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BalduursGATE Field ManualPip manipulation4.10.0-hotfix (55227) · Version 1 · Sourced
FM · DOGFIGHT · DOGFIGHT-PIP-MANIPULATION · guide.dogfight-pip-manipulationOnline version: https://oldmensclub.de/citizen-hub/academy/dogfight-pip-manipulation.en.html
BalduursGATE Field Manual · Academy · Edition 1
DogfightLevel: Expert

Pip manipulation

The aiming point your opponent shoots at is computed from your movement. Change the movement and you change the aiming point.

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

Prerequisites

What is it?

When shooting at a moving target the game shows a predicted aiming point – the pip. It is computed from your current movement and the projectile speed. Pip manipulation means changing that movement so the computation no longer holds.

When do I use it?

Defensive, whenever someone behind you is shooting. Useful offensively too: whoever knows how the pip is made also understands why his own shot misses.

What do I want to achieve?

You want every shot to go where you will no longer be. Not dodging – invalidating the prediction.

Starting position

Someone is behind you with a firing solution. Your shields are still holding.

Step by step

  1. Change movement, not heading. Lateral strafe changes the path immediately without swinging the nose.
  2. Irregularly. Not on a beat. Sometimes one second, sometimes three; sometimes up, sometimes sideways.
  3. Stop as well. Suddenly stopping the lateral movement shifts the pip just as much as starting it.
  4. Add throttle. Braking and accelerating change the computation too.
  5. Do not throw the nose around. Swinging only the nose barely changes the path – and you stop hitting anything yourself.

Keyboard and mouse

On the keyboard this is a game with four keys. Important: short, irregular taps instead of holding – holding produces a new even path that is predictable again.

Functions against leadingq1

You need everything that changes your movement without throwing the nose off: the four strafe directions, throttle and brake.

Game actionDefault keyboard/mouseDefault joystickTrigger
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
BoostLeft ShiftButton 8hold
SpacebrakeXnot bound by defaultsingle press
Cycle Lock - Attackers - Forward4not bound by defaultsingle press

Game default binding, game version 4.10.0-hotfix (55227). If you rebound it yourself, your binding applies.

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.

This is where strafe axes show their advantage most clearly: on an axis you can vary lateral movement steplessly and irregularly; with keys there is only on and off.

Speed and energy

Strafing costs thrust but barely any forward speed. Constant braking and accelerating costs more. If your ship slows down the prediction gets easy again – keeping speed is part of pip manipulation.

Movement diagram

Blue path with a kink, ahead of it a red crosshair as the pip, dashed line from the opponent to the pip.
DiagramPip manipulation – the aiming point runs into nothing UNCONFIRMEDTop view: the predicted aiming point lies ahead of the own ship; after a change of direction the ship is somewhere else.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 an aiming point that jumps. The more irregular your movement, the more he shoots on spec. That is exactly when it pays for him to switch to fixed guns or short bursts.

Typical mistakes

  • Strafing on a beat. Left-right-left every second is as predictable as straight flight.
  • Only swinging the nose. Does not change the path and costs you your own firing solution.
  • Strafing continuously in one direction. That is just another straight line.
  • Getting too slow. A slow target is easy to hit even without a pip.

Opponent’s counter

He closes in – the shorter the distance, the smaller the prediction error. Or he switches to fixed guns and aims by hand where he expects you instead of following the pip.

Exercise

training.dogfight-pip-manipulation.01ExpertPartner: requiredUNCONFIRMED
Goal
Make a partner’s aiming point run into nothing without giving up your own heading entirely.
Preparation
A partner follows at a fixed distance, aims but does not shoot – he only reports when his aiming point sat cleanly on you.
Task
Fly for 60 seconds and change your lateral movement irregularly every one to three seconds: strafe, stop, change direction, change throttle. The partner counts his clean moments. Then do the same with an even rhythm – and compare.
Success criterion
The partner has clearly fewer clean moments with irregular movement than with an even rhythm.
Partner
required
Functions needed
  • Strafe up (abs.)
  • Strafe down (abs.)
  • Strafe left (abs.)
  • Strafe right (abs.)
  • Throttle - Increase
  • Throttle - Decrease

Beginner variant

Have a partner follow you without shooting and just try out how much his aiming point shifts with which movement.

Advanced variant

Pip manipulation inside a turning fight: strafe irregularly while flying a rate fight without losing angle.

Next step

The same idea in its purest form is the defensive spiral. If you want to hit yourself, strafing helps.

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