To anyone having trouble getting a 360 controller to work on a Mac, you simply need a driver to let OS X recognize the hardware, a free driver can be downloaded from: http://tattiebogle.net/index.php/ProjectRoot/Xbox360Controller/OsxDriver/ Once you have this installed and restarted the computer (it runs a lightweight startup daemon), KSP should recognize input from any buttons pressed, though there is some limitations (also present on the Windows version) due to how KSP handles input: Both triggers and analogue sticks count as axes (analogue inputs) rather than buttons, and so can't be mapped to a button functions, so for instance you can't map "throttle up" to a trigger. You can map "throttle axis" to a trigger, but the throttle will fall back down as soon as you let go of the trigger (that and incremental throttle controls will stop working until a new flight is loaded :| ). Also, kerbonauts walking can't be mapped to an analogue stick. While I still use the mouse for building and map view, and the keyboard's "d-pad" for time-warp/change-vessel, the controller is great for general flight controls and kerbonaut controls, here's my 360 controller layout: --Flight-- Left analogue: pitch / roll (click: landing gear) Right analogue: camera movement (click: precision controls) Left bumper: yaw left Right bumper: yaw right D-pad: (RCS)translate forward,back,left,right A: throttle up Y: throttle down X: RCS B: SAS Back: map view Xbox guide button: Launch/Stage-separation Start: pause (esc) --Kerbonaut EVA-- D-pad: walk/EVAPack forward,back,left,right Left bumper: EVAPack down/orient to view Right bumper: EVAPack up/run A: jump Y: use/grab X: toggle EVAPack B: toggle lights