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  1. (First off this is my first post here so I hope I'm dropping this in the right category!) This controller was 100% designed and built by me from scratch over the past week! I recently picked up KSP over quatrantine (I'm late to the party, I know haha!) and I was instantly hooked. Before I knew it I was craving input beyond simple KB and mouse! Here is a link to a very detailed rundown of the process i took to take this from an idea to the finished product! It's not quite a tutorial, but if anyone has any questions on how I completed any steps I'd be glad to answer them! Link to the buil
  2. Hi all. I’m quite proud to show you the controller I have been working on for the last few months. I started it last summer and I had to take a break for lack of time. But I eventually finished this. First of all, I want to thank hugopeeter who helped me a lot! This is when I saw his own KSP controller that I decided to build my own. As you can see, I took inspiration from SpaceX Crew Dragon v2 cockpit. I wanted my controller to have a clean look, like this: I also wanted it to be backlighted so that texts and indicators are visible in the dark. This is another reason it took me
  3. KspRemoteβ Control ksp aircraft using android device Introduction https://www.youtube.com/watch?v=okde8x0dSgA video video is outdated but it's enough to show what this is Releases https://gitlab.com/djdisodo/kspremote/-/releases Requirements android version > 9 bluetooth connection between android device and PC rotation sensor on android not working on some phones(lg vXX) Setup Connecting you need to do this only first time Remove all Profiles Reboot the PC once (if you tried to connect
  4. As some of you know, I have wonted to build a control panel for a long while, and have even write my own KSP plugin + openGL application for it. Recently I have started building it and have finished the frame and cut out the wooden panels to fit on the frame. The panels aren't really "mounted" in the sense that i will still have to take them off to make cutouts for the switches, as well as paint them. The two big holes in the middle are for a laptop and a monitor. The laptop will serve as the multifunctional display / guidance computer while the monitor will display the video output
  5. Think in the same vein as the premium version of Fallout with the PitBoy kit. Custom controllers and KSP go hand in hand, having that conceptualized through the game creator's lens would be worth a $150 price tag for Game w/ DLC season pass and a licensed kontroller kit, imo!!
  6. For me, playing KSP is a whole lot easier when you can pilot your craft with proportional controls, like a joystick. I came back to KSP after a while today and I realized that I have some controllers (xbox one controllers) I can use, but the default control mappings are not what I want them to be. I want to set it up so i control my craft like an RC plane (throttle/yaw on left stick, pitch/roll on right stick) cause I'm very used to flying RC planes. But the default mapping is all wack, and it isn't proportional control (all maneuvering inputs are mapped to proportional inputs but they all beh
  7. My Mark IIb control panel broke down in the spring due to a careless shortcut, and I have been building and redesigning this one on and off since then. I actually missed 1.5 completely, but finally the hardware is at an acceptable configuration. So, after a few time consuming mistakes, I flew an initial test flight with my Flight Control Mk IIId, and was happy with the result. What started when I looked at the price of a joystick with throttle and thought I could make one cheaper did turn out to be a hobby consuming hundreds of euros and opening a whole new field of learning. When I start
  8. Hi, I've made a quadcopter and found I cannot control it. If I attach rotors to yaw/pitch/roll and thrust I am able control thrust but yaw/pitch/roll override each other so only one is effective. Thrust works because it's incremental while yaw/pitch/roll are absolute. At first I wanted do demand multiple overlapping controls to work additively (and they should) but then I realized that won't be enough. The collective throttle must lift the craft while axes control should only modify torque to control its movement and may work much weaker. So the torque for single engine could be calculate
  9. My idea is to make a enclosed cockpit for kerbal space program. It's going to be a 2 seater and I'm going to build a full control panel. This is what i have done so far. Latest progress photo. Link to simpit's imgur album This is the old simpit before I redesigned it. Link to old simpit's imgur album Here is the link to software being developed for the simpit. https://github.com/Krewmember/External-MFD I hope you guys like it and I will keep you updated as I make progress.
  10. I have two joysticks, a logitech dual action and logitech wingman digital 3d. Both of them seem to work while configuring the controls, but in-game only the buttons work and the sticks don't seem to do anything. They both work fine for other games. Can anyone help me? EDIT: Never mind, I figured it out. I just had set the joystick for primary as well as secondary, now it works fine. If anyone has the same problem, make sure that you set BOTH parts in the joystick configuring panel section and then see if it works.
  11. Hello all, Today I want to share with you our development process of making two control panels and I’ll try to answer your most frequent questions. Me and my friend (Ferrdo_Kerman on this forum) always wanted to build control panel for Kerbal Space Program, so we can have even greater experience while playing this fantastic game. This year we finally had this opportunity and time to make this happen. Ferrdo is very skilled in HW and SW so he is the one who decided which HW do we need, how to put it together and also rewrote the base code that we have used from another project. My jo
  12. It might have been a year ago that I first saw someones custom controller for KSP on the internet. I thought: "man, I would really like to be able to build one of those, but I am lacking some serious skills". After tinkering with Arduino's for a few months and learning how to solder from YouTube videos, I thought: "hey, maybe I can create a Kerbal Controller!" Now that it is almost completed, I would like to share my build process with you all, including parts used, design drawings and Arduino code. I hope it will make it easier for some other KSP fans to get into building one.
  13. Hello. Just today i've bought a thrustmaster joystick to use in K.S.P. mainly for controlling the Pitch/Yaw and Translate manouvers. I thought this would have been usefull for docking a space ship and flying an aircraft. I plugged the controller in and checked if all axes and buttons worked. There didn't seem to be an issue. Then i started K.S.P. And put the Input controls for Pitch/Yaw/Translate to the main controller axes, X-Y. I also added the camera controls and throttle function. Camera controls throttle Translation / Pitc
  14. I was using a Xbox Wireless Controller for KSP on Mac OS 10.12 (Sierra), working perfectly well. Now all of a sudden the analog stick axes don't work any more (buttons are still fine). Steps to reproduce: - Connect Xbox Wireless Controller via Bluetooth - Start KSP - Go to Settings/Input/Flight - Click on the Pitch Axis "Primary" button - Move the left vertical analog stick on the controller - KSP displays: "Current Assignment: Joy0.1" - Click "Accept" Expected behavior: - Button next to "Primary" says "Joy0.1", clicking it again says "Current Assignment: Joy0.1", joy
  15. I have read that there is a trim function in KSP with Alt + W, S, A, D key combos. I am currently using an Xbox controller in my PC for KSP and I would like to map at least pitch trim somewhere (e.g. in the D-pad), but I cannot find it in the Input settings area. Also, in KSP somehow the D-pad is identified as two axes instead of four buttons, which is a limitation. Can this be changed? Any help would be welcome!
  16. Hello there! I'm trying to set up a complicated vJoy script, but for it to work the way I need it to, I need the virtual controller to have 28 buttons and 5 axes. (28 buttons because I want a double-click to give a different output, and I want the POV hat buttons to act as buttons, not axes.) I'm using FreePIE to write a script that takes xbox 360 controller inputs and map them to the vJoy controller, but I need to know 2 things before I know this process can succeed: A) How many buttons will KSP recognize from 1 controller, and B) Can KSP tell the difference between an xbox 360 cont
  17. I own one of the Realflight games that came with an RC plane controller to use on PC, and I was wondering if it was possible to set one of these up to work with KSP?
  18. So I just bought a pair of Logitech T16000Ms and I was excited to have one stick for pitch and roll and a second for translation but I can't seem to get axis from the second joystick to assign. It seems to be that the problem is related to the fact that both joysticks are identical and have the same name in windows. I confirmed this with another joystick I have in my collection. One that I don't really want to use. I'd prefer not buying another controller if I don't have to. What I'm really asking about is if this is a problem that can be solved with a work around or future update.
  19. Thinking about grabbing a gaming controller for use with KSP, but not a full blown joystick. Does anyone have any thoughts or preferences on their gaming controllers of choice? This is the one I'm thinking about grabbing: Logitech F310 PC Gamepad.
  20. Hey everyone. I wasn't entirely sure where to post this, but here it is. I am - like many others - making a physical KSP controller. In my case, with my uncle on the "physical" part (soldering, connecting, wires, etc.). I'm doing all the "digital" parts. I'm using kRPC with python, connected to an Arduino mega, all using lawnmowerlatte's python to Arduino framwork, using a serial connection. Our first prototype is working wonderfully, and we're planning out the full thing (it's going to be big). The aim is to be able to fly a mission with one person being mission control - havin
  21. Hi I work in a company which has created a 3D mouse designed for graphic designers and 3D designers. I find the format suitable for video games and I would like to know your opinion on the subject. Our mouse is called "Lexip 3D", it has a joystick and a tilt allowing movements in 3 dimensions on 6 axes. Companies like Dassault Systems have had the opportunity to work with. Today, we don‘t sell this product anymore but we are working on a new basis for our professional target. On my side, I would like to present some mouse’s configurations on video games to my superiors to propose the
  22. I am wondering how to use my PS4 controller to play KSP on pc
  23. My first experience of Kerbal Space Program was on PS4. I put a lot of hours into it. As I discovered later it's behind the current release and it's tendency to corrupt save files is now legendary. So, I figured, let me try it on my Mac book pro. Mouse usage has been great. Flight controls leave a lot to be desired. When I connected up my ps4 controller, I couldn't help but notice that the controls are behaving like the keyboard. Yaw and pitch are just on and off, despite having full analog control on the ps4 version of the game. My basic question is, does anyone know what the best ps
  24. In conjunction with this thread I wanted to ask, Is there an official way for those of us who purchased the game directly from the ksp website to get a hold of the CSteamworks.dll. We need this to utilize the native steam controller support. It seems that only those who purchase ksp through steam are able to get the dll. I'm trying to get the best set up for my steam controller and steam link with KSP.
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