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BalduursGATE Field ManualOrbit4.10.0-hotfix (55227) · Version 1 · Sourced
FM · DOGFIGHT · DOGFIGHT-ORBIT · guide.dogfight-orbitOnline version: https://oldmensclub.de/citizen-hub/academy/dogfight-orbit.en.html
BalduursGATE Field Manual · Academy · Edition 1
DogfightLevel: Advanced

Orbit

Fly a circle around the opponent and keep your nose on him – the basic pattern of every turning fight.

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

Prerequisites

What is it?

The orbit is a circular path around the opponent. You fly past him sideways, constantly pull your nose towards him and strafe outwards or inwards at the same time so the circle does not open up.

When do I use it?

Neutral to slightly offensive. When neither is behind the other and both are close – or when you want to circle a slower but tougher opponent instead of attacking head-on.

What do I want to achieve?

You want time on target without return fire: if the circle is right your nose points at him, his never points at you for long. At the same time you keep the distance constant instead of having to re-approach again and again.

Starting position

Close range, opponent locked, both at a similar level. The opponent is flying slowly or turning on the spot.

Step by step

  1. Pass to the side. Do not fly at the opponent, fly past him.
  2. Bring the nose across. As soon as he is to your side, pull the nose onto him and hold it there.
  3. Strafe outwards. Without lateral thrust you drift inwards until you are too close. Strafing keeps the circle round.
  4. Adjust throttle. Too much throttle widens the circle, too little drops you into the centre.
  5. Change direction. After a few laps reverse the direction so the opponent cannot settle on one side.

Keyboard and mouse

The orbit is the manoeuvre that asks the most of keyboard and mouse at once: the mouse pulls the nose, two strafe keys hold the circle, the throttle sets its size. Practise holding the nose first, then add strafing.

Functions for the orbitq1

Circling means constantly pulling in one direction while strafing sideways. Plus targeting, so the nose knows where to go.

Game actionDefault keyboard/mouseDefault joystickTrigger
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
Throttle - IncreaseWnot bound by defaultsingle press
Throttle - DecreaseSnot bound by defaultsingle press
Lock Target Under Reticlenot bound by defaultnot bound by defaultsingle press
Cycle Lock - Hostiles - Forward5not bound by defaultsingle press
Lock Selected Targetnot bound by defaultnot bound by defaultsingle press

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.

The orbit lives on lateral strafe and vertical strafe. On HOSAS they belong on the left stick’s axes – then the circle is a steady movement instead of a series of key presses. This is exactly where a stick is clearly ahead of the keyboard.

Speed and energy

The orbit uses little energy as long as you do not boost. It is the manoeuvre for a long fight: constant speed, constant distance. You only need boost to leave the circle.

Movement diagram

Circle with four blue ship symbols on the path, each with its nose towards the red centre.
DiagramOrbit – circling the opponent UNCONFIRMEDTop view: own ship flies a circular path, nose always pointing to the centre where the opponent is.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 constantly sliding past to his side. As long as your circle is even he can work out his lead – so change the direction.

Typical mistakes

  • Falling inwards. Without strafing the circle gets tighter until you are stuck on the opponent and he only has to dust you off.
  • Too much throttle. The circle gets so wide that you have no firing solution in between.
  • Always the same direction. After the third lap he knows where you will appear.
  • Nose only, no strafing. Then you are not flying a circle but a spiral into the centre.

Opponent’s counter

He turns with you and makes your orbit a shared circle – then you are in a rate fight. Or he breaks out, forces you to chase and waits for you to overshoot.

Exercise

training.dogfight-orbit.01AdvancedPartner: requiredUNCONFIRMED
Goal
Fly one full circle around a stationary partner without letting the nose drift off.
Preparation
One partner holds station and only rotates. Open space, no obstacles.
Task
Fly five full circles, alternating left and right. The opponent should stay in the reticle without re-aiming. Then swap roles.
Success criterion
You complete a full circle without losing the lock and without leaving the circle.
Partner
required
Functions needed
  • Pitch
  • Pitch up
  • Pitch down
  • Yaw
  • Yaw left
  • Yaw right

Beginner variant

Practise the orbit on a partner holding still. First only hold the nose, then add strafing, finally meter the throttle.

Advanced variant

Orbit against a partner who also turns. Change direction on call and watch who gets the nose back on first after the change.

Next step

The orbit only becomes round with proper strafing. After that pursuit curves show where the nose belongs.

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 TARGETING

  • Lock Selected Target
  • Cycle Lock - Hostiles - Forward
  • Lock Target Under Reticle

Profile page SHIP WEAPONS

  • Gimbal State - Toggle Locked / Unlocked

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-orbit