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Found 33 results

  1. Hey, I'm having some troubles with my Joystick after the 1.8 update. I can still assign the axis on the options menu, but they don't work in flight. I've tried changing all of them from the primary to the secondary option, it worked... But the control surfaces turned 360º degrees non stopping, unless I let go of the joystick. The throtle and buttons actually works fine, only the flight axis and the camera axis that doesn't work at all. Here are some pictures: I use the Steam version of KSP, is it the problem or it doesn't matter? I also don't have any mods installed. Thanks, waiting for replies.
  2. 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 from the PC running KSP, serving as the cockpit window.
  3. 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!!
  4. 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 behave like pressing a key on the keyboard). Is there a way I could override the OG controller mappings and set up my controller as a joystick?
  5. 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 started, I knew a bit of electrics, barely more than Ohms law and the underlying physics. I had written small pieces of software in a lot of languages, but never looked at the beast known as C. The layout: When I realized I needed to redo the panel, I gave some thought to what functionality I was using at the most, and what I needed to see while I still could see the navball. This meant that the two main LCD displays was kept center top, providing me with whatever information I need at the current stage in flight. Below that analogue gauges showing information I need to be aware of approximate magnitude of without having to read a number. A real time clock is also center, it starts blinking a 'b' once time reach past 10 pm for reasons that should be obvious. The joysticks are placed at a distance that corresponds quite close to how far my hands are when I put them in front of me. I used to have them in the corners, but It turned out that I always was pulling a bit off axis as I had to reach to the side for them. Throttle is by the left hand, as I need attitude and throttle control in conjunction far more often than throttle ans translational control. Below the throttle is a momentary brake, and the big red stage button and its toggle. Toggle switches right upper corner have their functionality lit up either red or green, and as they are rather big I can reach them with either hand. The keypad on right side, on the other hand, is so small I need to focus on it. Apart from time warp control, it is mostly used for tertiary functions, such as science gathering, switching navball mode when I want something else than the default, or cycle camera or craft focus. Lower right corner is a number of rotary knobs. This is partially selectors for SAS mode, cam mode/map/IVA and control panel mode (rocket, aeroplane or rover), partially a set of trimmers for the attitude joystick and engine percentage. The LED display in that area show the value of a trimmer when said trimmer is adjusted. Finally, the big red abort button is well out of reach in case I should hit it accidentally, but easy to hit if I actually need it. As with the stage button, is has a toggle switch that physically disables the circuit when locked. The hardware For this panel I went with an Arduino Due. My previous build used a Mega, but I had instances of it not being fast enough when doing a bit of trigonometry and some square roots for my LCD displays. The Due runs at a native 3.3V, so I had to make a level shift protoboard for those units that run at 5V. The 5V are supplied by an old PC PSU, but given the low demands of the system I can keep said PSU off and just use the 5V 2A always on line. Still, nice to have all the power I can dream of within easy reach. Luckily, KSPSerialIO and Win10 talks just fine with this board, although I also have a CH340G USB to serial adapter connected to Serial1. I finally caved in and bought a crimping tool and proper connectors for my wires instead of soldering bits of header to the wire, and ribbon cables for most of the long connections. The protoboards I use are laid out as breadboards, saving a lot of soldering as well, and the wires on the board are single core. These improvements in manufacturing have been costly, but well worth the investment. Loose wire strands generate a lot of noise, and I had to scrap two protoboards where I could not locate the culprit. I have in recent years started to suffer from farsightedness, a fact I found out by having more and more difficulty soldering said protoboards. When soldering these days I use a magnifying lamp my wife exchanged for a better one (she does needlework), and have a set of reading glasses to go with my contact lenses. The annunciator and toggle status lights are all WS2812B LED strips, which saved me a ton of soldering. They are mounted on the button of 3d printed grids and shine through a layer of PVC slides with the actual print and food wrapping paper beneath to diffuse the light sufficiently. All digital switches are connected to 74HC165 or CD4021 shift in registers, and the rotary selectors are connected to 74HC147 encoders, which in turn are connected to shift registers. The reason for using 74HCxxx IC's is that they run at the Dues native 3.3V, so I did not have to level shift the signal to 5V. That was not the case for the 7seg LED modules, that are bought as units with integrated MAX7219 IC's, or the 4x20 LCD displays and the DS3231 real time clock, both types are 5V I2C connected units. The translational joystick is carried directly from my last control panel, and I am still very happy with it. It consists of a thumb joystick and a small piece of stick between two micro switches for three axis control, in a 3d printed casing. While I do use the twist of my attitude joystick for rotation, I would not like to depend on it for fine control or fast reaction. I use a slide potentiometer for throttle. I spent a bit more to get a fader for a mixer instead of a standard pot, I wore my previous throttle out and had problems with unintended engine ignition. The keypad is made from scratch with push buttons on a protoboard and another 3d printed grid to keep them aligned. There are still quite some empty positions on the keypad for when I get ideas to expand my functionality. The software On this panel, I have several functionalities that cannot be activated through KSPSerialIO, so I turned to kRPC. Unfortunately, while I could make a working Python client for kRPC and it even did some of the computational heavy lifting for the Arduino, I experienced considerable latency. This is surely partially due to my very imperfect implementation of the serial communications, but I knew that KSPSerialIO worked fast and out-of-the-box, once I added __attribute__((packed)) to the packets due to 32-bit architecture of the Due. So in the end I just decided to use both plugins, with kRPC handling complicated, non time dependent operations. First iteration had me send information to an Uno over I2C to send to kRPC, but in the end I connected a secondary serial port and cut the middle man. The Interesting ability of kRPC is to access almost everything in the game. In every vessel I made, I assigned solar panels to action group 1, ladders to AG2, science to AG3, engine mode to AG10 and so on. With kRPC, I just ask nicely to open all solar panels, with the important qualifier that there is no docking port between them and the root part in the three hierarchy. This means that when I carry a station part in my spaceplane and extend the solar panels, the solar panels of the station part does not try to unfold inside the cargo bay. In a similar vein, I have toggles for radiators and cargo bays. Science and repeatable science is on different push buttons, although I need to fiddle a bit with this part of the code: If I carry two goo containers, I only want one to open at a time. The code looks for the smallest storage of electrical charge and ties it to a toggle as well. This means that if I forget to extend my solar panels and a probe goes dead, I have a reserve of power to reactivate it. Admit it, you have been there as well. Communications between the kRPC client and the Due is still the biggest issue in the software. I sometimes get massive timeouts, and I still need to implement fast and reliable transfer from the client to the Due. kRPC can access information about misalignment between two vessels when docking, radio signal strenght, and the life support resources. I would like to have an alarm going of based on that information. On the KSPSerialIO side, there is lots of code reuse. I had made functions to deal with LED displays and the information on the LCDs is mostly carry over. Interesting notes are that I calculate circularization dV during the orbital phase of ascent when in rocket mode, and the deviation from KSC runway in aeroplane mode. I also have distance, relative velocity and approximate expected time of arrival showing up during rendezvous. Code to do While the controller works, there is still lot to be done. I have a 7seg to spare that should show time to maneuver node or rendezvous, and most of the annunciator is not programmed yet. Also, It would be nice to be able to call kRPC autopilot sequences from my panel, I have several standard launchers that could benefit from automated launch. Also, a general clean up of things that work but need polish on the second LCD display, it is not fully utilized yet. Source Code and thanks I finally learned how to use GitHub, so my code is available there for both Arduino and kRPC client. I learned a lot from reading other peoples code on the web, and especially @PeteWasEre have good example of using kRPC. As always, @stibbons is a fountain of knowledge, as well as the kRPC discord. And everybody else in the KSPSerialIO thread.
  6. 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 calculated by a formula T=(1 - 3k)t + ky + kp +kr, where T is torque, t is throttle, and y, p, r are yaw pitch and roll, respectively. k is axes to throttle coefficient, let it be 0.1, for example. Now, this cannot be done. So I think the formula controller should be available for our creations. Of course this will be usable not only in quadcopters. Why not control ailerons in function od speed? In supersonic flight they are too strong while in low speed maneuvering they could work stronger. We could also describe by formulas hinges' movements as a function of time or the controller's value (then a controller's path could be a variable, not necessarily bound to a part).
  7. 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.
  8. 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.
  9. 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 job was less technical, I worked on design, box, switches variants and I helped with the soldering of course But let’s start from beginning. 1. Preparation Phase We were inspired by hugopeeters project. He made excellent job and our life much more easier because we didn’t have to start from scratch. So really big thanks and credit goes to him. You can check his project with many details here: I will not go so deep into the details because they are already covered in his project but I will just mention that for the communication with the game we used KSPSerialIO plugin which can be found here: https://forum.kerbalspaceprogram.com/index.php?/topic/60281-hardware-plugin-arduino-based-physical-display-serial-port-io-tutorial-10-06-17/ So we bought our first Arduino mega, cables, basic switches, basic stuff and started on our panels. We mainly bought items from local store with electronics and also from e-bay. 2. First steps Ferdo started on LED bars because we assume that this can be the biggest problem and we wanted to solve this in the beginning. From start we had only bars that are now used as G-Force and Athmosphere indicators. This is how they look from behind also with integrated circuits: Even though it went somehow let’s say a Kerbal way, it was a success! After that we moved to display and basic switches. 3. Display and Cardboard prototype We have continued with display because we wanted to test also basic switches and if they are responding correctly regarding the code. While Ferrdo was working on the display and also adjusting the code, I’ve started with the basic cardboard prototype so we can manipulate with the HW easier. In this stage we have decided that we will use another bars for fuels, mono, power etc., and that we will use these old bars as G-Force and Atmosphere indicators. Because in this phase we already know everything that will be on our control panels I have started designing the panel. 4. Design After some adjustments we ended with final version of our design: I’ve prepared vector files based on this design and one of our colleagues helps us to make a prototype from wood so we can check if everything is OK before we will order final panel made of stainless steel from external company. Everything was OK so we have ordered our steel panels from external company. We haven’t had good luck with the first company and they didn’t do the labels correctly. In fact they were barely visible. Luckily we found another company and they reworked our panels to the final look. This was the most expensive part of our panels and one piece cost us almost 100 euros (because of double work). But when they arrived we were finally happy with the outcome. While we were waiting for steel panels from external company we was soldering all parts for the second panel and I was able to prepare box cases from wood. 5. Another Led bars and finishing touches The set of five LED bars took us some time to finish because there were a lot of soldering and coding work. But finally we were really close to the end and therefore hyped. We went to the local store to buy final LED lights (I think it was 7865th visit of this store :D) and started to mounting everything to the panel. It was a really big mess of cables. We did the final soldering and check and we finally put everything inside the box. After some finishing touches everything was functioning correctly! Everything was a little more complicated as described here because we were learning on the fly You can find the source code to this Arduino project at: https://github.com/ferrdo4/KerbalController Video from action is coming soon!
  10. 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. [UPDATE]: Instructable here: https://www.instructables.com/id/KerbalController-a-Custom-Control-Panel-for-Rocket [UPDATE]: I have uploaded all files to my github page here: https://github.com/hugopeeters [UPDATE]: It is done! This is the finished product: But first, back to how it all started. My first test was to use a slide potentiometer to control the throttle. I did this using an Arduino UNO with UnoJoy. It took some trial and error to get it to run on my mac. I ended up not using UnoJoy in my final build. I'll explain later. Step two was to think about the number and type of buttons and switches I would like to use. I created a prototype layout in Sketchup. I ordered a bunch of parts. And a soldering iron. Trying the layout in real life. First buttons installed. Testing out the LCD display. With the LCD display, I started using KSPSerialIO (props to @zitronen and @stibbons and any other people that worked on this plugin!). The hardest part of getting this to work, is variable type conversions. The plugin defines that the apoapsis in this example is a float. SO you have to do this trick to convert the value to a string or array of chars that can be sent to the display. This is the code I used for the test. //Apoapsis char bufferAP[17]; String strApo = "AP: "; if (VData.AP < 10000 && VData.AP > -10000) { strApo += String(VData.AP,0); strApo += "m "; } else if ((VData.AP >= 10000 && VData.AP < 10000000) || (VData.AP <= -10000 && VData.AP > -10000000)) { strApo += String((VData.AP / 1000),0); strApo += "km "; } else if ((VData.AP >= 10000000 && VData.AP < 10000000000) || (VData.AP <= -10000000 && VData.AP > -10000000000)) { strApo += String((VData.AP / 1000000),0); strApo += "Mm "; } else { strApo += String((VData.AP / 1000000000),0); strApo += "Gm "; } strApo.toCharArray(bufferAP,17); writeLCD(bufferAP); This is the shoebox prototype with all the parts I tested with installed. And here is the mess of wires inside. I didn't want to have to desolder everything when moving to the final faceplate, so I used a breadboard for temporary connections. Enough info for today. In the next part, I'll show how I moved from the shoebox to a lasercut MDF faceplate and changed out those big arcade buttons for something way nicer! Stay tuned.
  11. 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 / Pitch + yaw I decided to test it out and just loaded a space craft (with my controller in the standard middle position) and then i noticed something strange. (see bottom left of the image below) When moving the stick to the left or to the top, it would glitch and and start again from the opposit side in the same direction. when moving it to the left, i get small twitches every now and then of the indicator jumping from it's place. Same thing with the throlle. the only function i'm not having issues with is the camera controls (another controller on my stick). Also i like to mention it is very sensitive, that even the vibrations of my desk are making the indicators move (it didn't work by changing the sensitivity either). My idea is that the top left of K.S.P.'s manouver pannel is the exact point where KSP thinks the center of the stick is. That explains why i am still able to move it Right/down. (i checked my controller's settings again and the center of the stick isn't offset.) My first thought was an issue with the Dead zone bars, but after messing around with that for a while, it was only worse or it caused more issues. I didn't have any time anymore today so i thought i'd ask now. in hope of any responses next day. If you have any more questions, please ask. i will try to reply ASAP. Thanks in advance.
  12. 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", joystick works in game Actual behavior: - Button next to "Primary" is empty, clicking it again says "Current Assignment: None", joystick does not work in game Additional information: - KSP version 1.4.4.2215 (OSXPlayer), tested with locale en-us and de-de. - Fresh install via Steam, no mods - Controller is connected before starting KSP - This has been working last week, and I don't think Steam updated KSP in the meantime, but I'm not sure... I didn't do anything, I swear! ;-) - No exceptions are logged in KSP.log or Player.log - The following section does get added to settings.cfg (looks correct to me): - I verified in Unity 2017.3.0f1 with Input.GetJoystickNames() that "Unknown Xbox Wireless Controller" is in fact the correct name, and I can read the controller's analog sticks with a simple Unity test program. - I tried deleting settings.cfg, complete reinstall of Steam and KSP, reboot, disconnect and reconnect controller. - I started KSP without Steam by running "LC_ALL=en_US ~/Library/Application Support/Steam/steamapps/common/Kerbal Space Program/KSP.app/Contents/MacOS/KSP" in a terminal to make sure that Steam's controller emulation does not get in the way. Any suggestions what else I could try to make it work again? Thanks Michael
  13. 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!
  14. 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 controller and a separate vJoy controller? any help is greatly appreciated! EDIT: I have workarounds for if KSP allows fewer than 28 buttons (create a second vJoy controller to output to) and if KSP only recognizes 1 controller at a time (make 1 vJoy controller with 38 buttons, leaving the 1st 10 blank, as they are the raw 360 inputs) EDIT 2: I have proved that KSP 1.2.2 can tell a 360 controller apart from a vJoy controller by mapping the POV hat buttons to vJoy buttons.
  15. 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?
  16. 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. Any info would be appreciated.
  17. 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.
  18. 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 - having the map view. And the other being the pilot - only having an IVA view of a window. Our current prototype: Prototype (how do you embed pictures?) This post serves not only to show you people what we've been working on (as we think it's very cool), but also as a few questions: 1. We'd love to upgrade with another Arduino at one point, running a little screen with a rendering of a navball, similar to this. How should we go about this? Are there any resources available? 2. We're worried that our endless Python loop will be running so many button checks and kRPC calls, that the delay on things like single button presses and 7-segment screen updates will be too much. Will this be a problem and/or how would one work around it? Thank you for reading -FP
  19. 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 development of a Lexip gaming mouse. I had the opportunity to do some tests on your game: You can set the tilt, the joystick, the buttons as well as the classic keys of the mouse. As regular players, what do you think of our mouse? Would it be interesting for KSP? Do you have any configuration ideas? Thanks !
  20. I am wondering how to use my PS4 controller to play KSP on pc
  21. 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 ps4 controller setup is for Mac? I'd like to be able to do more that just throttle on/off and binary movements. It's so bad that I'm just sticking to the keyboard until I can find a solution to this. Before you say "use big picture mode", I've tried that and KSP hangs or crashes on startup if I enable big picture mode before starting.
  22. 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.
  23. Long story short: I got an xbox one elite controler I want to use, managed to map all buttons the way I want, but joysticks won't map. How do I map left joystick to pitch/yaw and right joystick to roll? I must be doing something wrong it just seems to me that it doesnt save the mapping
  24. I can't get it to recognize my Xbox One (not 360) controller under Windows 10. (Works for all other games on my PC.) Any help here? I tried to get into Game Settings, and look at Keyboard assignments, and i was able to get it to recognize some buttons but the primary directional pads it won't recognize. And it doesn't work out of the box. Any help here?
  25. So I'm working on a project to create a custom home made controller for KSP using an arduino mega but I am very new to using an arduino and with talking to the game so I was wondering if anyone could help me with getting a single switch when flipped to progress to the next stage of a rocket (in my eyes this is on the easier end of controls to figure out but I'm a moron and even from my research I have been getting confused. I think I need to use zitronen's KSPSerialIO mod but I'm not sure this is what I need again I'm just looking for help with one switch to change one thing on the game (the switch is a off - momentary on type of switch so a "push button") Please and thank you.