Well, when the Steam Controller acts as a Joystick it seems to try and emulate the normal standard of other Gamepads, using X-Input, and should, theoretically, thusly be known by the system. However, since there is no actual /dev/input/js* entry created, maybe the system does not recognize or accept the Steam Joystick output? We will have to wait for 1.1 and see if that helps. However, I have thought of a way to work around this missing Joystick identification problem! D-Pad "analog Simulation". When setting a Touchpad or the Joystick as D-Pad, it can simulate an analog input by "duty-cycling" the button, having it 10% pressed and the rest depressed for a given time, then 20% etc. However this is not a very good method in KSP since the Pitch/Yaw/Roll axis inputs slowly "scale" upwards when pressing a button, and instantaneously fall back to 0 when letting go. This makes very long cycle periods necessary, which makes the input very sluggish and makes the craft wobble. Now, I had a nice idea that could be implemented as some kind of Mod? I am not sure. My idea was to have the KSP System measure the time between two button presses or depresses. If this value is much lower than something a normal user would press, but high enough for the Steam Analog Simulation to work, then KSP could, instead of using the normal input system, measure the duty cycle of the button press (the time between button press and release divided by the time between two button presses), and then set the according axis to the calculated value. I myself have never even touched a game like KSP, and thusly I really don't know much about coding a mod or plugin for this, however, it does seem to be easily doable, I would suppose. Optimally this should be implemented into the KSP source code, but if there is anybody out there who knows how to code such a plugin who is willing to do it ... I would greatly appreciate it!