Project Wingman – Keyboard and Mouse Controls

The Mappings

All credit goes to icrawler !

Pitch (elevators) and roll (ailerons) are high-priority flight controls, with yaw (rudder) at the lowest. As such: pitch is bound to keyboard and mouse; roll is bound to mouse; and yaw is bound to keyboard.

Because the important flight surface controls are bound to both mouse and keyboard, you can mash whatever combinations you need with the keyboard hand while still maintaining stable flight control with the mouse hand.

Large changes in pitch are controlled with the keyboard (W/S) while small changes in pitch are controlled with mouse (vertical axis/mouse Y). Important for being able to do both sharp turns and more gradual adjustments when aiming or in pursuit.

Roll is controlled through horizontal mouse movements (mouse X) which seems to be sufficient.

Rudder is controlled through keyboard (A/D). Used more for aiming the gun and maintaining consistent orientation through turns.

Thrust increase is bound to Spacebar while thrust decrease/brakes is bound to Left Shift. Sharp banking turns are possible with Left Shift + W/S. Boosting with Spacebar at or near the apex of the turn allows you to recover velocity or dodge missiles. Alternatively, holding the throttle open during a turn (Spacebar + W/S) can help you increase distance from a pursuing craft.

Horizontal X Padlock (Look back) is bound to both Left Ctrl and G so I have options no matter which fingers were active.

The rest are rather similar to the defaults as they seem sufficient to me:

Main gun is triggered with Left Mouse Button and Secondary/Missile is controlled through Q.

Change Target/Padlock is through E. Special Module (Flares/AOA) is through H. Weapons are selected through the number row (1, 2, 3, 4) above WASD.

Volodymyr Azimoff
About Volodymyr Azimoff 13994 Articles
I love games and I live games. Video games are my passion, my hobby and my job. My experience with games started back in 1994 with the Metal Mutant game on ZX Spectrum computer. And since then, I’ve been playing on anything from consoles, to mobile devices. My first official job in the game industry started back in 2005, and I'm still doing what I love to do.

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