use 'em?
RE: Hello from space
Posted: Tue Dec 15, 2009 1:40 am
by Shingen
Shant wrote:
But surely some are going to be indispensable, right? F6 obviously, for instance. Nearest enemy is usually important but it may not be in this game, I dunno yet. What I really need to know is whether I will strafe much, and whether you'll use the one where you turn off engines and float in one direction, but you can still turn and fire at the enemy. I think they called it 'sliding' in the game Tachyon. And what about reverse thrusters? Do you ever use 'em?
In combat, I use them all. Actually, in Iwar2 I hardly go anywhere in "assisted" mode.. it's always "engine's off", unless I need to control velocity to approach a station or some other mission objective.Strafing should become second nature in Iwar2. The auto-pilot keys (F5,F6,F7,F8) are all indispensable. Also the camera keys (F1,F2,F3). Reverse thrusters, main thusters, undock key.. target enemy, target objective, cycle target, cycle weapon, ect., I use them all.I guess the most important 20 commands would be:PitchRollYawThrustReverseStrafe LeftStrafe RightFire primaryFire secondarylaunch countermeasuresTarget closest enemycycle targetscycle weaponsStarmap (which requires Up,Down,Left,Right keys and mouse /m-wheel to pan/zoom)AP disengageAP approachAP formateAP dockundockLDsI...then you have wingman commands as well.....not to mention all the multimod GUI commandsBTW, I also have Tachyon. Great game. Bruce Campbell rox!

RE: Hello from space
Posted: Tue Dec 15, 2009 1:52 am
by Shant
Yes Sir! Couldn't find anybody else who'd played Tachyon while I was playing it a few months back. That game was truly excellent. There never seemed to be a dull moment, and I really liked the way the control mechanics felt. Sliding was really important in that game. I went from Tachyon to Freelancer and remember being very disappointed at FL's controls initially. No sliding, couldn't even roll the ship. Tachyon felt just right. I'm thinking about doing that one again it was so much fun. Maybe next time I'll work for the rebels instead of the corporation. Any mods for this one?BTW thanks for listing the most important controls, that will come in really handy. I just need to figure out the best way to lay them out, and where to put the strafing. BTW, how do you fly with engines off? There are no afterburners in this one, right?
RE: Hello from space
Posted: Tue Dec 15, 2009 11:33 am
by Shingen
Shant wrote:
BTW, how do you fly with engines off? There are no afterburners in this one, right?
The game uses pseudo Newtonian psychics, so an object in motion, stays in motion until acted on by another force.There are no "speed limits" in IWars 2. As long as you press the thrust key, you accelerate. However, that means that if it took you 5 mins to get to 100,000 kms, it's gonna take you 5 mins to come to a complete stop. All the inertial computers do is try to keep you at a set speed, heading in a forward-facing direction. The flight model isn't arcade like Freelancer or Tachyon, it's Newtonian like FFE or Terminus.
RE: Hello from space
Posted: Tue Dec 29, 2009 8:03 am
by Vaipa
Well, if I recall correctly the default model for IW2 is partially assisted Newtonian, which you can disable at will should you wish to do those crazy turns. Don't remember what the command is.