Best Of
Re: Please add mappable Joystick support
I backed this game in June but due to a mix up on my account which just recently got resolved I hadn't experienced it til today, I too really want configurable joystick support, I loved FreeSpace and FreeSpace2 which was awesome to play on my ThrustMaster HOTAS Cougar, I'm not a flight sim guy but there is something to be said for using an actual throttle and jostick! Please oh Please add configurable joystick support!
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Please add mappable Joystick support
I know the game isn't a flight-sim, but I would love to have joystick support and fixed weapon support. Thanks.
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Re: Stadia controller - custom mappings
Hi Michael,
Yes this is a known issue we still need to fix. Changes will most likely arrive within the first quarter of 2021.
(Please don't nail me down on this if it takes us a little longer).
I am surprised that settings get reset when switching the endpoint.
We never saw this happen when testing.
In fact I've just tested this with our chromecast and changes did carry over :-/
But maybe this is because we are always testing on a dedicated servers.
Could you please be so kind and try following:
(1) Start the game on your PC with KB+M
(2) Have the Stadia Controller connected via USB
(3) Adjust the gamepad settings to your liking and save
(4) Start a new game to make sure changes were actually saved
(5) Quit the game properly via the Save&Quit from main menu
(6) Start up the game on your chrome cast (using the same controller) and check if changes carried over
Your feedback could be very helpful for us and others whether this did help or not.
Thanks a lot and sorry for the inconvenience.
Yes this is a known issue we still need to fix. Changes will most likely arrive within the first quarter of 2021.
(Please don't nail me down on this if it takes us a little longer).
I am surprised that settings get reset when switching the endpoint.
We never saw this happen when testing.
In fact I've just tested this with our chromecast and changes did carry over :-/
But maybe this is because we are always testing on a dedicated servers.
Could you please be so kind and try following:
(1) Start the game on your PC with KB+M
(2) Have the Stadia Controller connected via USB
(3) Adjust the gamepad settings to your liking and save
(4) Start a new game to make sure changes were actually saved
(5) Quit the game properly via the Save&Quit from main menu
(6) Start up the game on your chrome cast (using the same controller) and check if changes carried over
Your feedback could be very helpful for us and others whether this did help or not.
Thanks a lot and sorry for the inconvenience.
Noob - dumb Q
Hey all
I have read a little on the forums but cant see answer
I have X52 and when I go to Controller/ Other to set it up the game only recognises physical 'buttons'
I seem unable to map my joystick movement or my throttle movement forward/back at all.
Any easy starter tips would be appreciated.
Apologies if this is covered somewhere that I missed in looking.

I have read a little on the forums but cant see answer
I have X52 and when I go to Controller/ Other to set it up the game only recognises physical 'buttons'
I seem unable to map my joystick movement or my throttle movement forward/back at all.
Any easy starter tips would be appreciated.
Apologies if this is covered somewhere that I missed in looking.

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Various Improvements
The game is very good even at this stage but I believe it can be extraordinary. Some ideas and improvements:
1. We should be able to cancel the Light Speed at will and not only automatically when approaching a certain marker
2. We should be able to place custom markers on the map and go there
3. A location with completed main task should be marked in a different way than one where we couldn't/didn't complete it. There are various reasons why one can leave the objective for later point but the way things are at the moment - we can't find these if we don't put it on a piece of paper
4. In the many missions of finding something, we are presented with quite a big map and no markers of any kind. A general area could keep the search going but still give us a clue where to look
5. Some places have these chargers, sockets, explosives etc. but we don't have a guideline on how these work and what we should do with them. Trial and error can help here but still
6. We have a lot of upgrade points but almost no way to use them effectively. Maybe we can upgrade an unlocked effect further?
7. Hopefully there will be some economic going on and trading possibilities
8. Weapons of the same type from different manufacturers look exactly the same. It would be a good idea to have some little differences
9. The level should be visible on the icon
10. The primary weapons could fire at the same time as is in Freelancer
11. Ult and Device abilities don't have range specified and it is not clear when we can use them effectively
I'll add more when I identify them.
1. We should be able to cancel the Light Speed at will and not only automatically when approaching a certain marker
2. We should be able to place custom markers on the map and go there
3. A location with completed main task should be marked in a different way than one where we couldn't/didn't complete it. There are various reasons why one can leave the objective for later point but the way things are at the moment - we can't find these if we don't put it on a piece of paper
4. In the many missions of finding something, we are presented with quite a big map and no markers of any kind. A general area could keep the search going but still give us a clue where to look
5. Some places have these chargers, sockets, explosives etc. but we don't have a guideline on how these work and what we should do with them. Trial and error can help here but still
6. We have a lot of upgrade points but almost no way to use them effectively. Maybe we can upgrade an unlocked effect further?
7. Hopefully there will be some economic going on and trading possibilities
8. Weapons of the same type from different manufacturers look exactly the same. It would be a good idea to have some little differences
9. The level should be visible on the icon
10. The primary weapons could fire at the same time as is in Freelancer
11. Ult and Device abilities don't have range specified and it is not clear when we can use them effectively
I'll add more when I identify them.
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Expandable Home Base
English (German see below):
An expandable home base would fit well into the concept of the game (if not already planned).
For example with:
- unlockable and expandable slot for hangar places (the player only starts with one hangar place and thus one ship, more hangar places allow more ships)
- unlockable and expandable slot for energy supply (small energy supply allows only minimal expansion of the homebase, large energy supply allows maximum expansion of the homebase)
- unlockable and expandable slot for storage
- unlockable and expandable slot for the installation of ship modules (small slots only allow the installation of simple/small modules, large slots allow the installation of complex modules)
- unlockable and expandable slot for building ship items / ship modules (adequate for the installation of ship modules)
- unlockable and expandable slot for traders (up to a trader for legendary items)
- unlockable and expandable slot for a scrapping station (for resource extraction)
- unlockable and expandable Slot for a crew compartment for wingmen pilots with expandable training simulators to teach support pilots special skills or reset skills
- unlockable and expandable slot for an officer's room to send wingmen pilots on independent missions (e.g. to acquire resources)
- unlockable and expandable slot for a personal room which is equipped with a trophy wall and a visualization wall which shows your screenshots in a loop.
Just to name a few examples :-)
German:
Eine erweiterbare Basis würde gut in das Konzept des Spieles passen (sofern nicht schon geplant).
Beispielsweise mit:
- freischaltbaren und erweiterbareren Slot für Hangarplätze (der Spieler fängt erst mit einem Hangarplatz und somit einem Schiff an, mehr Hangarplätze bedeutet mehr Schiffe).
- freischaltbaren und erweiterbareren Slot für Energieversorgung (kleine Energieversorgung erlaubt nur minimalen Ausbau der Homebase, große Energieversorgung erlaubt maximalen Ausbau der Homebase).
- freischaltbaren und erweiterbareren Slot für den Lagerraum
- freischaltbaren und erweiterbareren Slot für den Verbau von Schiffsmodulen (kleine Slots erlauben nur den Verbau einfacher/kleiner Module, große Slots erlauben den Verbau komplexer Module)
- freischaltbaren und erweiterbareren Slot zum Bau von Schiffsgegenständen / Schiffsmodulen (adäquat zum Verbau von Schiffsmodulen)
- freischaltbaren und erweiterbareren Slot für Händler (bis hin zu einem Händler für legendäre Items)
- freischaltbaren und erweiterbareren Slot für eine Verschrottungsstation (zur Gewinnung von Ressourcen)
- freischaltbaren und erweiterbareren Slot für einen Mannschaftsraum für Begleitpiloten mit erweiterbaren Trainingssimulatoren um Begleitpiloten spezielle Fähigkeiten beizubringen oder Fähigkeiten zurückzusetzen
- freischaltbaren und erweiterbareren Slot für einen Offiziersraum um Piloten auf eigenständige Missionen schicken zu können (um bspw. Ressourcen zu beschaffen).
- freischaltbaren und erweiterbareren Slot für einen persönlichen Raum der mit einer Trophäenwand und einer Visualisierungswand versehen ist welche die eigenen Screenshots in Schleife zeigt.
Nur um ein paar Beispiele zu nennen :-)
An expandable home base would fit well into the concept of the game (if not already planned).
For example with:
- unlockable and expandable slot for hangar places (the player only starts with one hangar place and thus one ship, more hangar places allow more ships)
- unlockable and expandable slot for energy supply (small energy supply allows only minimal expansion of the homebase, large energy supply allows maximum expansion of the homebase)
- unlockable and expandable slot for storage
- unlockable and expandable slot for the installation of ship modules (small slots only allow the installation of simple/small modules, large slots allow the installation of complex modules)
- unlockable and expandable slot for building ship items / ship modules (adequate for the installation of ship modules)
- unlockable and expandable slot for traders (up to a trader for legendary items)
- unlockable and expandable slot for a scrapping station (for resource extraction)
- unlockable and expandable Slot for a crew compartment for wingmen pilots with expandable training simulators to teach support pilots special skills or reset skills
- unlockable and expandable slot for an officer's room to send wingmen pilots on independent missions (e.g. to acquire resources)
- unlockable and expandable slot for a personal room which is equipped with a trophy wall and a visualization wall which shows your screenshots in a loop.
Just to name a few examples :-)
German:
Eine erweiterbare Basis würde gut in das Konzept des Spieles passen (sofern nicht schon geplant).
Beispielsweise mit:
- freischaltbaren und erweiterbareren Slot für Hangarplätze (der Spieler fängt erst mit einem Hangarplatz und somit einem Schiff an, mehr Hangarplätze bedeutet mehr Schiffe).
- freischaltbaren und erweiterbareren Slot für Energieversorgung (kleine Energieversorgung erlaubt nur minimalen Ausbau der Homebase, große Energieversorgung erlaubt maximalen Ausbau der Homebase).
- freischaltbaren und erweiterbareren Slot für den Lagerraum
- freischaltbaren und erweiterbareren Slot für den Verbau von Schiffsmodulen (kleine Slots erlauben nur den Verbau einfacher/kleiner Module, große Slots erlauben den Verbau komplexer Module)
- freischaltbaren und erweiterbareren Slot zum Bau von Schiffsgegenständen / Schiffsmodulen (adäquat zum Verbau von Schiffsmodulen)
- freischaltbaren und erweiterbareren Slot für Händler (bis hin zu einem Händler für legendäre Items)
- freischaltbaren und erweiterbareren Slot für eine Verschrottungsstation (zur Gewinnung von Ressourcen)
- freischaltbaren und erweiterbareren Slot für einen Mannschaftsraum für Begleitpiloten mit erweiterbaren Trainingssimulatoren um Begleitpiloten spezielle Fähigkeiten beizubringen oder Fähigkeiten zurückzusetzen
- freischaltbaren und erweiterbareren Slot für einen Offiziersraum um Piloten auf eigenständige Missionen schicken zu können (um bspw. Ressourcen zu beschaffen).
- freischaltbaren und erweiterbareren Slot für einen persönlichen Raum der mit einer Trophäenwand und einer Visualisierungswand versehen ist welche die eigenen Screenshots in Schleife zeigt.
Nur um ein paar Beispiele zu nennen :-)

1
Re: Massive memory leak during sale of items
Hi, we encountered the same problem when playtesting but have not found the time to look into it, but we'll try to fix this very soon so it won't occur in Early Access. Thanks for reporting this and attaching the saves!
Different Suggestions
Hello,
first off, im a huge fan of Freelancer. Sadly there wasnt any game that came close to the combat of Freelancer. Now i saw the trailer for ES2 and thought: "This looks like Freelancer" so i tryed out the demo. The demo is already good! and i had a lot of fun with it and i cant wait for the final product. But there are some QOL things i miss, that i liked about Freelancer that are missing in ES2 and i hope they can be added at some point.
QoL Suggestions / HUD
1. While there is a freelook with ALT, i hope you can add a toggle option. Also its pretty annoying that the camera switches position behind the ship and zooms so far in. If i want to look around quickly i have to press ALT and have to zoom out first to look around. Just a small thing.
2. I dont know if i didnt saw it, but is there an option to target a target (or lock a target)? In feelancer you can just leftclick the arrow on the side of you screen or the enemy dot in front of you and then you get primary information about this target. If it goes out of vision it got a bigger arrow than non selected targets. This makes keeping track of something so much easier. Multiple times i lost track of an enemy or i found it hard to navigate to something outside of my screen (like loot or something because i cant lock my selction on it)
3. Add an option to just collect all loot around you. Idk if in the final game storage becomes a bigger problem, but in the demo it is just a pain to click on every loot item. Also in a fight i always have the feeling i miss out on loot if i dont collect it imediatly. In Freelancer you could just press B after killing someone and it just collected everything they dropped.
4. Add a "horizon" to the game. In the demo after a fight i found it always annoying to orientate me back to see, where everything is. In Freelancer they solve that, by pressing the freelook button and your ship will level/turn itself back so its no longer "up side down". This would also fix the issue, that when im docking a station my plane does a 180 flip first because i was upside down.
Sound:
5. While the soundtrack doesnt sound that bad, sometime the casual space music outside of a combat got "too loud" and action like, that i though combat is happening. While no enemy was even near me. Maybe this just needs alittle bit of tweaking.
6. Probably in the making and i also saw this already in other suggestions. Voiceover for the ship (like when your shield breaks or when you activate the different flymodes) and more "space funk" from the NPCs so the game feels more alive. In Freelancer for example the NPCs talked to you on the flyby or the "police" scanned your cargo. Even if its not relevant for the player, it felt like im actually there. Screams from the enemy over funk when you killed them made the combat pretty intense. In the demo of ES2 it felt like im just shooting drones and not real enemys.
Gameplay:
7. I never played ES1 and i dont know if later in ES2 there are ships that can shoot more than just 1 weapon at a time. I wish i could combine different types of weapons. I dont know how the endgame looks, but when i can only shoot with 1 weapon at a time for the whole game, i would imagine that the endgame would get stale pretty fast. I just know, while Freelancers weapons where pooly balanced, it still made you feel badass when you shoot 6 weapons as once and melt people. A rain of particles from the weapons feels so good.
Thank you for reading.
Kind regards, viele Grüße Perfektionist
first off, im a huge fan of Freelancer. Sadly there wasnt any game that came close to the combat of Freelancer. Now i saw the trailer for ES2 and thought: "This looks like Freelancer" so i tryed out the demo. The demo is already good! and i had a lot of fun with it and i cant wait for the final product. But there are some QOL things i miss, that i liked about Freelancer that are missing in ES2 and i hope they can be added at some point.
QoL Suggestions / HUD
1. While there is a freelook with ALT, i hope you can add a toggle option. Also its pretty annoying that the camera switches position behind the ship and zooms so far in. If i want to look around quickly i have to press ALT and have to zoom out first to look around. Just a small thing.
2. I dont know if i didnt saw it, but is there an option to target a target (or lock a target)? In feelancer you can just leftclick the arrow on the side of you screen or the enemy dot in front of you and then you get primary information about this target. If it goes out of vision it got a bigger arrow than non selected targets. This makes keeping track of something so much easier. Multiple times i lost track of an enemy or i found it hard to navigate to something outside of my screen (like loot or something because i cant lock my selction on it)
3. Add an option to just collect all loot around you. Idk if in the final game storage becomes a bigger problem, but in the demo it is just a pain to click on every loot item. Also in a fight i always have the feeling i miss out on loot if i dont collect it imediatly. In Freelancer you could just press B after killing someone and it just collected everything they dropped.
4. Add a "horizon" to the game. In the demo after a fight i found it always annoying to orientate me back to see, where everything is. In Freelancer they solve that, by pressing the freelook button and your ship will level/turn itself back so its no longer "up side down". This would also fix the issue, that when im docking a station my plane does a 180 flip first because i was upside down.
Sound:
5. While the soundtrack doesnt sound that bad, sometime the casual space music outside of a combat got "too loud" and action like, that i though combat is happening. While no enemy was even near me. Maybe this just needs alittle bit of tweaking.
6. Probably in the making and i also saw this already in other suggestions. Voiceover for the ship (like when your shield breaks or when you activate the different flymodes) and more "space funk" from the NPCs so the game feels more alive. In Freelancer for example the NPCs talked to you on the flyby or the "police" scanned your cargo. Even if its not relevant for the player, it felt like im actually there. Screams from the enemy over funk when you killed them made the combat pretty intense. In the demo of ES2 it felt like im just shooting drones and not real enemys.
Gameplay:
7. I never played ES1 and i dont know if later in ES2 there are ships that can shoot more than just 1 weapon at a time. I wish i could combine different types of weapons. I dont know how the endgame looks, but when i can only shoot with 1 weapon at a time for the whole game, i would imagine that the endgame would get stale pretty fast. I just know, while Freelancers weapons where pooly balanced, it still made you feel badass when you shoot 6 weapons as once and melt people. A rain of particles from the weapons feels so good.
Thank you for reading.
Kind regards, viele Grüße Perfektionist
Re: More Sounds
Ah yes. Hello - maybe youll
start talking once you get yourself out of cryo eh? One you learn to fix that ship up real good you absolute SPECIMIN of an engineer?

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Re: Credits, how to get them, are there any legit cheats that I can use?
Thank you,
I used this method - https://steamcommunity.com/app/396750/discussions/0/276237094323468525/
And it worked perfectly, I finished it on 'easy' (although I think I skipped a bit with that alien warp thing) and had 26k credits, then after backing up my current run save files, I just copied them across and died again until I had enough credits to buy and fully upgrade all my ships (which was a lot, took about 220k credits for each ship excluding pilot)
Really enjoying the game, and I love that I can essentially save game at certain locations by backing up my current run files. Especially handy if I find an enhanced gun that I really like. It's also great that if I find a new color I can add it to my ship and the backed up current run saves will run the new colors I've used on my ship, same for blueprints etc.
Great game, would love to be able to destroy a Colonial Warship though, with a massive explosion.
I was also thinking too, it would be so cool to have a mod or extension of this game with multiplayer/coop where we are essentially during the brutal and mutually devastating war, could have players spawn in Colonial Warship type crafts among heaps of AI vsing the AI and other online players, similar to how we vs ourselves AI for DNA.

I used this method - https://steamcommunity.com/app/396750/discussions/0/276237094323468525/
And it worked perfectly, I finished it on 'easy' (although I think I skipped a bit with that alien warp thing) and had 26k credits, then after backing up my current run save files, I just copied them across and died again until I had enough credits to buy and fully upgrade all my ships (which was a lot, took about 220k credits for each ship excluding pilot)
Really enjoying the game, and I love that I can essentially save game at certain locations by backing up my current run files. Especially handy if I find an enhanced gun that I really like. It's also great that if I find a new color I can add it to my ship and the backed up current run saves will run the new colors I've used on my ship, same for blueprints etc.
Great game, would love to be able to destroy a Colonial Warship though, with a massive explosion.

I was also thinking too, it would be so cool to have a mod or extension of this game with multiplayer/coop where we are essentially during the brutal and mutually devastating war, could have players spawn in Colonial Warship type crafts among heaps of AI vsing the AI and other online players, similar to how we vs ourselves AI for DNA.

1