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[1.1] AFBW v1.7-beta (Joystick & controller mod)


nlight

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Version 1.4.5 is up with DirectX11 support, hopefully this will solve all Windows 8 and missing controller related issues. Also dropping support for Windows XP with this release.

Edited by nlight
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I downloaded AFBW version 1.4.5 onto KSP 0.90 (32 bit) via CKAN and AFBW doesn't detect my Logitech Extreme 3D Pro Joystick. I'm running Windows 8.1.

I deleted the .xml file in the mod folder multiple times, each time restarting KSP. I even restarted my computer and that didn't let AFBW detect the joystick.

Here is the output log: http://pastebin.com/d4G7qXtV

Here is the generated .xml file: http://pastebin.com/PrBZfyVr

This is my GameData Folder:

NYDhbXn.png

Edited by jandcando
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Great plugin. Alas the latest version 1.4.5 made things worse for me.

When I open the AFBW window the game slows to 2-3 FPS while the CPU usage goes way down until I close the AFBW window again. Caused by lots of blocking I/O perhaps? I also now see my joystick (Saitek Evo) twice, one with added "(DX)", but that may be intentional.

So now in addition of having to disable the joystick when I need EVA to work, the UI for it is extremely unresponsive. Running Windows 7 64bit

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So... CKAN returns an error (404 file not found) while other mods do install. When I install the files through another mod manager I only get an empty dialogue window, instead of the normal menu. Am I missing something obvious?

Only having CKAN to do things (or not do things) rather limits my ability to help myself :)

Edited by Camacha
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AFBW v1.4.5

KSP v0.90 x86

Extreme 3D Pro

When in EVA the WASD controls to move Kerbals do not work (I can jump and make them turn by pressing WASD but they wont walk). Disabling the controlled in the mod options allows-me to use WASD to walk.

My x64 KSP crashes too often maybe due to some mods I use so can't try that. So far i get around this bug by disabling the controller in the mod options and re enabling it whenever I need it. Id also like to add that a significant drop in fps is seen when opening the mod options menu (it doesn't bother me but it I don't know if it should that since any other mods i have with a menu does not behave in such manner).

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Hi guys !

First let me thank you for this mod, it's a treat to be able to use a controller instead of the keyboard for the planes. Or at least it was until 0.90 ... there's something I don't understand.

I thought I'd ask here since it's input related: I can't control my crafts anymore. There seems to be a ghost cancelling my input and giving its own. Whenever I give any kind of input, it sticks for half a second, then the ghost takes over and cancels it out. Worst, it start oscillating around the pitch axis. I've tried vanilla 0.90, and modded. I even tried giving MechJeb control of the craft, and it gets overridden too. I've tried re-installing from scratch. I really don't know what to do anymore. It's screwing up the whole game for me =/ I was finally getting my head wrapped around FAR, getting some nice results after hours and hours of head scratching and intense reading all around the place, and all I get for it is a plane doomed for a backflip due to non-stop pitch oscillation. Has anyone around here having the same kind of issue ? Is it a "new feature"â„¢ ?

EDIT: even the trim gets overridden. Whatever value I give to the pitch axis, it gets zeroed back to a null input. This is so weird Oo

Edited by daribouca
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Hi guys !

I can't control my crafts anymore. There seems to be a ghost cancelling my input and giving its own.

Same issue. See here: https://github.com/AlexanderDzhoganov/ksp-advanced-flybywire/issues/24

It seems SAS is on by default but the game doesn't realise it.

In craft with a Pilot Kerbal or sufficient probe core just turn SAS on and off to fix the problem. If you don't have a Pilot or sufficient probe core then it looks like you're stuck for now.

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Hi, I am very very new to all this and appologise if I get it wrong..

I have just started on hard mode and getting the observation missions.

So after making a few aircraft and having a hard time flying them I pulled out my very old joystick its a DSE advances scroll fire joystic... the information book is up to date to Microsoft XP.

Anyways had a hard time getting it to work... biggest problem is when the plane starts on the runway the controll surfaces are all over the place and not level.

I used some of the hardware sliders on the base of the stick ... and the trim controls in KSP.

But I end up with little movement in one direction and heaps in the other.

I tried Altinput but it would not configure the controller.

I can configure the stick in windows 8 but it does not translate into the game.

Then I installed AFBW and now it crashes when you click the controller button when o the runway.

All my mods are up to date.. except a few that are for 0.25.

I have made a zip file of the crash report but I can't understand it.

Can you let me know what I'm doing wrong?

In the mean time I might try a clean install without mods and try it.

Also I'm using a stock craft in sandbox mode because they are always perfect builds.

p><p><img src=

p><p><img src=

<a  href=%7Boption%7Dhttp://i117.photobucket.com/albums/o75/Martin_Ellis/error1.jpg' alt='error1.jpg'>

https://www.dropbox.com/s/kto1vpn0kjnr0t3/2014-12-31_150944.zip?dl=0

Let me know whats wrong... does this work on windows 8?

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Same issue. See here: https://github.com/AlexanderDzhoganov/ksp-advanced-flybywire/issues/24

It seems SAS is on by default but the game doesn't realise it.

In craft with a Pilot Kerbal or sufficient probe core just turn SAS on and off to fix the problem. If you don't have a Pilot or sufficient probe core then it looks like you're stuck for now.

Phew, I spent a lot of time looking for a similar issue online, couldn't find anything remotely close anywhere. Thanks ! Now I know I just gotta wait it out =) No more KSP for awhile thou ... ouch ^^

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Yeah hopefully nlight will be able to fix this.

Maybe something to do with the new autopilot callbacks:

- 3 new control callbacks. OnPreAutopilotUpdate OnAutopilotUpdate OnPostAutopilotUpdate. Those 3 are called before OnFlyByWire and in the order I wrote them. I suggest any mod that control a vessel to use them instead of OnFlyByWire. The new SAS/Pilot seems to use OnAutopilotUpdate. I'll have MJ use one of those soon

Maybe it needs to call SetNeutralControls()? I don't know anything - just did a quick search of the wiki.

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Hello!

first of all: great mod, i hate flying planes with the keyboard and this makes things a LOT easier.

Sadly i have a problem: i read that the latest 1.4.5 release should have fixed the SAS bug, but i still have that problem. When i launch a plane, if i try to turn the SAS on a message pops up saying that i have no SAS installed (false) nor a pilot in the cockpit (also evidently false). I run KSP x86 v.90 on windows 7 with a lot of other mods (if you need a modlist i'll be happy to comply) and i use the xbox1 controller. O thought that maybe since i have mechjeb too, that could interfere with the SAS, but i'm no programmer so i have no idea if that's even possible. I'm trying to reinstall the mod. I hope it fixes things, meanwhile if you guys have any suggestion i'll be extremely thankfull, bye!

- - - Updated - - -

So.. Apparently, i'm an idiot. To use sas i need a kerbal with the pilot specialization.. Once i switched to jeb it worked again.. Sorry if i wasted you time, bye!!

Edited by Elfomarcio
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Hi, first of all thank you for this mod... I believe it should be automatically included in the vanilla KSP because it makes things so much nice and easy.

I have a problem with my X360 controller, everything works fine, it's calibrated, deadzones set etc. but when it comes to actually controlling the spaceship or the airplane, it feels like the pitch/yaw/roll is not working properly. When I press the pitch all the way up, for example, the pitch indicator in the game shows the pin going properly up, but as soon as it gets to the top... it starts slowly bouncing back down. same applies to all the rest. If I try to push the W on my keyboard instead, the pin goes up steadily and stays all the way up.

This makes of course any vehicle uncontrollable since you can't use the full range of your controller.

I've checked in the settings and I can see the axis going properly from -1 to 1, I've tried to set a button for the fine mode but nothing happens when I click it, and nothing changes after it.

The camera bind on the right stick works perfectly fine instead. I'm really baffled, I don't know what else to do. Please help!

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I have a Thrustmaster Hotas X and every single thing recognises it...

Except AFBW...

KSP does though

I'm not home atm so I can't give every detail you wanted before I get there.

I use the latest version of x86 KSP. I loaded AFBW using CKAN. I have also tried vanilla install and it doesn't help, I only see keyboard and mouse.

Edited by Metalman333
More details (even more coming soon)
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I have a Thrustmaster Hotas X and every single thing recognises it...

Except AFBW...

KSP does though

I'm not home atm so I can't give every detail you wanted before I get there.

I use the latest version of x86 KSP. I loaded AFBW using CKAN. I have also tried vanilla install and it doesn't help, I only see keyboard and mouse.

If you're on Windows 8.1, then the drivers currently do not support it correctly. He's working on a fix by the sound of it, unfortunately supporting the DX11 inputs appears to be problematic in relations to making KSP happy.

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If you're on Windows 8.1, then the drivers currently do not support it correctly. He's working on a fix by the sound of it, unfortunately supporting the DX11 inputs appears to be problematic in relations to making KSP happy.

Well then, I'll just wait and config everything the regular way.

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Off the wall question. I want to set up my throttle to two separate axis. I discovered that with an xbox360 controller (or at least a dualshock 4 in an xinput wrapper...) I can map throttle increment and decrement to the y axis of my right stick. At first it doesn't work, but if you enable invert on BOTH mappings then pushing the stick up throttles up, analogue, and pulling down throttles down, with the advantage that the throttle stays set when you release the stick.

What I'd like to do is simultaneous add another mapping for the regular throttle option, the absolute position one, on the right trigger. Right now if I try to add it, this mapping overrides the other one and holds the throttle at zero until it gets input on this axis. I would like to change this behaviour so that if there is no input on this axis then it leaves the throttle alone. As soon as there is input it should assume throttle control and bring the throttle as quickly (and smoothly) as it can to the absolute trigger position. Is this possible somehow in settings?

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Confirming extreme slowdowns with 1.4.5 when the configuration menu is open. KSP 0.90 x86, Win 7. Also, my controller's (Top Gun Fox 2 Pro Shock) coolie hat isn't recognized anymore.

Reverting to version 1.4.4 breaks my config file. I can reinstate a backup from 1.4.5, but it will be wiped clean as soon as I enter a flight scene.

Can you make the config file handling a bit more robust?

Also, there are cases in 1.4.4 and 1.4.5 in which the movement (or dead zone) of my throttle slider is not correctly recognized. Throttling up works, but after throttling down into the dead zone makes the ship throttle up again after a few seconds. I have to fight the input with repeated "throttle down" movements.

Scratch that, it was hardware related.

I'm not sure if this has always been broken or if this is a new bug, but I'm only noticing now that the available dead zone settings actually don't make any sense for a throttle slider. You'd need a user-adjustable zone extending from 1.0 toward 0.0 and a zone from -1.0 to 0.0 and not a zone from 0 to 1.0 and 0 to -1.0. After all, what use is a dead zone smack dab in the middle of the slider?

I mean, it could be useful for, say, enabling translation forward or backward in docking or EVA mode (by moving the slider forward or backward from a safe middle position) or for use with gamepad sticks, but it surely isn't useful for throttling a ship's engine with a throttle slider on a flightstick.

As a workaround, I can set my positive deadzone to 0.99999 for now and only use the upper 50% of the slider, but this isn't very useful for precise throttle settings.

I'd appreciate if there could be a possibility to mark an axis with "Is slider" or "no center position" in future versions and have an appropriate dead zone handling.

Edited by Ph34rb0t
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Forget my last question. I can't seem to get this mod to save my layout at all. I've tried quicksaving, I've tried the save configuration button, I've tried switching vessels. Every time I open KSP again I have no layouts except the default xinput example layout.

EDIT: It appears I can save a configuration for exiting ksp and starting the game again, but the layouts I creat are still dis-appearing during play. I think it was caused by my controller going idle ("unplugging itself"). Is there no way to actually have this mod write a file somewhere safe that stores the layouts you create?

Edited by Errol
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Version 1.4.6 is up, the SAS bug has been fixed thank to ddaf's amazing efforts! This should also solve the EVA movement issues and maybe other problems :)

Also I have disabled DirectX support until I can figure out the slow-down issues. All the other problems are being looked at, but fixes couldn't make it in this version, so expect a followup release soon-ish.

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