So, during the freefly I managed to finally talk some friends into giving SC a try. They're fairly casual, so, when asked if they could use a gamepad, I explained that yes, it should mostly work, except for elevator/panel interactions. I'm a HOSAS guy, so I was an advocate for analog flight control. "It's much easier", I said. On foot, they were running and jumping around, no real issues apparent. But then, they got in their ships, and tried to fly. Numerous questions, I couldn't really answer. Things that should have 'just worked', didn't. They complained, grew frustrated, and ultimately quit out after just a few moments of fumbling with the controls, and one look at the 'control scheme layout' image. They gave up and logged off. Confused as to what could possibly be the great difficulty, over the next few days I decided to put down my joysticks, and try the gamepad. Whoa. They weren't lying. Nothing makes sense here, it's convoluted, trying to do too much, and doesn't make sense. It really is unintuitive. THE MAJOR ISSUE: There are analog controls mapped to button inputs, and vice-versa -- "fire weapons" is a "button function" -- but by default, it's bound to the right trigger -- so that's one completely wasted analog input. There are others as well. It didn't take long at all to whip up a better config that makes use of the analog inputs, and surprise surprise, flight became 'fun' and much more approachable with the gamepad. I won't go into all the details with my chosen 'modifier' actions, but at the very least, this feels so much better, much closer to something like "basic flight in GTAV", which my friends were able to at least get off the ground with: Left Stick : pitch & yaw Right Stick: strafe up/down/left/right Right Trigger: Thrust/Strafe forward Left Trigger: Thrust/Strafe back LS-click: decouple RS-click: boost A button: weapon1 X button: weapon2 B button: countermeasures LB+LS X: roll LB+RS Y: speedlimiter (relative)