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nlight

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Everything posted by nlight

  1. This is very strange indeed. Seems the crash is coming from the XInput wrapper, is it possible that you don't have DirectX installed?
  2. Could you send me your ksp-advanced-flybywire_v11.xml just after you've used the Calibrate option. I should be able to fix this. I will also put GUI controls for deadzone and sensitivity in the next version. The quadratic interpolation provides a lot of precision at the beginning of the range, what you want is inverse quadratic, which I will also implement. Thanks again for contributing to the development of this mod
  3. It's not a silly question, I should have specified this somewhere. The difference between AFBW x86 and x64 is only in the native dll's - SDL2 and XInputInterface and linkage. What this means is that the x86 verson should work on both 32-bit and 64-bit Windows/ KSP combo. The x64 version works only on a 64-bit Windows _and_ 64-bit KSP. On your issue - it's very surprising that your controller disappeared like that given that I have not made any significant changes to the input detection code since several releases. If you are willing we can talk over IRC or something and debug the problem, since I may not be able to get a hold of this particular controller right now. Message me if you're interested
  4. This is bad, please help me fix it Could you follow the bug report steps in the main post and provide me with at least an output_log.txt? Thanks for testing and reporting, I really appreciate it!
  5. Please make sure that you're actually copying all the files from the archive (everything in GameData/ + SDL2.dll + XInputInterface.dll) and overwrite any conflicts. This sounds either like you're missing some part of the Toolbar mod or one of the DLLs. Also please try the KerbalStuff release. Make sure that SDL2.dll and XInputInterface.dll are in KSP's root folder (where KSP.exe is) and not in GameData!
  6. Hey, Thanks for the feedback, you're great! For 1 and 3 you should really be using the 'Calibrate' option in controller settings, this should solve both issues. 2 is a bit problematic due to how KSP expects inputs in the range of -1..1, so increasing sensitivity will lead to less precision I will see what I'm willing to do about this. 4) This sounds great, I will definitely implement it for the next version
  7. I have received reports that Saitek drivers work properly with AFBW, so you should be fine Please notify me if anything is wrong.
  8. As a workaround for this you can unbind 'Wheel throttle'. This should return the original behavior. Which controls exactly? Bummer Check if Windows still recognizes it and if it does, you can try an older AFBW version (maybe 1.2.1), maybe I broke something Please report back, I want to fix this if it's a mod issue. I have a linux/ macosx version working locally, hopefully I will be able to release it sometime this weekend.
  9. There is such a tool available here. It requires Perl and Java to run. We're looking into implementing JSON validation in the CKAN client in the future.
  10. Thanks for the report I am aware of this issue and it will be fixed in the next version.
  11. They're not backwards compatible, you would have to ask the mod author to recompile a version for 0.24 if possible.
  12. This sounds like an issue with your install. I run all the mods you listed and 30+ more without issues.
  13. Oops, this slipped past testing at the last minute. Version 1.2.2 is up with a fix. I'll check the hats as buttons option for next release.
  14. Version 1.2.1 is up, addressing a critical bug with switching vessels and some other stuff. v1.2.1 - Fixed a bug where changing vessels mid-flight would result in AFBW controlling the old vessel - Fixed a bug where if KSP's working directory was not configured correctly the mod wouldn't find its config file - Merged Vitor Boschi's axis mapping fix - Toolbar button now closes the UI if it's already open - Added explicit "Save configuration" button to the main screen - Fixed input control locks for the new preset editor - Support for KSP-AVC
  15. Ok, seems my approach to trick mono into loading SDL is not working. Sorry for releasing a broken build, I'll get on fixing it soon. The mod looks for its configuration file using a relative path to your executable's working directory. I am not sure but I think that Steam will auto-set the working directory to SteamApps\Common even if your executable is actually somewhere else. I would advise to try with a standard windows shortcut and by manually specifying the correct working directory. When you assign a discrete binding (i.e. button) to a continuous action (e.g. Pitch+) then the stock input system will do: pitch += changeInPitch * deltaTime; AFBW adds an acceleration value: pitchVelocity += changeInPitch * deltaTime^2; pitch += pitchVelocity * deltaTime;
  16. So you want MechJeb but do not want MechJeb, which is paradoxical. You can definitely use MechJeb without (ab)using any of the autopilot features, just use solely the Maneuver Node Planner window.
  17. First official linux beta build is up. It probably has some issues so if you're able to test and give feedback it'd be awesome Requires SDL2 (libsdl2.so) to be present on the system. Get it from here. License remains the same.
  18. v1.2 is out, changes are mostly GUI related - New preset editor - Many small GUI improvements - Now using KSP skin by default, option to revert to the old one - Updated toolbar to 1.7.7 Wow, this is amazing. Thank you for the patch, I didn't see it in time for this release but I will merge it asap.
  19. My mod compatibility list for 0.25. Updated almost real-time.
  20. Hey, I'm sorry to hear you're having issues. Could you follow the steps in the "Bug reports" section of the main post and send me the neccessary info so I can fix this. EDIT: As far as I can see your joystick is supported both by Windows and by SDL so there shouldn't be any issues. Please try deleting your GameData/ksp-advanced-flybywire/ksp-advanced-flybywire_v11.xml and restart the game. Try plugging your joystick once you're actually in flight mode and see if it appears on the list then.
  21. I have posted a poll on what future developments should contain. Click here to vote.
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