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BalduursGATE Field ManualDecoupled fighting4.10.0 (11644) · Version 1 · Sourced
FM · DOGFIGHT · DOGFIGHT-DECOUPLED-KAMPF · guide.dogfight-decoupled-kampfOnline version: https://oldmensclub.de/citizen-hub/academy/dogfight-decoupled-kampf.en.html
BalduursGATE Field Manual · Academy · Edition 1
DogfightLevel: Expert

Decoupled fighting

In decoupled mode your course stays where it is and the nose rotates freely. The most powerful and the most dangerous tool in a turning fight.

Valid from patch
4.10.0
Game data version
4.10.0 (11644)
Version
1
Updated
2026-09-13
Review statusSourced

Every control function and game object used exists in the current game version. The statements come from the sources listed.

Review path and sources

Editorial in-game review

Nobody from the editorial team has flown it in game yet. The information comes from the sources listed below.

Context. the sequence is explained flight technique. What is sourced are the game functions named and their default bindings; how strongly a manoeuvre works on your ship depends on ship, fit and patch – you fly that yourself.

What you will learn

  • Recognise when decoupled fighting is the right manoeuvre and what it gains you.
  • Be able to fly decoupled fighting in game – with keyboard and mouse or with HOTAS/HOSAS.

Prerequisites

What is it?

In normal coupled mode your ship follows the nose. In decoupled mode it does not: course and speed stay as they are and the nose rotates freely around them.

When do I use it?

When you have to fly one way and shoot another: retreating with covering fire to the rear, during a pass, turning in the tightest space.

What do I want to achieve?

You want to separate course and nose completely – further than strafing can. This lets you fly manoeuvres a coupled ship cannot.

Starting position

You have speed and room. Decoupling at low speed without a plan is the fastest way to end up helpless.

Step by step

  1. Know where you are going first. The course you have when you decouple is the one you keep.
  2. Decouple. Switch over.
  3. Rotate the nose. Freely, as far as you like – even all the way back.
  4. Correct the course. With the strafe directions, not with the nose.
  5. Couple again in time. Switch back before you fly into something. That is the step everyone forgets.

Keyboard and mouse

The toggle is bound by default to a key you can reach blind in a fight. What matters is not switching but switching back – give yourself a fixed trigger for it, for example “as soon as my nose is forward again”.

Functions for decoupled modeq1

One switch for the mode, the rotation axes for the nose, the strafe directions for the course – and the space brake, because in decoupled mode nothing slows down by itself.

Game actionDefault keyboard/mouseDefault joystickTrigger
Enable / Disable decoupled modeCnot bound by defaulttoggle
Pitchnot bound by defaultAxis Yaxis
Pitch upArrow downnot bound by defaultsingle press
Pitch downArrow upnot bound by defaultsingle press
Yawnot bound by defaultAxis Xaxis
Yaw leftArrow leftnot bound by defaultsingle press
Yaw rightArrow rightnot bound by defaultsingle press
Rollnot bound by defaultAxis Rz (twist)axis
Roll leftQnot bound by defaultsingle press
Roll rightEnot bound by defaultsingle press
Strafe up (abs.)SpaceButton 9single press
Strafe down (abs.)Left CtrlButton 10single press
Strafe left (abs.)AHat 1 leftsingle press
Strafe right (abs.)DHat 1 rightsingle press
SpacebrakeXnot bound by defaultsingle press

Game default binding, game version 4.10.0 (11644). If you rebound it yourself, your binding applies.

Anything marked “not bound by default” you have to bind yourself in the game settings – we do not guess a key.

HOTAS/HOSAS: the joystick column is the default binding of ONE stick. On two sticks you assign pitch, yaw, roll and lateral strafe yourself – which axis a manoeuvre needs is listed in the HOTAS / HOSAS section.

HOTAS / HOSAS

A manoeuvre does not need particular keys, it needs particular axes and functions. If you fly HOTAS or HOSAS you assign them once and then only read which of them a manoeuvre asks for:

  • Pitch, yaw, roll – the three rotation axes. By default on one stick they sit on X, Y and the twist axis Rz.
  • Strafe X/Y/Z – sideways, up/down, forward/back. By default these are single buttons and a hat, not axes; on HOSAS you put them on the second stick’s axes.
  • Throttle – the throttle lever or the forward/back function.
  • Boost, space brake, decoupled mode – three buttons you must hit blind in a fight.
  • Targeting – at least “lock target under reticle” on a thumb button.

Which of these are bound by default is in the table above. Everything marked “not bound by default” you assign yourself.

You need the decoupled toggle, all three rotation axes and the strafe axes. On HOSAS this is the most natural control form there is: the left stick moves the ship, the right one rotates the nose.

Speed and energy

In decoupled mode nothing brakes. The space brake is your only way to lose speed – and it costs time. Anyone who flies decoupled into a station or an asteroid has not thought the manoeuvre through.

Movement diagram

Straight blue line with four ship symbols whose noses point increasingly sideways, above them a dashed rotation arc.
DiagramDecoupled – course stays, nose rotates UNCONFIRMEDTop view: the ship continues along a straight line while the nose gradually rotates around.Own graphic · claude-entwurf, 2026-09-13

The sketch shows the manoeuvre from above: own ship blue, opponent red, start marked “S”, steps numbered.

What should the opponent see?

He sees a ship flying sideways or backwards that still aims at him. That is hard for him to read – as long as you do not come to a stop.

Typical mistakes

  • Forgetting to switch back. By far the most common mistake, and it usually ends at a wall.
  • Decoupling at low speed. Then your ship stands still and only rotates.
  • Trying to correct the course with the nose. In decoupled mode the nose changes nothing about the course.
  • Decoupled into an unknown direction. The course stays – even if there is an asteroid there.

Opponent’s counter

He waits until you have lost speed in decoupled mode and then attacks – a stationary decoupled ship is the easiest target in space.

Exercise

training.dogfight-decoupled-kampf.01ExpertPartner: requiredUNCONFIRMED
Goal
Rotate the nose 180 degrees in decoupled mode without losing your course – and switch back in time.
Preparation
Open space, one reference point ahead, a partner as observer.
Task
Fly towards the reference point, decouple, rotate the nose 180 degrees, hold for three seconds, rotate back and couple again. The partner reports whether your course changed. Ten runs.
Success criterion
You rotate and couple back without losing your original course and without accelerating unintentionally.
Partner
required
Functions needed
  • Enable / Disable decoupled mode
  • Pitch
  • Pitch up
  • Pitch down
  • Yaw
  • Yaw left

Beginner variant

Practise only switching and switching back, in empty space, without an opponent, until both come without thinking.

Advanced variant

Decoupled retreat: fly away from the partner, rotate the nose back, keep him in the reticle and couple back before you are out of his range.

Next step

Decoupled you can force an overshoot cleanly – and the defensive spiral becomes much harder to read.

Checklist

  • You can say in one sentence when this manoeuvre is the right one.
  • The functions from the control table are on keys or axes for you.
  • You have flown the manoeuvre with a partner at least once and evaluated the exercise.

On your Stream Deck

These functions belong to this topic. Which key that is for you is shown by the BalduursGATE plugin based on your own bindings – on purpose, no key is listed here.

Profile page FLIGHT

  • Enable / Disable decoupled mode

Profile page FLIGHT MOVEMENT

  • Spacebrake

Read next

Links are stored in the hub entry – the index computes the reverse direction. No address is hard-coded here.

← Back to the Academy

Sources

  1. q1GAME DATAACTION-MASTER – Steuerungsfunktionen und Standardbelegung aus defaultProfile.xml und global.ini (SC-4.10-ACTION-MASTER.json)Build 4.10.0-hotfix (55227)Name, Gruppe, Auslöseart, Profilseite und die Standardbelegung (Tastatur/Maus/Joystick) gelesen – keine eigene Belegung.

Patch and version information

Valid from
4.10.0
Valid until
open
Game data version
4.10.0 (11644)
Version
1 · EN Version 1
Review entries
none
Identifier
guide.dogfight-decoupled-kampf
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