Bringing back sweet memories of ‘80s and ‘90s gaming, some of the best PC joysticks can definitely still have a relevant role in your 2019 PC setup. Although their reputation may now be seen as dated and a bit old fashioned, they still have plenty to offer and they give gamers a largely unique feel that brings hands down beats the comparable experience of a controller, or mouse and keyboard, when thinking about dog fights in Star Citizen and deep space exploration in Elite: Dangerous.
Should one of the best PC joysticks appeal then straight away we would remind you that, if you can, stretching your budget even a little bit to one of the models higher up the scale that are listed here, but, of course, to make sure all options are on the table, we've also rounded up some more budget options. This will give you a good range to choose from.
Airplane Flying Games for Joystick by Leighton Sawatzky Updated September 22, 2017 Airplane flight simulation used to be one of the mainstays of the video gaming industry, though few casual flight simulation games have been released in recent years. I am looking for a few good games that would use or have the ability to use a joystick to play the game. My joystick currently is really under used.
As a last aside it's good to remember that Logitech acquired and absorbed Saitek—responsible for some of the best PC joysticks—but assured everyone that the quality and durability of Saitek’s products, and the name itself, would be kept.
1. Saitek X-55 Rhino
The best joystick
Adjustable resistance
Comparable to more expensive options
May still be too expensive
Were it not for the Thrustmaster Warthog (listed below) I would be holding the Saitek X-55 Rhino up as the pinnacle of flightstick creation. It's an update to the popular X-52, but bears less resemblance to that futuristic-looking peripheral than it does to its rival. That's no bad thing: not only does it look more like a modern fighter-stick-and-throttle combo than the X-52, it's also more usable.
The stick layout is almost identical to the Warthog, although with three hat-switches rather than four. It also has interchangeable coil springs, enabling you to tailor the resistance to your taste. But the star of the show is that throttle: the action is beautiful and it too has the option to alter its resistance on the fly—and to a greater degree than the Warthog. It's also covered in mini-joysticks, hat switches, flick switches and rotary switches, giving you full rein over your game.
The downside is that the X-55 is made out of plastic, not the metal of the Warthog. The stick feels lighter, the buttons less robust. But that's comparing it to a device a good deal more expensive—you'd hope to be able to tell the difference. The X-55 is still miles ahead of the rest of the devices in this test.
Verdict: The Saitek X-55 Rhino is an excellent controller combo, only suffering by comparison to the flightstick/throttle big boy from Thrustmaster.
2. Thrustmaster Warthog
The best high-end joystick
Impeccable action
Extremely expensive
This has been my toughest challenge yet in trying to figure out an overall supertest winner. Usually I've got benchmark metrics to back up any value assessment I make, but with the top two controllers in these pages—the Thrustmaster Warthog and Saitek X-55 Rhino—it's entirely subjective and agonizingly close.
The Warthog is by far the more expensive, but as soon as you start the glorious unboxing process you know you haven't been short-changed. The sheer weight of the device is incredible, mostly because Thrustmaster has used a metal casing for everything from the throttle base to the stick itself. And that stick weighs over a kilogram on its own. The weight not only adds a certain air of robustness, but also means you're not going to be wrenching it off your desk in the heat of battle.
The design matches the build quality, although Thrustmaster cannot take all the credit there as the Warthog is an almost perfect recreation of the controls of the real-life A-10C Thunderbolt II fighter-bomber. That legacy leaves it with more buttons than you have fingers, but also makes it one of the most beautiful controllers you'll ever plug into your PC. Both stick and throttle have an abundance of hat-switches and the throttle base is festooned with flick-switches too.
Sadly that devotion to perfect replication means there's no Z-axis rotation on the stick, one of the very few minus points. With all those additional controls though, it's easy to map rudder control to any number of them.
The action on both flightstick and throttle is impeccable. The stick moves smoothly in all directions and the translation in-game is excellent too. There's enough resistance to stop it feeling loose, but it never feels overly stiff either. The throttle unit gives you the option to change its resistance on the fly if you want, enabling you to create more or less friction to its travel. There isn't a huge amount of difference, but for my tastes it already moves quite beautifully and the distance it can shift adds granularity to speed—perfect for docking in those tricky space stations.
It might seem crazy to be recommending such an expensive item, but if you're serious about sims—or Elite: Dangerous—this stick is the very best money can buy.
Verdict: An incredible device with an equally incredible price tag—but you won't feel ripped off once you get the Thrustmaster Warthog out of its box. It's our pick for a top-of-the-line flightstick.
Best controller for PC gaming | Best gaming monitor | Best mechanical keyboard | Best gaming routers | Best graphics cards | Best gaming mouse
3. Thrustmaster T.Flight HOTAS X
The best budget joystick
Significantly cheaper
Great value for the price
Cheap feeling buttons
The Thrustmaster T.Flight HOTAS X is testament to the fact that you don't have to spend a fortune to get a good stick. It's of a much cheaper build and design than the Warthog, but for a tenth of the ticket price you can forgive the use of plastic and lack of buttons and hats.
The key elements are there. The detachable throttle is probably the neatest feature: given that you're going to need easy access to your keyboard for its extra buttons, being able to split these components around it is a definite advantage.
It's also got the much-needed Z-axis rotation for rudder control, although the press of a switch will enable you to operate the rudder via a rocker on the front of the throttle grip. You get plenty of programmable buttons too, but they feel very much the sort you'd expect to find on a budget controller.
The action on the stick and throttle aren't great either, and you'll likely notice some grunching plastic noises as you push and pull the controller around. But it's still robust and feels solid on the desk. If you can't convince yourself an X-55 or Warthog is a sensible purchase, then this extremely good-value offering from Thrustmaster is not a bad option at all.
Verdict: Definitely a step down from the big boys, but the Thrustmaster T.Flight HOTAS X represents great value and offers a pretty decent feature-set as well. It's our favorite affordable flightstick.
A few years ago, there wasn't much reason to own a PC joystick. Realistic flight sims were rare, and exciting space dogfighting sims were even rarer. But now you don't have to be an elite Battlefield helicopter pilot or a diehard sim addict to need a flightstick. With space games like Star Citizen and Elite Dangerous around, X-Wing and TIE Fighter available for download on GOG, and more space sims on the horizon, it's time for a new stick to take its rightful place on your desk.
Joystick FAQ
Aren't they hideously expensive?
You can spend the sort of money generally reserved for a new graphics card on Thrustmaster's Warthog. But you can get an experience that's very close for a fraction of the price. Check out the broad selection of controllers below.
For serious simulation you're going to need throttle control. This is the biggest thing that separates the joypad from a flightstick setup, and the granularity of speed it delivers when dogfighting can mean the difference between virtual life and virtual death. So that's number one: make sure your stick comes with a decent throttle.
Does that mean I need a separate throttle controller?
No, but the best and most respected flight controllers do come with an entirely separate control for the throttle, with extra toggle switches and LEDs. Others, such as the AV8R, have the throttle control built onto the base of the stick itself. So long as there's a decent amount of travel in the throttle you'll have a good level of control in-game.
How many buttons do I need?
Some of the controllers in this test have gone overboard on that front. But sims do demand a lot of different controls and having them all directly to hand can be incredibly useful. Just don't forget that your trusty keyboard can make up for any buttons lacking on your controller. You will need at least four buttons arrayed around the stick itself and ideally a hat-switch on the top of it.
Anything else I should look out for?
Maybe it's time we spoke about the Z-axis. Traditional joysticks just have pitch and roll control—forward, back, left and right—but some are configured for 3D movement. That means as well as controlling the X and Y axis you can also twist the stick clockwise or anti-clockwise to control the Z-axis. Generally this is used to control yaw and replicate the rudder controls of an aircraft.
In space that three dimensional control can be vital for accuracy, especially when you're zeroing-in behind an escaping Sidewinder in an Elite dogfight. On a stick with other controls which can mimic the rudder that's not such an issue, but on budget sticks which allow no such added control it is sorely missed.
Terms to know
HOTAS: This exciting acronym stands for the rather mundane-sounding 'Hands-On Throttle And Stick' and denotes a dual controller where one hand rests permanently on the throttle and the other remains on the stick.
Hat switch: A multi-directional button akin to the d-pad on a modern controller. On a flightstick, however, the d-pad has a hat on top which the thumb can easily push to activate the switches. They come in 4-way or 8-way flavors.
(Redirected from Flight Simulator Style Joystick)
Video game joystick elements: 1. stick, 2. base, 3. trigger, 4. extra buttons, 5. autofire switch, 6. throttle, 7. hat switch (POV hat), 8. suction cup.
A joystick is an input device consisting of a stick that pivots on a base and reports its angle or direction to the device it is controlling. A joystick, also known as the control column, is the principal control device in the cockpit of many civilian and military aircraft, either as a center stick or side-stick. It often has supplementary switches to control various aspects of the aircraft's flight.
Joysticks are often used to control video games, and usually have one or more push-buttons whose state can also be read by the computer. A popular variation of the joystick used on modern video game consoles is the analog stick. Joysticks are also used for controlling machines such as cranes, trucks, underwater unmanned vehicles, wheelchairs, surveillance cameras, and zero turning radius lawn mowers. Miniature finger-operated joysticks have been adopted as input devices for smaller electronic equipment such as mobile phones.
- 3Electronic joysticks
Aviation[edit]
Cockpit of a glider with its joystick visible
Joysticks originated as controls for aircraft ailerons and elevators, and are first known to have been used as such on Louis Bleriot's Bleriot VIII aircraft of 1908, in combination with a foot-operated rudder bar for the yaw control surface on the tail.[1]
Origins[edit]
The name 'joystick' is thought to originate with early 20th century French pilot Robert Esnault-Pelterie.[2] There are also competing claims on behalf of fellow pilots Robert Loraine, James Henry Joyce, and A. E. George. Loraine is cited by the Oxford English Dictionary for using the term 'joystick' in his diary in 1909 when he went to Pau to learn to fly at Bleriot's school. George was a pioneer aviator who with his colleague Jobling built and flew a biplane at Newcastle in England in 1910. He is alleged to have invented the 'George Stick' which became more popularly known as the joystick[citation needed]. The George and Jobling aircraft control column is in the collection of the Discovery Museum in Newcastle upon Tyne, England.Joysticks were present in early planes, though their mechanical origins are uncertain.[3] The coining of the term 'joystick' may actually be credited to Loraine, as his is the earliest known usage of the term, although he most certainly did not invent the device.
![For For](/uploads/1/2/5/8/125850191/157558178.jpg)
Electronic joysticks[edit]
History[edit]
The electrical two-axis joystick was invented by C. B. Mirick at the United States Naval Research Laboratory (NRL) and patented in 1926 (U.S. Patent no. 1,597,416)'.[4] NRL was actively developing remote controlled aircraft at the time and the joystick was possibly used to support this effort. In the awarded patent, Mirick writes: 'My control system is particularly applicable in maneuvering aircraft without a pilot.'[5]
The Germans developed an electrical two-axis joystick around 1944. The device was used as part of the Germans' Funkgerät FuG 203 Kehl radio control transmitter system used in certain German bomber aircraft, used to guide both the rocket-boosted anti-ship missile Henschel Hs 293, and the unpowered pioneering precision-guided munition Fritz-X,[6] against maritime and other targets. Here, the joystick of the Kehl transmitter was used by an operator to steer the missile towards its target. This joystick had on-off switches rather than analogue sensors. Both the Hs 293 and Fritz-X used FuG 230 Straßburg radio receivers in them to send the Kehl's control signals to the ordnance's control surfaces. A comparable joystick unit was used for the contemporary American Azon steerable munition, strictly to laterally steer the munition in the yaw axis only.[7]
This German invention was picked up by someone in the team of scientists assembled at the Heeresversuchsanstalt in Peenemünde. Here a part of the team on the German rocket program was developing the Wasserfall missile, a variant of the V-2 rocket, the first ground-to-air missile. The Wasserfall steering equipment converted the electrical signal to radio signals and transmitted these to the missile.
A prototype Project Gemini joystick-type hand controller, 1962
![Game joystick for mobile Game joystick for mobile](/uploads/1/2/5/8/125850191/150703373.png)
In the 1960s the use of joysticks became widespread in radio-controlled model aircraft systems such as the Kwik Fly produced by Phill Kraft (1964). The now-defunct Kraft Systems firm eventually became an important OEM supplier of joysticks to the computer industry and other users. The first use of joysticks outside the radio-controlled aircraft industry may have been in the control of powered wheelchairs, such as the Permobil (1963). During this time period NASA used joysticks as control devices as part of the Apollo missions. For example, the lunar lander test models were controlled with a joystick.
In many modern airliners aircraft, for example all Airbus aircraft developed from the 1980s, the joystick has received a new lease on life for flight control in the form of a 'side-stick', a controller similar to a gaming joystick but which is used to control the flight, replacing the traditional yoke. The sidestick saves weight, improves movement and visibility in the cockpit, and may be safer in an accident than the traditional 'control yoke'.
Electronic games[edit]
CH Products Mach 2 analog joystick as used with many early home computer systems. The small knobs are for (mechanical) calibration, and the sliders engage the self-centering springs.
Ralph H. Baer, inventor of the Magnavox Odyssey console, released in 1972, created the first video game joysticks in 1967. They were able to control the horizontal and vertical position of a spot displayed on a screen.[8] The earliest known electronic game joystick with a fire button was released by Sega as part of their 1969 arcade gameMissile, a shootersimulation game that used it as part of an early dual-control scheme, where two directional buttons are used to move a motorized tank and a two-way joystick is used to shoot and steer the missile onto oncoming planes displayed on the screen; when a plane is hit, an explosion is animated on screen along with an explosion sound.[9] In 1970,[10] the game was released in North America as S.A.M.I. by Midway Games.[9]
Taito released a four-way joystick as part of their arcade racing video gameAstro Race in 1973,[11] while their 1975 run and gunmulti-directional shooter game Western Gun introduced dual-stick controls with one eight-way joystick for movement and the other for changing the shooting direction. In North America, it was released by Midway under the title Gun Fight.[12] In 1976, Taito released Interceptor, an early first-personcombat flight simulator that involved piloting a jet fighter, using an eight-way joystick to aim with a crosshair and shoot at enemy aircraft.[13]
Computer port view of the Atari standard connector: 1. up, 2. down, 3. left, 4. right, 5. (pot y),[citation needed]6. fire button, 7. +5 V DC,[citation needed]8.ground, 9. (pot x).[citation needed][14]
The Atari standard joystick, developed for the Atari 2600, released in 1977,[15] was a digital controller, with a single fire button. The Atari joystick port was for many years the de facto standard digital joystick specification. Joysticks were commonly used as controllers in first and second generationgame consoles, but they gave way to the familiar game pad with the Nintendo Entertainment System and Sega Master System during the mid-1980s, though joysticks—especially arcade-style one—were and are popular after-market add-ons for any console.[16]
In 1985, Sega's third-person arcade rail shooter game Space Harrier introduced a true analog flight stick, used for movement. The joystick could register movement in any direction as well as measure the degree of push, which could move the player character at different speeds depending on how far the joystick was pushed in a certain direction.[17]
A distinct variation of an analog joystick is a positional gun, which works differently from a light gun. Instead of using light sensors, a positional gun is essentially an analog joystick mounted in a fixed location that records the position of the gun to determine where the player is aiming on the screen.[18][19] It is often used for arcadegun games, with early examples including Sega's Sea Devil in 1972;[20]Taito's Attack in 1976;[21]Cross Fire in 1977;[22] and Nintendo's Battle Shark in 1978.[23]
Saitek's Cyborg 3D Gold around the 2000s. Note its throttle, its extra buttons, and its hat switch.
During the 1990s, joysticks such as the CH Products Flightstick, Gravis Phoenix, Microsoft SideWinder, Logitech WingMan, and Thrustmaster FCS were in demand with PC gamers. They were considered a prerequisite for flight simulators such as F-16 Fighting Falcon and LHX Attack Chopper. Joysticks became especially popular with the mainstream success of space flight simulator games like X-Wing and Wing Commander, as well as the 'Six degrees of freedom' 3D shooter Descent.[24][25][26][27][28] VirPil Controls' MongoosT-50 joystick was designed to mimic the style of Russian aircraft (including the Sukhoi Su-35 and Sukhoi Su-57), unlike most flight joysticks.[29]
However, since the beginning of the 21st century, these types of games have waned in popularity and are now considered a 'dead' genre, and with that, gaming joysticks have been reduced to niche products.[24][25][26][27][28] In NowGamer's interview with Jim Boone, a producer at Volition Inc., he stated that FreeSpace 2's poor sales could have been due to joysticks' being sold poorly because they were 'going out of fashion' because more modern first-person shooters, such as Quake, were 'very much about the mouse and [the] keyboard'. He went further on to state 'Before that, when we did Descent for example, it was perfectly common for people to have joysticks – we sold a lot of copies of Descent. It was around that time [when] the more modern FPS with mouse and keyboard came out, as opposed to just keyboard like Wolfenstein [3D] or something.'.[30]
Since the late 1990s, analog sticks (or thumbsticks, due to their being controlled by one's thumbs) have become standard on controllers for video game consoles, popularized by Nintendo's Nintendo 64 controller,[31] and have the ability to indicate the stick's displacement from its neutral position. This means that the software does not have to keep track of the position or estimate the speed at which the controls are moved. These devices usually use potentiometers to determine the position of the stick, though some newer models instead use a Hall effect sensor for greater reliability and reduced size.
In 1997, ThrustMaster, Inc. introduced a 3D programmable controller, which was integrated into computer games to experience flight simulations. This line adapted several aspects of NASA's RHC (Rotational Hand Controller), which is used for landing and navigation methods.[32]
Arcade sticks[edit]
An arcade stick is a large-format controller for use with home consoles or computers. They use the stick-and-button configuration of some arcade cabinets, such as those with particular multi-button arrangements. For example, the six button layout of the arcade games Street Fighter II or Mortal Kombat cannot be comfortably emulated on a console joypad, so licensed home arcade sticks for these games have been manufactured for home consoles and PCs.[33]
Hat switch[edit]
Hat switch - at top, in green
A hat switch is a control on some joysticks. It is also known as a POV (point of view) switch. It allows one to look around in one's virtual world, browse menus, etc. For example, many flight simulators use it to switch the player's views,[34] while other games sometimes use it as a substitute for the D-pad. Computer gamepads with both an analogue stick and a D-pad usually assign POV switch scancodes to the latter.
The term hat switch is a shortening of the term 'Coolie hat switch', named for the similar-looking headgear.[35]
In a real aircraft, the hat switch may control things like aileron or rudder trim.
Industrial applications[edit]
In recent times, the employment of joysticks has become commonplace in many industrial and manufacturing applications, such as; cranes, assembly lines, forestry equipment, mining trucks, and excavators. In fact, the use of such joysticks is in such high demand, that it has virtually replaced the traditional mechanical control lever in nearly all modern hydraulic control systems. Additionally, most unmanned aerial vehicles (UAVs) and submersible remotely operated vehicles (ROVs) require at least one joystick to control either the vehicle, the on-board cameras, sensors and/or manipulators.
Due to the highly hands-on, rough nature of such applications, the industrial joystick tends to be more robust than the typical video-game controller, and able to function over a high cycle life. This led to the development and employment of Hall effect sensing to such applications in the 1980s as a means of contactless sensing. Several companies produce joysticks for industrial applications using Hall effect technology. Another technology used in joystick design is the use of strain gauges to build force transducers from which the output is proportional to the force applied rather than physical deflection. Miniature force transducers are used as additional controls on joysticks for menu selection functions.
Some larger manufacturers of joysticks are able to customize joystick handles and grips specific to the OEM needs while small regional manufacturers often concentrate on selling standard products at higher prices to smaller OEMs.
Assistive technology[edit]
Specialist joysticks, classed as an assistive technologypointing device, are used to replace the computer mouse for people with fairly severe physical disabilities. Rather than controlling games, these joysticks control the pointer. They are often useful to people with athetoid conditions, such as cerebral palsy, who find them easier to grasp than a standard mouse.[36] Miniature joysticks are available for people with conditions involving muscular weakness such as muscular dystrophy or motor neurone disease as well. They are also used on electric powered wheelchairs for control since they are simple and effective to use as a control method.[37]
See also[edit]
References[edit]
- ^AFP (25 July 2009). 'English Channel Armada to Mark Centenary of Louis Blériot Flight'. Times of Malta. Retrieved 14 September 2015.
- ^Zeller Jr., Tom (2005-06-05). 'A Great Idea That's All in the Wrist'. New York Times. Retrieved 2006-09-07.
- ^Quinion, Michael (2004-07-17). 'Questions & Answers: Joystick'. World Wide Words. Retrieved 2006-09-07.
- ^'A Timeline of NRL's Autonomous Systems Research'(PDF). United States Naval Research Laboratory. 2011. Retrieved 2012-10-21.
- ^Mirick, C. B. (1926). 'Electrical Distant Control System'. United States Patent and Trademark Office. Retrieved 2012-10-21.
- ^USAAF Wright Field Air Technical Service Command, T-2 Intelligence Department (1946). WF 12-105, Captured Film, 'Fritz X' German Radio-Controlled Dive Bomb (YouTube). The Digital Implosion. Event occurs at 13:45 to 15:00. Archived from the original(YouTube) on April 27, 2012. Retrieved July 24, 2013.
- ^United States Office of Strategic Services (1943). WW2: Azon (1943) Radio-Controlled Dive Bomb (YouTube). The Digital Implosion. Retrieved July 21, 2013.
- ^Edwards, Benj (2007-05-15). 'Video Games Turn Forty'. vintagecomputing.com (originally published at 1UP.com). Retrieved 2019-08-27.
- ^ abMissile at the Killer List of Videogames
- ^S.A.M.I. at the Killer List of Videogames
- ^Astro Race at the Killer List of Videogames
- ^Stephen Totilo, In Search Of The First Video Game Gun, Kotaku
- ^Interceptor at the Killer List of Videogames
- ^Jamie Rigg (22 June 2012). 'Joyride to Joystick: Atari Controller Custom-Built from a Car Seat Adjuster'. Engadget. Retrieved 15 September 2015.Italic or bold markup not allowed in:
|publisher=
(help) - ^Grant Brunner (27 May 2013). 'Shoulder Buttons of Giants: The Evolution of Controllers Leading Up to PS4 and Xbox One'. ExtremeTech. Retrieved 11 September 2015.
- ^'Masterpiece: The NES Advantage—God's own controller'. Ars Technica. Retrieved 2018-10-02.
- ^Space Harrier Retrospective, IGN
- ^Morgan McGuire & Odest Chadwicke Jenkins (2009), Creating Games: Mechanics, Content, and Technology, A K Peters, Ltd., p. 408, ISBN1-56881-305-8, retrieved 2011-04-03,
Light guns, such as the NES Zapper or those used in the House of the Dead series, are distinctly different from positional guns used by arcade games such as SEGA's Gunblade NY. ... Light guns differ from positional guns, such as in Gunblade NY (bottom), that are essentially analog joysticks. ... Positional guns are essentially analog sticks mounted in a fixed location with respect to the screen. Light guns, in contrast, have no fixed a priori relationship with a display.
- ^Yo-Sung Ho & Hyoung Joong Kim (November 13–16, 2005), Advances in Multimedia Information Processing-PCM 2005: 6th Pacific-Rim Conference on Multimedia, Jeju Island, Korea, Springer Science & Business, p. 688, ISBN3-540-30040-6, retrieved 2011-04-03,
The two routes to conventional gun control are light guns and positional guns. Light guns are the most common for video game systems of any type. They work optically with screen and do not keep track of location on the screen until the gun is fired. When the gun is fired, the screen blanks for a moment, and the optics in the gun register where on the screen the gun is aimed. That information is sent to the computer, which registers the shot. ... Positional guns are mounted stationary on the arcade cabinet with the ability to aim left/right and up/down. They function much like joysticks, which maintain a known location on screen at all times and register the current location when fired.
- ^Sea Devil at the Killer List of Videogames
- ^Attack at the Killer List of Videogames
- ^Cross Fire at the Killer List of Videogames
- ^Battle Shark at the Killer List of Videogames
- ^ abPeckham, Matt (September 26, 2006). 'DarkStar One'. SciFi.com. Archived from the original on 17 October 2006. Retrieved 2007-11-17.Cite uses deprecated parameter
|deadurl=
(help) - ^ ab'Space Interceptor: Project Freedom'. MyGamer. November 9, 2004. Retrieved 2007-11-17.
- ^ abWeise, Matt (May 28, 2003). 'Freelancer'. GameCritics. Archived from the original on January 6, 2008. Retrieved 2007-11-17.Cite uses deprecated parameter
|deadurl=
(help) - ^ abLaMosca, Adam (July 18, 2006). 'Lost in the Void'. The Escapist. Retrieved 2007-11-17.
- ^ abWen, Howard (February 12, 2008). 'What Happened To The Last Starfighters?'. The Escapist. Retrieved 2008-06-20.
- ^Hirsch, Matthew (June 4, 2017). 'VPC's MongoosT-50 joystick: A rare Russian-style controller for skies or space'. Ars Technica. Archived from the original on June 5, 2017.
Unlike most flight sticks for sale on the US market, which tend to be based with varying levels of verisimilitude on US fighter aircraft control columns, the MongoosT-50 is built to mirror the control stick on Russian aircraft—specifically, the fifth-generation Russian Sukhoi Su-35 and PAK FA (T-50).
- ^Tom Senior (7 February 2011). 'Volition Would 'Commit Murder' to Make Freespace 3'. PC Gamer. Retrieved 29 May 2015.
- ^Jonathan Drake (24 September 2011). 'Nintendo 64: Launching a Legacy'. IGN. Retrieved 9 September 2015.
- ^1960-, Bijlefeld, Marjolijn, (2003). It came from outer space : everyday products and ideas from the space program. Burke, Robert (Robert L.). Westport, Conn.: Greenwood Press. ISBN0313058415. OCLC61247073.CS1 maint: extra punctuation (link)
- ^Gerry Block (December 18, 2007). 'Arcade in a Box Xbox 360 Arcade Stick'. IGN. Retrieved 2009-04-21.
- ^'Microsoft Combat Flight Simulator 2, EU-Inside Moves Series, Jeff Van West, Book - Barnes & Noble'. Search.barnesandnoble.com. Retrieved 2010-08-18.
- ^Cantrell, Paul. 'Helicopter Aviation'. www.copters.com. Retrieved 20 December 2015.
- ^Darleen Hartley (22 May 2009). 'Robotics Improves Movement in Kids with Cerebral Palsy'. geek.com. Retrieved 16 September 2015.
- ^Andrew Liszewski (28 April 2012). 'If You Don't Find This Video About Robot Wheelchairs for Babies' Heartwarming, You Probably Don't Have a Soul'. Gizmodo. Retrieved 17 September 2015.
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