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BalduursGATE Field ManualStrafing in a fight4.10.0-hotfix (55227) · Version 1 · Sourced
FM · DOGFIGHT · DOGFIGHT-GLEITEN · guide.dogfight-gleitenOnline version: https://oldmensclub.de/citizen-hub/academy/dogfight-gleiten.en.html
BalduursGATE Field Manual · Academy · Edition 1
DogfightLevel: Advanced

Strafing in a fight

Lateral thrust separates where you fly from where you aim. That is the biggest difference between flying in atmosphere and fighting in space.

Valid from patch
4.10.0
Game data version
4.10.0-hotfix (55227)
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 strafing in a fight is the right manoeuvre and what it gains you.
  • Be able to fly strafing in a fight in game – with keyboard and mouse or with HOTAS/HOSAS.

Prerequisites

What is it?

Strafing means thrust across your line of sight. Your ship moves where the nose is not pointing. This separates aiming from flying – in space that is possible, in atmosphere hardly.

When do I use it?

Always. Strafing is not a single manoeuvre but an ingredient: in the orbit, against leading, when evading, when docking.

What do I want to achieve?

You want to aim without flying where you aim – and to move without taking the nose along.

Starting position

Any combat situation. The only requirement is spare thrust: strafing and forward throttle share the engine output.

Step by step

  1. Fix the nose. First the opponent in the reticle, only then strafe.
  2. Pick a direction. Sideways to slide past him; up or down to leave his plane.
  3. Add forward throttle. Only the combination of forward and lateral gives a diagonal path instead of a jink.
  4. Hold briefly, then change. Continuous strafing in one direction is just a new straight line.
  5. Watch your speed. Strafing takes power from forward movement; in a turning fight you notice at once.

Keyboard and mouse

On the keyboard the four most important directions are bound by default around the left hand. Combining them with throttle keeps five fingers busy at once – which is exactly why a second stick pays off here.

The six strafe directionsq1

Strafing works in six directions: up, down, left, right, forward, back. By default they are on single keys and buttons; as axes you have to bind them yourself.

Game actionDefault keyboard/mouseDefault joystickTrigger
Strafe left / right (abs.)not bound by defaultnot bound by defaultaxis
Strafe up / down (abs.)not bound by defaultnot bound by defaultaxis
Throttle - Forward / Backnot bound by defaultnot bound by defaultaxis
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
Throttle - IncreaseWnot bound by defaultsingle press
Throttle - DecreaseSnot bound by defaultsingle press
Enable / Disable decoupled modeCnot bound by defaulttoggle

Game default binding, game version 4.10.0-hotfix (55227). 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.

These are the axes strafe X (lateral), strafe Y (vertical) and strafe Z (forward/back). By default they are not bound as axes on a joystick but spread over buttons and a hat. On HOSAS X and Y belong on the left stick – that is the real reason to fly two sticks.

“Tri-cording” – forward throttle plus two strafe directions at once to get more total thrust – comes from older flight models. Whether and how much it still helps in the current game version is not documented in our data. The principle is here; whether it pays off you measure yourself.

Speed and energy

Strafing and forward throttle share the available power. Strafing continuously makes you slower forward – in a turning fight that can decide it. Short, strong strafe impulses usually beat continuous strafing.

Movement diagram

Blue line as direction of movement, grey dashed line as nose direction, a short blue arrow across them.
DiagramStrafing – movement and nose separate UNCONFIRMEDTop view: the direction of movement goes up to the right, the nose points down to the right, lateral thrust in between.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 whose nose and path do not match. That makes his lead difficult – and at the same time tells him you know what you are doing.

Typical mistakes

  • Strafing instead of turning. Strafing does not replace a turn; it complements it.
  • Continuous strafing. A new straight line is no improvement.
  • Taking the nose along. Swinging the nose while strafing gains you nothing.
  • Too much at once. First hold the nose, then one strafe direction, then throttle – learn it in that order.

Opponent’s counter

He closes in, because lateral movement matters less at short range, or he switches to fixed guns and aims by hand.

Exercise

training.dogfight-gleiten.01AdvancedPartner: requiredUNCONFIRMED
Goal
Strafe around a stationary partner without taking your nose off him.
Preparation
A partner holds still. Open space, no time pressure.
Task
Keep your nose on him and fly a square around him using only the strafe directions: up, right, down, left. Then the same diagonally. Finally combined with forward throttle.
Success criterion
The partner stays in your reticle throughout the whole square.
Partner
required
Functions needed
  • Strafe left / right (abs.)
  • Strafe up / down (abs.)
  • Throttle - Forward / Back
  • Strafe up (abs.)
  • Strafe down (abs.)
  • Strafe left (abs.)

Beginner variant

Practise the square around a stationary partner. Nothing else. That is the basis for everything that follows.

Advanced variant

Strafing in a turning fight: hold an orbit and change the strafe direction twice without losing the circle.

Next step

To separate nose and path completely, fly decoupled. To make shots run into nothing with it: pip manipulation.

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

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-hotfix (55227)
Version
1 · EN Version 1
Review entries
none
Identifier
guide.dogfight-gleiten