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Akeo

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Everything posted by Akeo

  1. Because that is a workaround (i.e. "No idea why this breaks, but somehow doing it like this seems to work") rather than a fix, and I'd much prefer a proper fix to a hasty workaround. Then again, if anyone wants to publish a modified version of AltInput that includes the workaround, for B9 users, they are welcome to do so (It's free source after all). But, because the current workaround has drawbacks, I'm not planning to multiply the versions of AltInput I provide until we see clearer... I should add that I am planning to test with B9 when I get a chance, to try to see clearer (and I'm ready to go as far as removing parts one by one to find the culprit). However, my time is limited and with my priorities being what they are, this will probably not happen as fast as you guys would like, so please be patient, OK? Edit: The workaround is detailed here.
  2. Mmmm, that's something that I thought I had fixed. I had that issue early in development, but I thought I had fixed it. I haven't checked if that was still the case before the 0.9.1 release, so I'll look into it when I get a chance, along with what might be best for B9.
  3. See that AltInput: Detected Controller 'Controller (Xbox 360 Wireless Receiver for Windows)': 5 Axes, 10 Buttons, 1 POV(s) line? The 'Controller (Xbox 360 Wireless Receiver for Windows)' part is what AltInput uses to find a match in the config file. Now, because I don't have a Wireless X360 controller, the wired version I use reports 'Controller (XBOX 360 For Windows)', so I used the following entry in config.ini: [XBOX 360 For Windows] But since 'XBOX 360 For Windows' is not part of 'Controller (Xbox 360 Wireless Receiver for Windows)', your controller, while detected, will not be usable. To be able to use it, just change the text between the brackets to part of the name that's reported by AltInput. Or you can just pick the latest version of config.ini, which I just updated to duplicate the XBox 360 entry for wireless (and I'll just point out that having the ability to update the config.ini on the fly, as I just did, is one of the reasons I don't want to provide AltInput as an archive) In the next release, I guess I'll try to match sections in a case insensitive manner, so that a single [XBox 360] section should apply for both wired and wireless.
  4. @Taverius: I stand corrected... (though the Steam version still seems to be 0.24.x right now). If you pick version 0.9.1, which I just released, you'll be able to use killThrottle and fullThrottle. @Barbakliashas: The 0.9.1 release will now list the name of all the DirectInput game controller it detected, regardless of whether they have an entry in the config or not. This should help figure out what name to use for your section. I may add code to ignore case if the XBox 360 wired and wireless controllers are an issue. Or I might just duplicate the sections. @K3|Chris: Please check what v0.9.1 report as detected controllers. If you still don't see anything, it may be that your controller is not handled by DirectInput... @mostevil/enodatio: Thanks for figuring out a workaround for the B9 issue. As I explained, because it affects the ability to reload the config, I have preferred not to apply it for this release, but at least we know how to help people facing the same issue. Finally, @EveryOne, please check the top post for the v0.9.1 release announcement, including the list of the many improvements that have been applied. Please continue to let me know of ways you'd like to see AltInput enhanced. I can't promise I'll add them all, and I'm pretty sure anything that gets added will happen much slower than anyone would like, but I'll see what I can do.
  5. NB: 0.24.x is not the version of AltInput, but the version of KSP AltInput is compatible with. The next version of AltInput will be 0.9.1. And yeah, as I already indicated, I'm planning to add the kill throttle. Not sure about full throttle though, since I don't believe it is a default KSP command when using the keyboard. When you try to actually code them, believe me, you'll see plenty. VERY few commands in KSP can be mapped to an executeAction() API call that does all the work for you. For the rest, it's not that simple: Between warp mode that actually disables the regular processing call, and therefore requires a separate one (along with figuring out how to compute the warp restrictions according to altitude to mimic what the game does), EVA that seems to use completely different control than Craft and commands such as navBall toggle that are mapped God knows where, you'd be amazed how time consuming it can all become to add seemingly trivial stuff. And don't get me started on trying to alter the camera... Anyway, just so you know, AltInput 0.91, which I'm trying to find time to finalize as we speak, will have continuous action for the buttons, kill throttle and config.ini reload (as long as you are OK going through the menu first - I'm not going to add an actual action for reload). It'll also let you know more explicitly if the config is not found where expected. Speaking of config.ini, the reason why I placed it in [KSP]\Plugins\PluginData\AltInput\config.ini rather than [KSP]\PluginData\AltInput\config.ini is because when I first tried the native XML API from KSP to save some config data, that's where it went. If you guys think that [KSP]\PluginData\AltInput\config.ini is preferable, I don't mind switching, but you need to let me know. Finally, sorry, but I'm not planning to provide an archive. I want to be able to add a new [input] section to the existing config.ini file on the server, without having to do a new release, and the last thing I want is re-zip and leave people with no idea as to whether the zip they got contains all the latest controller defs.
  6. Both the controllers you tried are Gamepads rather than joysticks. They don't need to be calibrated, and none appear to have a throttle/slider. Again, I invite everybody who wonders what this plugin is for to read the "How-to-fix-horribly-calibrated-Joysticks-in-KSP" from this forum. While you may find that you can use your controller just fine with KSP, this is not the case for everyone. Also, please understand that I'm only providing the XBox 360 as an example, because this is a controller that many people are expected to be able to get their hands on if they want to test the plugin. That doesn't mean that this plugin is meant to replace the default input for X360 if you are happy with it. It's just that a lot fewer people will have the controller I actually use (a Microsoft SideWinder Precision Pro), so using that as my example in the announcement wouldn't have been for the best. Finally, I don't believe you can use one of the analog sticks of a gamepad to control a throttle delta in KSP. AltInput can do that, which can be quite convenient (since the delta will then also be proportional to how far the stick is moved, which allow for finer precision throttle up/down compared to a button).
  7. If someone provides me with the input section they use, yes. That's why I have been asking for AltInput users to submit pull request.
  8. I'll see if I can get a chance to look at the B9 issue, but don't hold your breath (Too little time, too many other FLOSS projects). Yeah, I though about trying to do that, but it seems like a lot of extra work, which I don't see myself having a chance to do in the near future for the same reason as above. I'll happily take patches though.
  9. I'd say that either you are missing a: [global] ; The version of the AltInput syntax used by this config file Version = 1.3 section in your config, or your config is not where it should be (IN \Plugins\PluginData\AltInput\, NOT in \PluginData\AltInput - In other words, everything needs to go under Plugins).
  10. Not from me I'm afraid. I just don't think I'll ever have time for that.
  11. Not yet, but I can add it. I've been reluctant to do so because this is a problem for people using Joystick with a throttle, as there will then be a discrepancy between the position of the physical throttle/slider, and the game one. I guess I'll add a cut throttle to the next release, and if someone complains about the above, I'll point them to your post! Yeah, that's not supported yet. I'm planning to add such a feature for 1.0 (this is still BETA), but I need to figure out the best way to do it...
  12. Here's what I found when I tried to use my Microsoft SideWinder Precision Pro (which, as it comes with POV, throttle and Z-Rotation on the handle, is pretty much the ideal joystick to use with a flight simulator like KSP): Couldn't use the POV No matter how I tried to calibrate it, throttle handling was a catastrophe (could't achieve zero or max, and any increment was super-jerky) No matter how I tried to set the dead zone, axes wouldn't rest at zero position Digging further made me discover that I wasn't alone experiencing this (see the very first link from my top post - it points to a thread on this very forum, that's dedicated to this issue). Unfortunately, this means that joystick input in KSP is pretty much useless, for the kind of game controllers you'd want to use with the game... If you look further, you'll find that this behaviour boils down to a disputable choice made by the Unity developers (using raw input), which they have publicly indicated they have no intention of fixing.
  13. AltInput can use 2 separate controllers simultaneously. Please try to use the debug version with a config file that has a single [input1] section, without a 'Name = XYZ' line. AltInput should then report the names of all the controllers it detected. You should then see the names that are being reported for all the DirectInput controllers that Windows sees (which I expect to be separated as 2 controllers in your case), and you should be able to create a [input#] for each controller. But it should really be the same as what you'll see for your game controllers when you check their properties in Windows: if the system reports 2 logical controllers under Device and Printers, then AltInput should report 2 controllers as well.
  14. Do you have an XBox 360 or Microsoft SideWinder controller? If not, then you will not see anything until you add a section for your controller in your config.ini... This is because different controllers have different capabilities (some have a throttle, some haven't, same goes for POV or the number of buttons), so it's impossible to create a generate config that will apply for each controller. This is the reason why I am asking for people to send me their config if they aren't using one of the 2 controllers that are currently supported. If you do have an X360 to SideWinder controller, then you will have to provide a bit more information about what you did, and what the debug output from KSP looks like (when using the debug version of AltInput).
  15. Hosting the files on my own server allows me to have some nice download stats, and also create symbolic links for the SharpDX DLLs and config file, which are the same for Debug and Release. If I were to use github, I'd have to make sure to keep all the files in sync, which past experience tells I'm bound to forget to do at one stage or another if they ever need to be updated...
  16. It is my pleasure to announce the release of AltInput v0.9.1, an Alternate Input plugin for KSP, which currently aims at providing support for Joysticks and GamePads in the game, to allow more precise and enjoyable control and work around the dreadful controller support that Unity provides by default. Currently it only does so for DirectInput controllers and as such will only work on Windows, but it could be extended to support any other kind of input. Features: Supports any DirectInput controller POV support (if your controller has one) Throttle/Slider support (if your controller has one) Supports all of the main control actions, plus view switching and time warp Three modes (Flight, AltFlight, Ground) allowing you to switch control mappings depending on the phase of the flight Easy modification of your controller's properties (mapping, dead zone, sensitivity) through a plain text INI file Allows the use of a button as an axis (e.g. for the throttle delta), an axis as a button or set of buttons, or even an axis as a delta License: GNU General Public License (GPL) v3.0 or later Source: Please visit the official github repository. ChangeLog 0.9 → 0.9.1 [2014.09.25]: Add killThrottle, fullThrottle and toggleNavBall actions Add Continuous mode for buttons (e.g. for throttle control - Use something like Button1.Continuous = true along with Button1.Mapping = mainThrottle [+0.01] if you want to use the feature) Rename OneShot attribute for axes to Continuous (*) Drop the Name attribute and use the controller name as section header (*) Allow reload of config.ini during the game (To use this feature, apply your modifications during flight mode, then go to the menu and back to flight mode) Add a more explicit message when the config file is not found Provide a list of all detected devices, to help identify the section name to use Use a relative path to locate the config file (Courtesy of enodatio)# (*) These features effectively break existing config.ini syntax, hence the syntax version bump from 1.3 to 1.4. Please have a look at the latest config.ini if you want to understand what has changed. Usage: Download all the files from either the latest Release or Debug version (the difference between Debug and Release is that the Debug version will provides a bit more information on the debug console). Copy AltInput.dll, SharpDX.dll and SharpDX.DirectInput.dll into the KSP Plugins\ directory. Typically this would be: 'C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\Plugins'. Copy the whole PluginData directory to the same directory where you copied the DLL files and if needed, edit PluginData\AltInput\config.ini according to your settings.. Please make sure you have a look at the plugin README as well as the comments from existing controllers from the latest config file, as they should provide insightful information. Play. If your joystick is properly configured, you will get a notification (in the upper left corner) and you should be able to use it to control the ship. Or, if you need to create a new entry, AltInput will provide you with the section name you should create, and you can have a look at existing sections to get started with adding your controller. Remember that you can reload your config if you modify it while in Flight mode, then go to the main menu and back again to flight mode. Notes: This module provides its ownversion of the SharpDX DLLs, due to a BUG in the Unity engine. If you try to deploy with the standard version of SharpDX, it WILL NOT WORK! If you have an XBox 360 controller at hand, you should be able to test the module right away, using the following mappings: If you add a new controller, I would kindly ask you to create a new pull request in the github project, so that I can add support for this new controller in the default config, and so that it can benefit other players.
  17. Then I am happy to introduce AltInput, an Alternate Input plugin for KSP, designed to add proper support for DirectInput game controllers... It's still fairly beta, but it should work well enough to remove the need for all the stopgap solutions exposed above. Of course, since it's DirectInput based, it's Windows-only. Once the module is installed, a simple .ini file, such as this one is all you need to get full benefit of your controller, including POV and throttle/slider support. For more info, please take a look at the README from the github project page. Or you can try the pre-compiled binaries from the latest version, which are available here. I just hope that this module can be useful to a few more people besides myself, as having decent joystick control sure does improves the game...
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