Hi there. Thanks to Flavien’s effort i was able to again try the IB.
You programmers should be considered endangered species. Thank you.
I took some notes while playing to provide bit of feedback. It is just my silly opinion.
Nothing more.
Launcher
Great to have the Control settings UI in launcher, makes things lot easier to try out.
Notes:
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For some reason my rudder pedal axis(saitek) was detected as a button, but worked normally as an axis.
Typo i guess. -
Some options and settings could use “hover over explanations” It wasn’t very clear what some of the options meant.
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Checkbox to set default control method.
Currently it is set to mouse. And when you use joy and forget to hit F4, resulting takeoff is funky.
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Zoom (in cockpit) as an axis.

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More controllers. Currently you can only use two.
Some like X52 and t16000 series can be linked to be merged into one device. But normally you would have two with stick and throttle. If you want to use rudders and headtracking(since normal track ir/freetrack is not supported you have to use virtual joystick) you are two devices short.
If you want to use such setup you are forced to use external programs like universal joystick remaper. Which isn’t as easy to setup.
I guess there has to be a reason it is limited to two devices only. But i have to wonder what is that reason? If for simplicity sake, i think it achieves the opposite.
In game
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I like the changes to flight model in atmosphere. Bank turning is useful compared to way back.



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Though i have a control conundrum:

In atmo. i like my controls to behave like airplanes would =>
Pitch and Bank on Stick,
Yaw on Rudder pedals.
My mind expects that, it feels natural.
But when i got into space it was clearly inferior method.
So i changed it to:
Pitch and Yaw on Stick,
Bank on Rudder pedals.
Which feels natural in space
But really weird in atmosphere.
This is obviously just my mind’s perceived problem due to years of drill on flight/space sims. 
But now that two are blending together it creates this weird conundrum.
Anyone else having similar experience ?
Guess i will figure out some control macro or what not in UJR, to switch it with button press.
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Throttle range
Seems wasted. I was mostly using first 30% of the throttle range rest was over kill (it seems ok in warp)
Currently the curve looks like this.
But i would not be afraid to push it even farther like this (that is just example):
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target nearest could be limited to enemy only. (it gets confusing when you are on RED side, you cant beat lifetime of walking on green and stopping at red) But at least this would remind you. Once there are non it does start to rotate friendlies.
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also why cant i target base parts when they are the goal ? Am i doing it wrong ?

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Headtracking
Great to have this enabled now. It makes HUGE difference.
I played first time in a year and ended up surprisingly high in scoreboard.
Not because i was good (i was actually pretty bad :-D) But because of situational awareness.
Fact that you can target what you look at and turrets even track your head movement, oh and spotlight that is just cool. X-B
What could be made better about it.
There is one very strange thing about the head looking.
It seems there is a circle directly in front where the plane of motion is warped towards the middle.
And it feels like your head is pulled towards the center.
Here is a vid. to demonstrate.
Those V motions are not done by me. All i do is move head left to right.
In leveled state motion is ok no issue. But when lookikng slightly up or down and turning your head.:
For comparison DCS (other sims too) with same movement.
You get used to it after a while, but still i have to wonder, is it intentional or a bug ?
Seems strange.
Also range is limited to 90° in all directions. …could we have more ? Please X-B
Cockpits have windows far enough back to utilize it anyway. Guess i am spoiled from DCS.
And there is no transnational head movement. ¯_(ツ)_/¯
UI Elements
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Shields/Hull/Speed/Energy readouts. They are small but i like them small. But they are barely visible. Perhaps more contrast to the readouts or flashing effect/change of color when critical.
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Flight path marker. Is also not visible enough. And it even seemed to disappear near ground. Where i needed it most.
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Overcharge state - would love to know at a glance in what state i am. Tiny numbers are not visible most of the time let alone in the heat of battle.
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Target status ui element. Needed heavily.
This little thing.

… you could stea…inspire yourselves

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Some sort of close range radar thingy would be lovely too. Had no idea if anyone is behind me or not. Resulting in my test of EMP(or how is it called) affecting someone during stream (sorry dude i wasn’t aware someone was there.)
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“Target suggested battle site” feature or something like that, could be nice. Searching it by the name and pointing at random, planets in the distance is bit clunky.
- have you considered some small hauler craft to transport goods and deploy defenses and building things around the space ?
You would be surprised how popular this is in multiplayer games. (battlefield series, truck sims, farming sims)
Not everyone is great fighter, but people really love to participate. (lately was having blast doing this in helicopters around DCS multiplayer servers. I starting to get those weirdos playing Euro truck simulators.
Please don’t be discouraged by negative sounding feedback i was having paper to writing those …i should have had paper for awesome things too 
Overall it shaping up really nicely. Pretty nice Inovae. 









