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It made sense to me. I guess it's how you interpret the controls of an actual aircraft and how they map to keyboard controls. In aircraft controls it's "pull ba
by flanbiscuit 6y ago
It made sense to me. I guess it's how you interpret the controls of an actual aircraft and how they map to keyboard controls. In aircraft controls it's "pull back" to increase altitude (up) and "push forward" to decrease altitude (down).
I imagine it this way, each direction key maps to a part of the topside of the aircraft
- up: front/nose of aircraft, pressing up pushes pressure on the nose which would make it tilt downward, hence going down or losing altitude
- down: back of aircraft, pressing down pushes pressure on the backside of the aircraft which would make it tilt upward, hence going up or gaining altitude
same for left and right
- bartread 6y agoYeah, it's funny. For anything involving controlling an aircraft or spacecraft I prefer aircraft style controls (i.e., pull back for UP, and push forward for DOWN). For FPS I prefer the opposite: forward is look up, back is look down, with very few exceptions. I'm not really sure why this would be but it throws me completely if I try to play most FPS (and even some six-axis games) with aircraft style controls. Felt very natural with Bosconian 3D though.
- pvg 6y agoYour own descriptions suggest the underlying reason for this - e.g. 'pull up' - the controller maps to the orientation of the thing you are controlling vs 'forward is look up' - the controller maps to where you want to look.