Jump to content

niv

Members
  • Posts

    5
  • Joined

  • Last visited

Everything posted by niv

  1. Alright. @trapezoid: You don't configure it, it's hardcoded in the game. What you need to do instead is install the latest driver, and create a profile for KSP.exe that maps the 3dmouse axises to "3D mouse mode". KSP (or rather, the embedded 3dmouse support) will then pick up axis movements and handle them independently of any control settings configured in KSP (for example, in the VAB). @@td: There's no way to "fix" the airplane mapping for control mode in KSP, since there's no setting for it that I am aware of. One would have to be added to make that configurable, because switching the mappings in the driver profile would break VAB support. I suppose you could create two profiles for the driver and a small script (autohotkey, for example) that would switch them out on a certain key press (profiles are just .xml files and are read on the fly, so this would probably work). A setting in KSP would be better though as this is definitely needed to switch again when flying a spaceplane, not a rocket.
  2. Soooo, I've started doing some colour studies of KSP. They're not defined-out much (just colour sketches, as you can see), just to get a "feel" of a location/planet/desaster. (click the links for embiggenments) I'll add to this list as things accrue but since I'm only working on such things in my free time - of which there is little - it might be a while. Might eventually be merged into one big collage/colour banner that shows KSP in it's entirety? In any case, thanks for having a look. Maybe someone likes colours as much as I do.
  3. Hi! So, I've tried the new 3d mouse support, and it's awesome. Especially in the VAB/SPH - something that far exceeded my expectations. It's really smooth (after tweaking sensitivity a bit, which is fine). Ingame camera mode is just as well-implemented, and I was surprised at the range of motion away from the active vessel you can achieve: Wanted to start making a movie just seeing the smooth transitions! It working in the map scene is useful too. However, I found two small bugs (and one feature request): - Control mode: yaw & roll are in airplane mode. Awkward for rockets. Maybe add yet another hotkey for swapsies. You can swap axis in the driver settings, but that breaks camera mode of course. I haven't played around with this a lot yet (just too used to keyboard at this point) - will report back later. - Control mode: RCS in EVA is broken: It seems to react like a ship RCS at full thrust. The exhaust plume is 3x as large as the kerbal itself - quite funny, really. - Unimportant feature request: Phyiscal buttons cannot be mapped natively (by setting them to "application defined" in the driver). You can still map them to keyboard shortcuts, of course (by editing the .xml file!). While not a big deal for SpaceMouse users (which have two buttons), this gets cumbersome quickly for people with SpaceMouse Pro or similar - they have 11+ buttons. Either way, it's totally worth it just for VAB support. A dream to work with! Thank you, devs, for taking the time to implement this. n
  4. Hi guys, I've done some research on using the 3DConnexion 3D mouse gear (6-axis controllers) for controlling KSP. Since the latest beta drivers, 3dconnexion gear supports emulating a HID joystick device, which in theory should work fine with all games supporting joystick axis binding. However, there's a slight incompatibility (or maybe not so slight) that will have the keen observer notice that all axises bound to a 3d mouse will immediately jump to the left, and stay there, which does not actually help with flying spacecrafts as much as my enthusiasm about my new equipment led me to believe. With the help of the 3dconnexion forums, I found out that newer HID Joystick devices have signed values for axises with a center point at 0 (and this applies to the 3d mouse also); whereas old joysticks used to go from 0 to 255 only with a center of 127/8. The change was presumably made to support greater precision than 8 bit. (I've actually tested KSP with the HOTAS Warthog from TM and it displays the same issues) I assume that KSP joystick axises start at 0 as well with a axis range of 255. I'm not sure if it's Unity itself that is doing the joystick parsing/mapping, or KSP that is not taking newer devices into consideration, but the fix should be fairly simple. FWIW, under OSX at least you can use ControllerMate to adjust axis values (which I've verified to work awesomely fine), but I don't know of any Windows tools that will do that for me, so I'm stuck with using keyboard emulation .. Hopefully this bit of research helps the devs should they be so inclined to support these awesome devices (and other joysticks). Even just a simple calibration offset configurable in settings.cfg would do fine. Alternatively, I guess one could use the 3DConnexion SDK to natively implement support for the 3d mouse. I suspect it would be really awesome in the SPH or VAB. - but I doubt that's possible with a plugin. Reference: http://www.3dconnexion.com/forum/viewtopic.php?f=36&t=7305
×
×
  • Create New...