Using coupled mode is like using AT in a racing game. Makes everything easier. I really appreciate that they made decoupled as it adds a ton of depth to flying.
9:30 decoupled landing is the best way to do it. Lol. Just put your vector indicator in the middle of the landing zone and watch your speed (space brake comes in handy). I should add, gear down puts you into the third mode called "vector hold mode" where your ship will fire thrusters in a way that keeps your vector and speed unchanged like decoupled but will fight gravity and wind like coupled mode.
Last patch I got myself a Reliant Tana and would vshift mid maneuver to create jukes in atmosphere. It was a lot of fun, but you had to be conscious about which way your wings rotate so you could catch yourself
AWESOME video, i honestly couldn't figure out what the hell it was doing when i was switching between them other then making me more slidey, the way you broke it down and explained it, all the testing you did, absolutely top notch my friend
I'm a terrible PvP pilot, so don't take my advice. but I tend to fly coupled in atmo, and when fighting around asteroids, (because I tend to drift into the the ground of asteroids). But in open space I love fighting in de-coupled mode. One of the advantages I find, is when you come up against a jousting opponent. You can full burn away from them, then spin 180 to face them, while still moving away from them. This gives you more time to get hits in as they come towards you, and once they do whiz past you, you can just spin 180 again, and you are already moving towards them, allowing you to get in even more hits, while their back is to you. I also find that your ship movements are less predictable with de-coupled mode, and confuses some players, because you are not moving how they expect you to.
The reason why decoupled is more popular for dogfighting is because with direct control over your thrusters, you can get more consistent, and more overall acceleration out of your ship. And because in a dogfight, all you care about your velocity relative to a moving target, so there's no need to control your velocity relative to being stationary. Compare tricording in coupled, and decoupled. To tricord, continuously accelerate; forward, up, and to the side. Tricording is the maximum acceleration of your ship. You can see your acceleration by looking at your g's in the bottom right of your HUD. If you pitch or yaw while tricoring, you'll see your acceleration drops if your in coupled, but it does not in decoupled. While you may not always want to accelerate to the max, you want to have consistent control over it. In theory it is possible to get consistent acceleration in coupled with analog strafe controls, but it's harder in coupled. In order order to do so, you need to be aware of your current velocity.
The difference in advantages of coupled versus decoupled flight comes into heavier consideration when you use different ships. With smaller ships there's a smaller difference but when you use larger ships that's when you start to see the advantages and disadvantages. For instance, in space I usually use decoupled when I'm fighting with my 600i unless I'm in an asteroid field. But I would never use decoupled in atmosphere. You're not going to out maneuver smaller ships with a 600i so drifting in a specific direction while allocating all of your thrust to maneuvering thrusters is how you fight with a larger ship like that while staying in motion.
decoupled is in my opinion essential in a dogfight especially the closer you get to your opponent. It unlocks full acceleration potential which is much needed when you want to pull off some knife fight maneuvers. Challenge is get the speed under control but decoupled offers so much more benefit that it easily offsets some of the downsides in most scenarios.
You can do all the same maneuvers in coupled that you can do in decoupled. Additionally, in coupled, you keep your acceleration high more often, making you harder to hit. To unlock all of the maneuvering potential, you don't need to switch to decoupled, you need to turn off GSafe.
@@Desrtfox71 You can do the same movements (for the most part) with coupled but no, your acceleration is not higher in coupled. Even with gsafe off, there's still a acceleration difference. As for evasion, you can more easily change your flight direction with decoupled to stay evasive because of the extra maneuver or acceleration capacity you have in decoupled. Just because coupled "slows" you down automatically doesn't mean it makes you change direction faster, if that makes sense. But I will give you this - if you fly decoupled you have to do all the momentum changes yourself so it's something to get used to. Speaking from my personal experience, I used to fly coupled exclusively but once getting used to decoupled, it is superior. Most top pvp pilots in the game also fly decoupled most of the time.
@@lc247_starcitizen most top pvp pilot also use to always use lead pip to. A fad of the times changes when someone finds something successful that others can copy. It is still a fad none the less. As the same goal is still achieved.
@@geronimo5537 I hear you and I like the different perspectives on this. The bottom line to me is that decoupled unlocks the full potential of the ship but whether a pilot can take full advantage of it is up to the pilot and their skills. Either way though, one can still be super effective flying coupled. Ultimately pilot skills matter more than a mere game setting.
@@lc247_starcitizen my point being, there is not a difference. At best decoupled uses slightly less power in the engine category. While at the same time complicating the human pilot's tasks.
I switch back and forth in the middle of fights depending on what I'm doing but for the most part I leave it in coupled they are certain Maneuvers that can only be performed uncoupled and I will uncouple to pull off a maneuver then recouple I enjoyed The Best of Both Worlds
In zero G dogfights the place where you'll notice decoupling the most is while "jousting". If you are coupled most of the time, but decouple while passing by the enemy, then decoupled advantage really shows.
you need analog thrust control to really unlock decoupled flight also, if you're not tricording, it's gonna feel really awkward. decoupling teaches you to pinpoint your inputs and once you *really* get the hang of it, flying coupled feels like shit. always be aware of your vector. in space this is especially important, id recommend setting your indicator to alwats be visible and in ships like a cutty, you REALLY notice the difference in fuel consumption
I use decouppled for kiting. For exaple if im flying a very immobile space whale ill just boost away, deccouple turn around and shoot as they pursue. its great for bigger ships with bigger shields cause you'll do about as much damage to eachother so the bigger ship wins. Note: not really what i use when i play for combat more for self defence
If decoupling is similar to Elite's FA-Off mode, decoupling would greatly favor a boom and zoom playstyle since it allows you to turn around but retain your momentum, increasing the range between ships. Whereas coupled treats the ship more like a plane where it attempts to do a full circle turn. So decoupling would then favor boom and zoom ships as well as those who enjoy side strafing, whereas coupled favors very close range turn battles where you have a very fast turning ship and want to hug your target.
you still have rotational assist, it’s just the translational assist that is disabled. Meaning, the ship will not keep rotating. But the only thrust inputs come from you. boom & zoom is not effective in sc. Because you only do effective damage once the shield is down. And it will be back at 100% after not being hit for a few seconds. the advantage of decoupled is that you can use your momentum, whereas coupled brakes on its own for no good reason.
I kind of wish decoupled was default for being in space, and not default when in atmosphere. Decoupled just makes sense to my space brain and I love a palpable difference in environment. I think new players would enjoy it. (despite crashing into stations at 1000m/s for their first few days)
@@latjolajban81 You need to press S. (assuming KB/M). Really though, you need to set up a 6dof system. If you're using a throttle, make sure it is set up so that 50% throttle movement is the zero point. This allows you to translate longitudinally forward and backward to the degree possible by your ship. I can provide more specifics if you explain what control scheme you are using. I use a fully 6dof system, so I'd need to look at the specific settings for your control scheme.
@@latjolajban81 Yes it does. Also, afterburner doesn't increase speed, it only increases acceleration. I just tested this in Arena Commander with an Archimedes - about 1175 m/s both forward or backward using KB/M with or without afterburner.
Flying decoupled serves mostly just to keep moving, never be a still target. You're less predictable because to some measure you yourself don't truly know where you're going unless you have a mastery of your vessel, and you're never braking, it's all pedal to the metal. Flying decoupled outside of those situations also helps in keeping a heading while having the freedom to point elsewhere in low and no atmosphere. Flying decoupled is though counterproductive if your ship is slow and takes a long time to pivot and accelerate/decelerate, you aren't in a combat situation nor you're racing, you're pulling precise maneuvers or you're trying to loiter in gravity.
You are actually more predictable when decoupled. Well, unless when flying in coupled, you're just sitting still. To be harder to hit you want your acceleration to be going constantly. Coupled actually does this better than decoupled.
One aspect of being decoupled that constantly catches me off guard, especially in space, is flying backwards, ie: you're accelerating (numbers increasing), but you push the throttle more and your speed decreases, "SURPRISE!" Why can't they add a "-" when in negative numbers? I normally fly coupled, but will touch down (softly), decoupled to get that "Champagne" landing or at worse a "beer" landing. ;-).
in small ships i fly coupled because the agility is to high to make a difference but in larger ships the speed is lower and and the agility is way lower so i often see small ships able to avoid my firing arc. to prevent small ships from having this advantage i decouple and max speed so you cant hide.... i at max speed become a ball turret and small ships struggle to be anywhere but my rear arc i mean you can get to any angle but your agility and speed fall off is greatly mitigated and i can almost keep the most agile ships in my fire arc
I feel as though when flying decoupled you have to fight against the ship and it’s momentum, where with coupled leaving the ship fighting your momentum.
I start flying my ships in decoupled as default. When you have your landing gear down and you are in decoupled, your ship will attempt to maintain its trajectory even in atmosphere. Almost like a semi-coupled mode. Practice landing in decoupled, you can do tricks as you approach the landing pad 😂
Theres a very very very simple way to end this entire discussion. If you prefer a more immersive feel of the game in flight or in combat, use decoupled mode. If you prefer a more relaxed way of playing in general, use the coupled mode. The end, thank you for reading.
Hate to say this, but decoupled mode is a cargo cult in SC. People think that because it gives you more manual control that it's automatically better, but some of the best racers and combat pilots don't use it at all. You can find race videos on all tracks that are on par with or faster than decoupled runs, and some of the best pvpers don't use it at all. It has some limited uses, but you honestly don't need to fly decoupled, and investing the time into learning to fly decoupled will not do anything to give you an edge over others that don't. You're much better off just practicing the fundamentals and not worrying about it. I know a bunch of people are gonna get offended by that and call me a noob or whatever, but I've been playing this game for years and have seen it all, and there is zero evidence that decoupled mode is better for anything besides bragging rights. It's certainly harder and takes skill to master, but if anything, coupled mode works so well that the advantage comes from using it. It's like turning off ABS or traction control on your car or motorcycle. Yes, it's harder, but you're not going to get better results. Not everything manual is better. It's handy for a few things, but the people that swear by it are just fooling themselves.
I fly both. The time I switch to decoupled the most is when I'm pirating in my Mantis. Mainly for one of the benefits that you didn't mention when flying out of atmosphere, and that's ability to maintain distance and speed in relation to a target. So after I pulled a prospector out of quantum, I just make sure that my vector is the same vector as there's (roughly) and I'm relatively close to them and moving at about the same speed. And once all of those are closely equal, I will be hitting them up and global and in hailing them to try to let them know what's going on. Not to mention you always need to be moving in order to dodge the best so if I don't constantly try to stop myself then I'm going to always be moving even though it may not be consciously directed movement it's still the lack of stopping the movement.
decoupled mode is much better for dogfighting in space. it allows you to carry your momentum in obtuse directions while also mainlining fire on your target. Its more of something you toggle in between as needed. Decoupled allows you to be defensive and evasive while still maintain offence. I played star citizen for about 4 months before getting a refund due to my frustrations with the games performance, however I mainly did bounties and ran pvp ops with this org I joined. When facing less skilled pilots hitting a decoupled role destroyed them
I seen the opinion of some advanced pro players but it is interesting to watch someone new trying out. I think in space you become more hard to target if you roll and strafe at the same time decoupled but you need a stick for that maneuver.
Something else that you may not have noticed and did not test for is how much less you tend to blackout in decoupled mode. Since there is less reactive force on the ship as you maneuver you are not pulling the same level of G force in that mode and have so much more control on when and how much force is put on you!
He isn't referring to Gsafe there, but the fact that uncoupled you're not getting extra g-loading from all the minute corrections coupled mode is making along a vector other than the one you're actively changing.
@@RiversJ That is correct that you aren't accelerating as often in decoupled, which makes your flight smoother, and thus easier to be hit. Those micro adjustments do add g-loading as you describe, and that is a benefit in making your ship harder to hit.
Not if you control yourself and you are used to controlling all of your movements in atmospheric flight. I've tried both and I've gotten used to coupled. I have literally no problem maneuvering just the way I want but then again I fly dual stick.
You can do all the same maneuvers in coupled that you can in decoupled assuming that you have proper 6dof controls. Decoupled makes your flight smoother. This is useful for landing, flying low doing tricks over the hills, etc. but flying decoupled actually makes you easier to hit, not harder. This is due to your flight being smoother. Now some of you may say, what about pushing more Gs? Well, this is what GSafe is for. Try flying coupled with GSafe off. This is how you get harder to hit, not flying decoupled. Admittedly, decoupled is cool and good for cinematic flying and landing, but not for dogfighting, unless you're just sitting still in coupled. People seem to get confused between these SC concepts: 6dof - full analog control over all 6 degrees of freedom coupled/decoupled - decoupled does not add uncommanded acceleration, coupled adds uncommanded acceleration to return the ship's translational motion to 0. GSafe - unlocking GSafe allows full acceleration. The most unpredictable, and thus hardest to hit flight mode, is the flight mode with the greatest amount of acceleration and changes in acceleration. This is coupled with GSafe off with full 6dof controls. This is also the flight mode which is hardest to hit someone else while using so your personal dogfight performance may not be best using this mode at least initially.
But when you start rolling for example, you don't have to counter that roll with rolling to opposite direction like in Elite Dangerous with flight assist off, do you?
I think I would fly decoupled if I was using my joystick, and the point you make about enemies targeting you is really fair if you're following smooth arcs across their screen. I'll stick to coupled since I'm not much of a dogfighter anyway.
Why are you not using the space brake in decoupled to help you compensate for unwanted inertial drift? That is its purpose, really. A pretty important part of flying decoupled.
@@crispy9175 True, not objectively, but for most players that won't really matter. Objectively, to be hardest to hit, you want the greatest acceleration and most changes in acceleration. This is coupled on, GSafe off, using a fully analog 6dof control scheme. This is also the hardest to hit someone else in, so has the highest skill ceiling. As a result, actual dogfight performance will vary.
i'm using joystick twist for vertical strafe. keeping a constant partial twist when flying in atmosphere is challenging because your hand has other jobs to do than the twist. is there any trick here? get rid of the twist and go pedals for vertical strafe?
you want a dual stick setup for SC because you have six degrees of freedom. It's not like a traditional single stick fighter plane where you only have force coming out the back.
The flight model is so strange in SC. It is very much arcade feeling compared to a flight sim. Such as barrel rolling in place... Coupled/Decoupled have their place. As I have learned in other space sims and flight sims. When you want to go in a direction it is best to have the ship do so as quickly as possible. I really see no use in decoupled outside of direct combat. Where "drifting" your ship around and maintaining speed is an edge. Racing I can see it helping for big wide areas where you can also drift around loosely. Otherwise it is always better to have the ship aid in going a direction you need to go. I watch many people crash into objects in SC. Typically they don't see the danger ahead because they are not thinking ahead as is required when flying anything. Decoupled just makes your mistakes you cannot see before hand twice as lethal. This is best a tactic used to toggle on/off when combat is engaged. And entirely best used when up close doing turn fights. If you are an energy fighter knife fighting then decoupled is less useful. Most of combat in any game is basic turn fighting. Hence why decoupled is a favored tactic. If you take the turn fighter into an energy fight. They will struggle using decoupled. As you do not allow them to play circles around yourself.
In my experience it comes down to coupled being a bit more precise because you don't have to do every input yourself, but there are maneuvers you can do decoupled that simply aren't possible with coupled enabled.
I think the computer knows just way better how to micro-adjust your thrusters to get the maximum distribution between your thrusters to reach your targeted direction. So in coupled, you will be able to perform more aggressive maneuvers and sharp turns. However, decoupling to make 180 turns and feed your opponent with your arsenal can be a great thing, especially when you are chased and your back shields are nearly depleted. But that's just my two cents from a relative newbie.
Press f4 for 3rd person view. Hold f4 and use the arrow keys, page up down to position the camera. While holding f4 press and hold one of the num pad numbers and you'll set the camera position to the chosen keypad. This is ship specific so you can set different camera positions for each ship. Helps in landing and nice visuals.
You should probably not play. It would be sad if the game did not meet your precise demands, and it caused you stress. It would be a horrible aggression engineered by CIG just for you Mike Philbin. I think it would be best if you skip this game for your own well being.
@@Desrtfox71 yeah it's science fiction space opera and also it's more accurate to say the physics or others things like that is coherent with the universe of the game.
@@ShadyLurker16 Coupled is better for pvp and that's the only thing that determines how skilled a pilot you are. Check out avenger one he uses coupled only
Using coupled mode is like using AT in a racing game. Makes everything easier. I really appreciate that they made decoupled as it adds a ton of depth to flying.
9:30 decoupled landing is the best way to do it. Lol. Just put your vector indicator in the middle of the landing zone and watch your speed (space brake comes in handy).
I should add, gear down puts you into the third mode called "vector hold mode" where your ship will fire thrusters in a way that keeps your vector and speed unchanged like decoupled but will fight gravity and wind like coupled mode.
I always run decoupled but just putting down your landing gear is enough. just that will vector lock you
@@rakugothdajjal527 yep 👍 that's what is referred to as Vector Hold Mode. I'm hoping it gets it's own keybind.
The truly wise pilot uses both coupled and decoupled mode AND VTOL on/off throughout a dogfight as the situation requires.
Vtol switching in combat is so hard but so effective when done right
The Cutty VTOL especially takes people off guard. As it gives you a 90 degree advantage to orbital maneuvers with main engine thrust.
Last patch I got myself a Reliant Tana and would vshift mid maneuver to create jukes in atmosphere. It was a lot of fun, but you had to be conscious about which way your wings rotate so you could catch yourself
@@fuglong race the cutter at lorville, tons of fun and great practice
what advantage does coupled bring in a fight?
vtol? yeah. sure that can make a difference. especially with cutty.
AWESOME video, i honestly couldn't figure out what the hell it was doing when i was switching between them other then making me more slidey, the way you broke it down and explained it, all the testing you did, absolutely top notch my friend
I'm a terrible PvP pilot, so don't take my advice. but I tend to fly coupled in atmo, and when fighting around asteroids, (because I tend to drift into the the ground of asteroids). But in open space I love fighting in de-coupled mode.
One of the advantages I find, is when you come up against a jousting opponent. You can full burn away from them, then spin 180 to face them, while still moving away from them. This gives you more time to get hits in as they come towards you, and once they do whiz past you, you can just spin 180 again, and you are already moving towards them, allowing you to get in even more hits, while their back is to you.
I also find that your ship movements are less predictable with de-coupled mode, and confuses some players, because you are not moving how they expect you to.
The reason why decoupled is more popular for dogfighting is because with direct control over your thrusters, you can get more consistent, and more overall acceleration out of your ship. And because in a dogfight, all you care about your velocity relative to a moving target, so there's no need to control your velocity relative to being stationary.
Compare tricording in coupled, and decoupled.
To tricord, continuously accelerate; forward, up, and to the side.
Tricording is the maximum acceleration of your ship.
You can see your acceleration by looking at your g's in the bottom right of your HUD.
If you pitch or yaw while tricoring, you'll see your acceleration drops if your in coupled, but it does not in decoupled.
While you may not always want to accelerate to the max, you want to have consistent control over it.
In theory it is possible to get consistent acceleration in coupled with analog strafe controls, but it's harder in coupled. In order order to do so, you need to be aware of your current velocity.
The difference in advantages of coupled versus decoupled flight comes into heavier consideration when you use different ships. With smaller ships there's a smaller difference but when you use larger ships that's when you start to see the advantages and disadvantages. For instance, in space I usually use decoupled when I'm fighting with my 600i unless I'm in an asteroid field. But I would never use decoupled in atmosphere. You're not going to out maneuver smaller ships with a 600i so drifting in a specific direction while allocating all of your thrust to maneuvering thrusters is how you fight with a larger ship like that while staying in motion.
decoupled is in my opinion essential in a dogfight especially the closer you get to your opponent. It unlocks full acceleration potential which is much needed when you want to pull off some knife fight maneuvers. Challenge is get the speed under control but decoupled offers so much more benefit that it easily offsets some of the downsides in most scenarios.
You can do all the same maneuvers in coupled that you can do in decoupled. Additionally, in coupled, you keep your acceleration high more often, making you harder to hit. To unlock all of the maneuvering potential, you don't need to switch to decoupled, you need to turn off GSafe.
@@Desrtfox71 You can do the same movements (for the most part) with coupled but no, your acceleration is not higher in coupled. Even with gsafe off, there's still a acceleration difference. As for evasion, you can more easily change your flight direction with decoupled to stay evasive because of the extra maneuver or acceleration capacity you have in decoupled. Just because coupled "slows" you down automatically doesn't mean it makes you change direction faster, if that makes sense. But I will give you this - if you fly decoupled you have to do all the momentum changes yourself so it's something to get used to. Speaking from my personal experience, I used to fly coupled exclusively but once getting used to decoupled, it is superior. Most top pvp pilots in the game also fly decoupled most of the time.
@@lc247_starcitizen most top pvp pilot also use to always use lead pip to. A fad of the times changes when someone finds something successful that others can copy. It is still a fad none the less. As the same goal is still achieved.
@@geronimo5537 I hear you and I like the different perspectives on this. The bottom line to me is that decoupled unlocks the full potential of the ship but whether a pilot can take full advantage of it is up to the pilot and their skills. Either way though, one can still be super effective flying coupled. Ultimately pilot skills matter more than a mere game setting.
@@lc247_starcitizen my point being, there is not a difference. At best decoupled uses slightly less power in the engine category. While at the same time complicating the human pilot's tasks.
I switch back and forth in the middle of fights depending on what I'm doing but for the most part I leave it in coupled they are certain Maneuvers that can only be performed uncoupled and I will uncouple to pull off a maneuver then recouple I enjoyed The Best of Both Worlds
In zero G dogfights the place where you'll notice decoupling the most is while "jousting". If you are coupled most of the time, but decouple while passing by the enemy, then decoupled advantage really shows.
you need analog thrust control to really unlock decoupled flight
also, if you're not tricording, it's gonna feel really awkward. decoupling teaches you to pinpoint your inputs and once you *really* get the hang of it, flying coupled feels like shit. always be aware of your vector. in space this is especially important, id recommend setting your indicator to alwats be visible
and in ships like a cutty, you REALLY notice the difference in fuel consumption
I use decouppled for kiting. For exaple if im flying a very immobile space whale ill just boost away, deccouple turn around and shoot as they pursue. its great for bigger ships with bigger shields cause you'll do about as much damage to eachother so the bigger ship wins. Note: not really what i use when i play for combat more for self defence
DEcoupled always unless I just need to hover or hold a fixed position. And try dcpl landing slow to ground
If decoupling is similar to Elite's FA-Off mode, decoupling would greatly favor a boom and zoom playstyle since it allows you to turn around but retain your momentum, increasing the range between ships. Whereas coupled treats the ship more like a plane where it attempts to do a full circle turn. So decoupling would then favor boom and zoom ships as well as those who enjoy side strafing, whereas coupled favors very close range turn battles where you have a very fast turning ship and want to hug your target.
you still have rotational assist, it’s just the translational assist that is disabled. Meaning, the ship will not keep rotating.
But the only thrust inputs come from you.
boom & zoom is not effective in sc. Because you only do effective damage once the shield is down.
And it will be back at 100% after not being hit for a few seconds.
the advantage of decoupled is that you can use your momentum, whereas coupled brakes on its own for no good reason.
I kind of wish decoupled was default for being in space, and not default when in atmosphere. Decoupled just makes sense to my space brain and I love a palpable difference in environment. I think new players would enjoy it. (despite crashing into stations at 1000m/s for their first few days)
Decoupled is also better in atmosphere. You can go faster and turn more quickly.
@@troyhavok8605 Decoupled does not allow you to fly faster or maneuver more.
The advantage to decouple is that you can do maneuvers you can't do in coupled mode. Like flying backwards at high speed.
You can do this in coupled actually.
@@Desrtfox71 And how would you do that?
@@latjolajban81 You need to press S. (assuming KB/M). Really though, you need to set up a 6dof system. If you're using a throttle, make sure it is set up so that 50% throttle movement is the zero point. This allows you to translate longitudinally forward and backward to the degree possible by your ship.
I can provide more specifics if you explain what control scheme you are using. I use a fully 6dof system, so I'd need to look at the specific settings for your control scheme.
@@Desrtfox71 S does not give you the same speed as afterburner and then turning around in decoupled mode.
@@latjolajban81 Yes it does. Also, afterburner doesn't increase speed, it only increases acceleration. I just tested this in Arena Commander with an Archimedes - about 1175 m/s both forward or backward using KB/M with or without afterburner.
Flying decoupled serves mostly just to keep moving, never be a still target. You're less predictable because to some measure you yourself don't truly know where you're going unless you have a mastery of your vessel, and you're never braking, it's all pedal to the metal. Flying decoupled outside of those situations also helps in keeping a heading while having the freedom to point elsewhere in low and no atmosphere.
Flying decoupled is though counterproductive if your ship is slow and takes a long time to pivot and accelerate/decelerate, you aren't in a combat situation nor you're racing, you're pulling precise maneuvers or you're trying to loiter in gravity.
You are actually more predictable when decoupled. Well, unless when flying in coupled, you're just sitting still. To be harder to hit you want your acceleration to be going constantly. Coupled actually does this better than decoupled.
One aspect of being decoupled that constantly catches me off guard, especially in space, is flying backwards, ie: you're accelerating (numbers increasing), but you push the throttle more and your speed decreases, "SURPRISE!" Why can't they add a "-" when in negative numbers?
I normally fly coupled, but will touch down (softly), decoupled to get that "Champagne" landing or at worse a "beer" landing. ;-).
in small ships i fly coupled because the agility is to high to make a difference but in larger ships the speed is lower and and the agility is way lower so i often see small ships able to avoid my firing arc.
to prevent small ships from having this advantage i decouple and max speed so you cant hide.... i at max speed become a ball turret and small ships struggle to be anywhere but my rear arc i mean you can get to any angle but your agility and speed fall off is greatly mitigated and i can almost keep the most agile ships in my fire arc
Use your Flight Path Indicator to land de-coupled...
I feel as though when flying decoupled you have to fight against the ship and it’s momentum, where with coupled leaving the ship fighting your momentum.
I start flying my ships in decoupled as default. When you have your landing gear down and you are in decoupled, your ship will attempt to maintain its trajectory even in atmosphere. Almost like a semi-coupled mode. Practice landing in decoupled, you can do tricks as you approach the landing pad 😂
Theres a very very very simple way to end this entire discussion.
If you prefer a more immersive feel of the game in flight or in combat, use decoupled mode.
If you prefer a more relaxed way of playing in general, use the coupled mode.
The end, thank you for reading.
Hate to say this, but decoupled mode is a cargo cult in SC. People think that because it gives you more manual control that it's automatically better, but some of the best racers and combat pilots don't use it at all. You can find race videos on all tracks that are on par with or faster than decoupled runs, and some of the best pvpers don't use it at all. It has some limited uses, but you honestly don't need to fly decoupled, and investing the time into learning to fly decoupled will not do anything to give you an edge over others that don't. You're much better off just practicing the fundamentals and not worrying about it. I know a bunch of people are gonna get offended by that and call me a noob or whatever, but I've been playing this game for years and have seen it all, and there is zero evidence that decoupled mode is better for anything besides bragging rights. It's certainly harder and takes skill to master, but if anything, coupled mode works so well that the advantage comes from using it. It's like turning off ABS or traction control on your car or motorcycle. Yes, it's harder, but you're not going to get better results. Not everything manual is better.
It's handy for a few things, but the people that swear by it are just fooling themselves.
I fly both. The time I switch to decoupled the most is when I'm pirating in my Mantis. Mainly for one of the benefits that you didn't mention when flying out of atmosphere, and that's ability to maintain distance and speed in relation to a target. So after I pulled a prospector out of quantum, I just make sure that my vector is the same vector as there's (roughly) and I'm relatively close to them and moving at about the same speed. And once all of those are closely equal, I will be hitting them up and global and in hailing them to try to let them know what's going on. Not to mention you always need to be moving in order to dodge the best so if I don't constantly try to stop myself then I'm going to always be moving even though it may not be consciously directed movement it's still the lack of stopping the movement.
Is there any cooldown on that QD or can you keep it online forever?
decoupled mode is much better for dogfighting in space. it allows you to carry your momentum in obtuse directions while also mainlining fire on your target. Its more of something you toggle in between as needed. Decoupled allows you to be defensive and evasive while still maintain offence. I played star citizen for about 4 months before getting a refund due to my frustrations with the games performance, however I mainly did bounties and ran pvp ops with this org I joined. When facing less skilled pilots hitting a decoupled role destroyed them
I seen the opinion of some advanced pro players but it is interesting to watch someone new trying out. I think in space you become more hard to target if you roll and strafe at the same time decoupled but you need a stick for that maneuver.
Something else that you may not have noticed and did not test for is how much less you tend to blackout in decoupled mode. Since there is less reactive force on the ship as you maneuver you are not pulling the same level of G force in that mode and have so much more control on when and how much force is put on you!
This is just the GSafe setting.
He isn't referring to Gsafe there, but the fact that uncoupled you're not getting extra g-loading from all the minute corrections coupled mode is making along a vector other than the one you're actively changing.
@@RiversJ That is correct that you aren't accelerating as often in decoupled, which makes your flight smoother, and thus easier to be hit. Those micro adjustments do add g-loading as you describe, and that is a benefit in making your ship harder to hit.
Not if you control yourself and you are used to controlling all of your movements in atmospheric flight. I've tried both and I've gotten used to coupled. I have literally no problem maneuvering just the way I want but then again I fly dual stick.
I use decouple while scanning for rocks/salvage.
Decoupled mode is for delivering tofu
You can do all the same maneuvers in coupled that you can in decoupled assuming that you have proper 6dof controls. Decoupled makes your flight smoother. This is useful for landing, flying low doing tricks over the hills, etc. but flying decoupled actually makes you easier to hit, not harder. This is due to your flight being smoother. Now some of you may say, what about pushing more Gs? Well, this is what GSafe is for. Try flying coupled with GSafe off. This is how you get harder to hit, not flying decoupled. Admittedly, decoupled is cool and good for cinematic flying and landing, but not for dogfighting, unless you're just sitting still in coupled.
People seem to get confused between these SC concepts:
6dof - full analog control over all 6 degrees of freedom
coupled/decoupled - decoupled does not add uncommanded acceleration, coupled adds uncommanded acceleration to return the ship's translational motion to 0.
GSafe - unlocking GSafe allows full acceleration.
The most unpredictable, and thus hardest to hit flight mode, is the flight mode with the greatest amount of acceleration and changes in acceleration. This is coupled with GSafe off with full 6dof controls. This is also the flight mode which is hardest to hit someone else while using so your personal dogfight performance may not be best using this mode at least initially.
This was extremely informative and well done! You got my sub mate. Keep up the star citizen content! o7
But when you start rolling for example, you don't have to counter that roll with rolling to opposite direction like in Elite Dangerous with flight assist off, do you?
I think I would fly decoupled if I was using my joystick, and the point you make about enemies targeting you is really fair if you're following smooth arcs across their screen. I'll stick to coupled since I'm not much of a dogfighter anyway.
In my thoughts a good pilot was switched between couples and decouple
Yes definitely! There's good times for both.
I think it's a matter of muscle memory: after a while you adapt and don't feel the difference any more.
Do you get any aerodynamic lift in atmospheric flight at high speeds?
Why are you not using the space brake in decoupled to help you compensate for unwanted inertial drift? That is its purpose, really. A pretty important part of flying decoupled.
The best is to do what you feel better and you have a better preference.
Not objectively.
@@crispy9175 yeah that the thing there is no better method or meta in SC only skills and knowledge counts that's the goal.
@@crispy9175 True, not objectively, but for most players that won't really matter. Objectively, to be hardest to hit, you want the greatest acceleration and most changes in acceleration. This is coupled on, GSafe off, using a fully analog 6dof control scheme. This is also the hardest to hit someone else in, so has the highest skill ceiling. As a result, actual dogfight performance will vary.
i'm using joystick twist for vertical strafe. keeping a constant partial twist when flying in atmosphere is challenging because your hand has other jobs to do than the twist. is there any trick here? get rid of the twist and go pedals for vertical strafe?
you want a dual stick setup for SC because you have six degrees of freedom. It's not like a traditional single stick fighter plane where you only have force coming out the back.
@@K162-y1b i have dual sticks. My question is regarding using the twist for vertical strafe
The flight model is so strange in SC. It is very much arcade feeling compared to a flight sim. Such as barrel rolling in place... Coupled/Decoupled have their place. As I have learned in other space sims and flight sims. When you want to go in a direction it is best to have the ship do so as quickly as possible. I really see no use in decoupled outside of direct combat. Where "drifting" your ship around and maintaining speed is an edge. Racing I can see it helping for big wide areas where you can also drift around loosely. Otherwise it is always better to have the ship aid in going a direction you need to go. I watch many people crash into objects in SC. Typically they don't see the danger ahead because they are not thinking ahead as is required when flying anything. Decoupled just makes your mistakes you cannot see before hand twice as lethal.
This is best a tactic used to toggle on/off when combat is engaged. And entirely best used when up close doing turn fights. If you are an energy fighter knife fighting then decoupled is less useful. Most of combat in any game is basic turn fighting. Hence why decoupled is a favored tactic. If you take the turn fighter into an energy fight. They will struggle using decoupled. As you do not allow them to play circles around yourself.
strange isn't it in the year 2953 they dont have night vision
Can't u pull more g's while not coupled thus making little more rapid movements with it off
what if you are on keyboard?
In my experience it comes down to coupled being a bit more precise because you don't have to do every input yourself, but there are maneuvers you can do decoupled that simply aren't possible with coupled enabled.
They are. In other words you can do all the same maneuvers in coupled that you can do in decoupled.
I don't fly decoupled but I don't go after players either, if you want to fight players fly decoupled :)
Decoupled is for airshows, coupled is for combat.
Space brake if you want to stop quickly
I think the computer knows just way better how to micro-adjust your thrusters to get the maximum distribution between your thrusters to reach your targeted direction. So in coupled, you will be able to perform more aggressive maneuvers and sharp turns. However, decoupling to make 180 turns and feed your opponent with your arsenal can be a great thing, especially when you are chased and your back shields are nearly depleted.
But that's just my two cents from a relative newbie.
Never flown decoupled. It's like taking traction control off.
you better get used to it, for a space ship you have better control when mastered
This game is released?
Always decoupled. No exceptions.
what view do you have Ive never seen this view
This the default view from the cockpit. You should have this whenever you get into a ship..
Press f4 for 3rd person view. Hold f4 and use the arrow keys, page up down to position the camera. While holding f4 press and hold one of the num pad numbers and you'll set the camera position to the chosen keypad. This is ship specific so you can set different camera positions for each ship. Helps in landing and nice visuals.
FLIGHT ASSIST OFF
This all changes when FLIGHT SURFACES come in... or it should. But who knows what excuse for realism this team will concoct. :)
Not realism there is not realism for SC it's SF there is coherence with the gameplay and the universe.
You should probably not play. It would be sad if the game did not meet your precise demands, and it caused you stress. It would be a horrible aggression engineered by CIG just for you Mike Philbin. I think it would be best if you skip this game for your own well being.
As others have said. SC isn't realistic. It's detailed, but not realistic.
@@Desrtfox71 yeah it's science fiction space opera and also it's more accurate to say the physics or others things like that is coherent with the universe of the game.
The fact that you have to actually login to the game makes this flying technique virtually impossible right now
Ooof. You're not wrong 😔
play sc long enough your girlfriend will eventually decoupled u....
Nah no reason to use it
Oh so very wrong
Zero skill pilot exposed lol.
@@ShadyLurker16 Coupled is better for pvp and that's the only thing that determines how skilled a pilot you are. Check out avenger one he uses coupled only
@@teddypicker8799 😂😂😂🤣🤣🤣
@@teddypicker8799 you obviously don't follow avenger one😂😂😂😂
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