Vector 36

Vector 36

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Vector36: Understanding the Controls and Controllers
By Sp4m
This guide is intended to help new players understand basic and advanced controls in Vector36, and how the craft responds to input.
   
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Introduction
"Understanding the Controls and Controllers" part of a series of guides intended to provide new pilots with a path to mastery.


Vector36 has a steep learning curve, but once you understand how the races are organized, get comfortable with the interface and learn how to pilot and modify your skimmer, playing Vector36 can be a deep and rewarding experience.


Please leave a comment if you have feedback. I'd like this guide to be helpful for as many players as possible.

Is there another guide you would like to see? Let me know!
Controls and Controllers
Skimmers in Vector36 use simulation style controls, so being familiar with how your craft specifically responds to input is paramount.

Vector36 is playable with a wide range of controllers, but it's best experienced with a HOTAS (Joystick/Throttle). It also supports simultaneous input from multiple devices, allowing players to augment their SIM setup with rudder pedals, Track IR and more.

If you're having trouble piloting your skimmer at first, play through the game's tutorial a few times. It does a good job at introducing the controls and capabilities of a skimmer.


Vector36 Controls
Understanding how the craft responds to input is useful when you're trying to engineer a more effective skimmer.
Definition: The term 'Vector' refers to the positional thrusters on your craft.


Name
Function
Horizontal
Activates Lift Vectors. Turns Thrust Vector. Used for turning the skimmer left and right.
Vertical
Activates Lift Vectors. Controls vertical force on the skimmer. Depending on the configuration of your thrusters, it may control the altitude of your craft, or simply the pitch.
Rudder
Activates Lift Vectors. Controls body roll for the craft.
Rudder input is optional and disabled by default. To use your Rudder, you must use the crafts ECU to program the input for the appropriate Lift vectors.
Thrust
Thrust is NOT used exclusively for forward momentum.

Thrust controls how much power is pulled from the Power Diverter. This power is then divided between Lift and Thrust Vectors as determined by the Bias control.

Binding Thrust to an analog control allows you to adjust your Power Diverter's total energy output. This is useful at high power levels, when pushing too much power through your Lift Vectors is likely to burn them out.

Binding Thrust-Forward to a button allows the pilot to easily engage full engine power, even if the throttle slider is at a lower stage.
Boost
Activating Boost pushes your Power Diverter's energy output to the maximum level configured by the ECU.

By regulating your Bias, a pilot can use their Boost to increase the force of either their Thrust Vector (increasing speed), or their Lift Vectors (increasing turning force)

Boost generates significant heat. If your craft's radiators cannot compensate, this can result in skimmer damage and a forced shut-down.

Boost consumes fuel. If you run out of fuel during a race, your skimmer will slow to a crawl.
Start
Used to activate your craft at the start of a race or after recovering from a shut-down.
Jump
Activating Jump temporarily changes your Bias to 10%, helping your craft to quickly gain altitude without expending additional fuel or generating heat.
Bias Control
Bias Control determines how energy provided by your Power Diverter is divided between your 'Lift' thrusters and your 'Thrust' thruster.

Binding Bias to an analog control allows you to adjust your power balance during a race, effectively trading off between speed and maneuverability as-needed.
Auxiliary 1
This is used to perform a 'Fuel Purge' which uses a large portion of you skimmer's fuel to leave a dropped hazard behind your craft.
Camera
This allows you to change camera views from inside the cockpit to an external chase camera.

Because of a skimmer's close proximity to the ground and the importance of navigating over or around frequent obstructions on the track, the first person camera is the most effective way to race.

The chase camera is better used to check on damage and repair status after a crash.

Look Controls
Allows the player to look around the cockpit.
UI Controls
Allows the player to map controller buttons for menu navigation.

Sample Control Config for Saitek x52 and external Rudder Pedals


Have you been successful with an alternative control setup? Tell us about it in the comments!

10 Comments
Hiigara 26 Apr, 2017 @ 9:53am 
I did not understood the bias. See, pitch, yaw, roll, thrust, all the same as in FSX and DCS but bias however...that is freakin AWESOME!
DarK 12 Mar, 2017 @ 12:04am 
@Red River Studio RE: control naming
Pitch, Roll and Yaw. It works for aircraft, and skimmers fly.
Sp4m  [author] 1 Feb, 2017 @ 5:26pm 
I made Steam Controller Config this afternoon, but I'm having a lot of trouble getting Dynamic Bias to feel the same way it does with a HOTAS. Without the physical feedback of a throttle in your hand, it's very challenging to balance the Bias between 80% and 90%. However, I expect if I had a differently designed craft, this could work better.
Sp4m  [author] 30 Jan, 2017 @ 3:58pm 
@Torus: RE: Analog Bias Control...
I have a physical throttle (hand forward, hand back) mapped to control Bias. When I push it forward, my top speed increases, but my craft quickly starts to lose altitude.
Piloting my skimmer is a game of balance, continuously pushing forward to ~90%, then pulling back to ~80%. I can pull back harder if I need to navigate over a hilltop, and push full forward to lose altitude.

If I take my hand off the Bias Control for more than a moment, I crash in flames.
Controlling my craft this way is what made me fall in love with V36. It gets your whole body involved.
Sp4m  [author] 29 Jan, 2017 @ 11:30pm 
@Torus, I keep my throttle pegged at 100%, and I use 'Bias' like the throttle.

It amounts to the same thing.. higher % Bias means more energy going to my forward momentum. The pea-soup air is good enough to slow me down on its own, so all I need to do to turn is pull back, and decrease the bias/increase turning force. Works like a charm.
I also have to slightly adjust my bias continuously to maintain proper altitude. I think it's a side effect of using only 2 Lift vectors... Basically it feels like my craft is always falling forward.

@Red River: I like Pitch Yaw and Roll, but if I recall, I had to do some funny stuff to get 'roll' to work. I think I had to invert input form the left side of my craft.
Ottomic 29 Jan, 2017 @ 3:51am 
@Red River: I'd swap "rudder" for "horizontal" and have them called "pitch" "rudder" (or "yaw") and "roll".
Red River Studio  [developer] 29 Jan, 2017 @ 1:59am 
Does anybody have any suggestion to what I can rename Rudder to? Horizontal, Vertical, aaaaand.....
Torus 28 Jan, 2017 @ 9:45pm 
Thanks about the lap times, where did the show up? I just checked in game, seems like there was a reset recently.
Yes, with roll I meant rudder. I experimented a bit with it and ECU programming, but never got to the point where I felt more control.
I just mentioned the bias as a advanced control, as you also target beginners with this guide. I would tell them to learn to control the ship first, than later add rudder and dynamic bias.

How do you use dynamic bias by the way? I have to adjust it incrementally (the longer I keep the button pressed, the higher it goes). I assume, the best option is absolut control:
If me throttle wheel in my joystick would not be broken, I could set it a the prefered spot, and gain muscle memory, which postion responds to which bias.
Sp4m  [author] 28 Jan, 2017 @ 9:34pm 
@Torus: Thanks!! I appreciate the corrections, and I salute your lap times. I will correct my description of Jump.

When you say roll is not required, are you referring to Rudder control? I have made *heavy* use of dynamic bias for all leagues, but I think my craft are unconventional.
Torus 28 Jan, 2017 @ 9:03pm 
Thanks for your work. But some of the explanations are incomplete. E.g. jump is simply a shortcut for putting the bias at 10%. So 90% go to the lift vector.Therefore jumping does not generate more heat or uses more fuel. But the cooling is better with higher speeds, so when jumping on the spot, it is very easy to overheat, as the cooling from airflow is missing. I would also mention that roll is not required at all to race, and a beginner can leave the bias setting at a pleasant level thorughout the whole race.