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Aurorunner

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  1. I agree - KSP's controller settings have come a long way, but still too many issues with my X-55. Thanks!
  2. Got it, I was just very surprised that the new game I started didn't have the problem at all, even after playing for hours.
  3. I was experiencing the same problem, regardless of PPFX setting and heat gauges being disabled (despite what seems to be the common ruling on the problem). I'm not sure if it was 100% related the the scene changes, but they surely didn't help - and would take forever. My solution was just to watch the task manager and quit out whenever RAM use exceeded 3gb. Anyway, where I'm going with this, is the other night I decided to fire up a new game on pure hard mode, and for some reason - no leaks! I'm playing unmodded, and the game stayed completely stable between 2 and 2.5 gb. The game that seems to have the leak problem is my game that I started at 1.0 and transitioned up through 1.02 that was a custom difficulty that allowed reverts and saves. This leads me to a few very fast conclusions (as I surely haven't tested enough to say for sure) - either the memory leak I'm experiencing is tied to the hotfix updates of my existing game, or it's tied to something particular to the saving/loading/reverting not associated with the hard difficulty setting.
  4. Hey guys, I have an old Saitek Cyborg Evo force that I think was experiencing a number of the same problems mentioned in this thread - specifically concerning throttle and twist axes not being recognized, though I suspect it would likely fix other issues as well. It's a workaround, not a true fix, but I can confirm that it works very well. The solution involves setting up a virtual joystick (that can either be used entirely, or alongside your native joystick), and then using a re-mapper to get the axes/buttons that aren't recognized by Kerbal mapped to that virtual joystick. In my instance, only the twist and throttle axes refused to work, so I only mapped those two to the virtual joystick and rely on the native mappings for the rest. Essentially the game thinks that I have two joysticks plugged in, and once set up everything can be mapped in game in the usual fashion. I'm not the best with instructions, so I did a quick search and found the write-up with directions listed at the link below. I'm not exactly sure if it's the same discussion that I originally used to get myself set up, but after reading through it looks correct. It should get you set up with both of the programs necessary to fix the issues. http://www.homebrewgame.com/forums/topic/how-i-got-my-saitek-joystick-working-with-unity-and-thus-homebrew/ Once set up, the virtual joystick should stay put and never have to be fiddled with again, though there is the slight inconvenience of needing to open/make sure the re-mapper is running before starting Kerbal. One last VERY important reminder - once you've set up your bindings in game, always make sure that your control device is plugged in and recognized before starting Kerbal, otherwise the game will clear all of the config prefs and you'll have to set them up again (note-this does not apply to UJR thankfully, just the hardware). You'll know that this happened when the game re-asks you if you want to submit your log information to help with development upon start-up. If this does happen, all is not lost: Ctrl-Alt-Dlt-ing out of the game and shutting it down through the control panel will make sure your settings aren't overwritten (as they save when exiting using the in-game "Quit" button). Ok, I think that should do it - my frustration with not being able to get my joystick to work in the early days of my KSP career almost made me shelve the game in frustration before I ever got started, and what a tragedy that would have been. Hopefully these tips can help get others over that hump so that they can spend less time getting their hardware to work and more time exploding their first few rockets.
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