Jump to content

Recommended Posts

Hi everyone,

I wanted to ask you if there is any way to fly the plane with mouse as yoke (just like War Thunder) in SF2 or SFP1

I know it's way better to fly it with a joystick, and that it's perfectly playable with arrow keys, but that's something i just wanted to know about.

Let me know if there is any way to set this as yoke command.

Thank you very much :smile:

 

Edited by JamesWilson

Share this post


Link to post
Share on other sites

not that I've ever seen in 17 years ...

  • Like 1

Share this post


Link to post
Share on other sites
30 minutes ago, Wrench said:

not that I've ever seen in 17 years ...

Ah ok then.

It's a bit of a shame for me, but it's not fundamental, since flying even with the arrow keys is greatly made in SF series.

Thank you btw!

Share this post


Link to post
Share on other sites

Yes there is. Using "Virtual Controller". Since it's been some time since i configured it, i can't explain how to make it work but you could go to Youtube and search for MSFS2020 mouse yoke. It works in SF exactly the same way it works in MSFS.Well, except from one thing. The control surfaces for some reason keep trying to autocenter. Even though i disabled autocentering in the Default.INI,. It works for the keyboard which is really cool because it makes it much more playable, but it doesn't work for the yoke. It still autocenters.

  • Like 1

Share this post


Link to post
Share on other sites
4 hours ago, xXSyllasXx said:

Yes there is. Using "Virtual Controller". Since it's been some time since i configured it, i can't explain how to make it work but you could go to Youtube and search for MSFS2020 mouse yoke. It works in SF exactly the same way it works in MSFS.Well, except from one thing. The control surfaces for some reason keep trying to autocenter. Even though i disabled autocentering in the Default.INI,. It works for the keyboard which is really cool because it makes it much more playable, but it doesn't work for the yoke. It still autocenters.

thanks man

Share this post


Link to post
Share on other sites

I don't know if it has anything to do with the fact that i've installed VJoy, but the mouse can be used as yoke even without any Virtual Controller software. Just go to options, controls, and set the flight controls to mouse. You simply click on it and move the mouse and it's done. I haven't noticed that before. Still, it autocenters and you have to move the mouse around all the time just to turn the plane.

  • Thanks 1

Share this post


Link to post
Share on other sites

Actually you can disable the auto-center, but it seems that it works only with keyboard control. I have the auto-center disabled for pitch control only. similar to flaming cliffs 2. to disable it go to >C:\Users\[User]\Saved Games\ThirdWire\StrikeFighters2 Vietnam\Controls\Default.INI and find SelfCenterRate under PITCH_CONTROL and set it from 1 to 0. I wouldnt recommand disabling it for Roll and Yaw. its not as good as flying with the mouse but it makes things a little easier.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By JamesWilson
      Hi everyone,
      I recently got into weapon modding and wanted to edit some missiles.
      I went for the Weapons Folder with the Weapons Editor, and some weapons were missing, even tho i can see them and equip them in-game.
      I wanted to edit the AA-2D Atoll for my Su-22M3, but there's no AA-2 folder inside Weapons folder, nor inside plane folder, even tho the missile is equippable and i can see it/use it in-game.
      Since there's no Atoll folder, i have no idea how is it possible for me to have it in-game, and even less i know on how am i supposed to edit it through Weapons Editor, since i can't select the folder.
      I thought it may be a sort of "built-in-game" missile and for this reason not showing in weapons folder (idk i just made an hypothesis).
      So i tried using the CAT Extractor, but seems like not working... no matter which CAT file i select, it says "error opening this .CAT file, no files can be extracted", how's that? How do i fix it? Am i doing something wrong?
      Thank you in advance for helping me fixing all these issues or helping me find what i'm doing wrong
    • By JamesWilson
      Hi,
      after seeing the TMF F-14 has wrong and inaccurate speed and fuel indicators, i found out the default Third Wire F-14 has working and accurate ones, but i dont wanna use it cause the TMF Tomcat is better and the cockpit too more realistic too, so can you switch the speed and fuel indicators on the TMF F-14 with the default Third Wire F-14? And for fuel too? Do you need to 3D model and/or do something else other than edit some text files?
       And is it or it's not possible to do?
      Down here are 2 pictures from the correct cockpit in the default Third Wire F-14:


      And 2 from the TMF F-14 (the inaccurate one):


       
      Thanks for helping.
    • By JamesWilson
      Hi everyone,
      I was wondering how to customize the numbers after your callsigns, since it always gives me the same ones.
      I think i managed somehow once, a bit of time ago, but now i forgot and have no idea how to.
      I'm not talking about how to customize the callsign name, but the unit number after it.
      As you can see in the Roster and in the picture under, i get "Fast Eagle 1-1" and "Fast Eagle 1-2"
      Here are some examples:


      The numbers on the tail, wing and nose numbers are customized, cause i managed how to change them, choosing them individually for each unit in the mission file by changing "AircraftNumber=" and typing the number, like "2" (as for 202). It doesn't change by typing the whole number tho, like 202 by typing 202, but it goes by typing the number that corresponds to the list of numbers you have. For example, In a list that goes from 200 to 400, you will have to type 10 to get 300. Here i just typed "2" and "7" since the list starts from 200


      IIRC, in the past i just used to type the Aircaft number just like that, and in-game i had the proper number after the callsign, like "Fast Eagle 102", not just the number displayed on the plane livery.
      How do i do? I'm pretty sure that it's possible to have "Fast Eagle 102" on my screen HUD and in the Roster
      Thanks in advance for helping me.
       
    • By JPMoney
      I’m flying an F-16I Sufa mod for Strike Fighters 2 Israel. I’ve modified the loadout ini file in an attempt to change the missile types and positions on the pylons. I’m having a consistent issue with the outer pylons (not the wingtip mounts, but the furthest pylons from the fuselage under the wings). I want these to carry one AMRAAM each, and as far as I can tell I have modified the loadout ini, the related missile object inis, and aircraft ini to be able to accommodate this. However, when I go to a single mission in-game and access the loadout screen, those outer pylons are always empty (no missiles). When I go to add missiles manually to these pylons, all AMRAAM types only are available in “4s” and not “2s.” So in other words it’s trying to mount 2 AMRAAMs on each pylon, which shouldn’t be possible (realistically), as these are set up for single missiles only. The F-16I ini file does have a relatively complex series of pylon rules, but I believe I have it set up to be able to mount AMRAAMs on these pylons, and I can’t find any setting in any file that would allow me to indicate there should only be the option to mount one missile per pylon in the loadout screen in game. I suspect a setting related to this “4 missiles” issue is preventing my loadout ini file from operating correctly and defaulting my vipers to have AMRAAMs on those pylons. 
       
      Any thoughts on a setting I am missing here?
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..