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  1. 当前ksp2对轴控制似乎并不支持,而大气飞行器使用轴控制进行细微控制会有较大优势,特别是降落时 ksp1与2的键盘控制,1的控制系统在个人使用相比下,1的控制系统较为线性,2属于瞬时控制,按下直接为最大的偏转角,需要微调的时候动作过大 同时,由于当前设置键位时,轻微的动作也会被识别,因此,键位的修改过于困难,期望能优化键位设置方式,类似俯仰:仰:W,俯:S,在进行轴设置时无法完美设置轴控制 另外:在建造车间,视角似乎无法类似1中可以自由平移或拉高,只能缩放,视角锁定在主部件中 Google Translate: The current ksp2 does not seem to support the axis control, and the atmospheric aircraft will have a great advantage in using the axis control for fine control, especially when landing The keyboard control of ksp1 and 2, compared with the control system of 1 for personal use, the control system of 1 is more linear, and the control system of 2 belongs to instantaneous control. Press it directly to the maximum deflection angle, and the movement is too large when fine-tuning is required. At the same time, since the slight movement is also recognized when setting the key position, it is too difficult to modify the key position. It is expected to optimize the key position setting method, similar to pitch: tilt: W, tilt: S, when setting the axis Can't set axis control perfectly In addition: in the construction workshop, the perspective does not seem to be similar to that in 1. It can be freely panned or raised, only zoomed, and the perspective is locked in the main part
  2. I have copied the controller from @Wurmi and would now like to upgrade it to simpit and an Arduino DUE. Unfortunately, I always get this message when I try to install it, and the message also appears in the examples. c:\arduino\libraries\KerbalSimpit\src\KerbalSimpit.cpp: In member function 'bool KerbalSimpit::init()': c:\arduino\libraries\KerbalSimpit\src\KerbalSimpit.cpp:54:54: error: 'SERIAL_RX_BUFFER_SIZE' was not declared in this scope printToKSP("Buffer receive size : " + String(SERIAL_RX_BUFFER_SIZE)); ^ Does anyone have a solution?
  3. Recently, have an idea of using controller to control in game, but I’m don’t know if that’s possible Do you guys have any idea? Does it require specific controller or extra mods to make it work?
  4. Hi Kerbonauts! :) When playing KSP, at some point I learned that you can use KAL-1000 to generate infinite thrust and fuel. It was fun at first, but very soon made playing the game non-immersive. If I can go anywhere with ease, it's not a challenging anymore. Taking away the struggle of a gravity-bound flight, you basically defeat the main boss of the game. That is why I want to CLIP the result values of the controller, so cheating is not to be possible. That should regain me will and joy of playing. :)
  5. My idea is to make a enclosed cockpit for kerbal space program. It's going to be a 2 seater and I'm going to build a full control panel. This is what i have done so far. Latest progress photo. Link to simpit's imgur album This is the old simpit before I redesigned it. Link to old simpit's imgur album Here is the link to software being developed for the simpit. https://github.com/Krewmember/External-MFD I hope you guys like it and I will keep you updated as I make progress.
  6. Hi all. I’m quite proud to show you the controller I have been working on for the last few months. I started it last summer and I had to take a break for lack of time. But I eventually finished this. First of all, I want to thank hugopeeter who helped me a lot! This is when I saw his own KSP controller that I decided to build my own. As you can see, I took inspiration from SpaceX Crew Dragon v2 cockpit. I wanted my controller to have a clean look, like this: I also wanted it to be backlighted so that texts and indicators are visible in the dark. This is another reason it took me so long. It was hard to find a company able to lasercut the parts, for a reasonable price. This is a French company (ID Marquage) who did this. And I must say this looks amazing. The faceplate let light through and there is a black layer on the back. This layer has been laser engraved where light needs to be visible (texts and indicators). So here is the final result: With all lights off: And some close up of different parts: SAS button leds indicate the current state, as for breaks and gears. One joystick controls rotation, the other, translation. This is great for maneuvers like docking where both are used. Antenna and solar panels buttons are set up on actions 10 and 9, the Abort one on the Cancel group. The ledbars indicates ressources level. The LCD screen displays flight parameters depending on the selected mode with the surrounding buttons. The original quote from Chris Hardwick is “No human ever became interesting by not failing.” I found it very appropriate for Kerbals Unfortunately, I didn’t do pictures while assembling it (shame on me ). Here is a video of the controller in use (sorry for the poor quality, the camera didn’t like the backlight): https://youtu.be/Ux8fxc0-acM Edit : Here are the Inkscape files for the panel https://drive.google.com/drive/folders/1HdtE2tBRrK2WDYcT2DtAPfRQp1_Y5Sz2?usp=sharing Edit2 : Here is my code https://drive.google.com/drive/folders/1wmlQa6WcZRmjfZkodxGgqR8sXTvQqBis?usp=sharing
  7. (First off this is my first post here so I hope I'm dropping this in the right category!) This controller was 100% designed and built by me from scratch over the past week! I recently picked up KSP over quatrantine (I'm late to the party, I know haha!) and I was instantly hooked. Before I knew it I was craving input beyond simple KB and mouse! Here is a link to a very detailed rundown of the process i took to take this from an idea to the finished product! It's not quite a tutorial, but if anyone has any questions on how I completed any steps I'd be glad to answer them! Link to the build and some demo vids Only thing to do now is stop procrastinating on building that space station around Kerbin!
  8. KspRemoteβ Control ksp aircraft using android device Introduction https://www.youtube.com/watch?v=okde8x0dSgA video video is outdated but it's enough to show what this is Releases https://gitlab.com/djdisodo/kspremote/-/releases Requirements android version > 9 bluetooth connection between android device and PC rotation sensor on android not working on some phones(lg vXX) Setup Connecting you need to do this only first time Remove all Profiles Reboot the PC once (if you tried to connect once and it doesn't worked well) Run KspRemote Make sure there is a notification like.. KspRemote is Running Go to android bluetooth settings and connect to PC There will be a small bluetooth icon on phone's top right side and Your phone will show up as an input device on your PC if not try again from first stage with doing second stage your phone may not support this Mapping before mapping analog axis to ksp You need to install AFBW as KSP has bug with analog inputs DONT USE KSPs INPUT SETTING Action Groups Engines set action group like... Switch #1 #2 #3 #4 Action group(on, off) (1, 2) (3, 4) (5, 6) (7, 8) Flaps better use with FAR UP 0 DOWN 9 Controls Select Ksp Remote and click Presets 2. You need to add axis like this On this screen you need to press buttons several times that matches to axis in KspRemote's settings till it assigns axis x #1 y #2 z #3 Rx #4 Go to Mod Settings and make AFBW input overrides throttle The MIT License (MIT) Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  9. As some of you know, I have wonted to build a control panel for a long while, and have even write my own KSP plugin + openGL application for it. Recently I have started building it and have finished the frame and cut out the wooden panels to fit on the frame. The panels aren't really "mounted" in the sense that i will still have to take them off to make cutouts for the switches, as well as paint them. The two big holes in the middle are for a laptop and a monitor. The laptop will serve as the multifunctional display / guidance computer while the monitor will display the video output from the PC running KSP, serving as the cockpit window.
  10. Think in the same vein as the premium version of Fallout with the PitBoy kit. Custom controllers and KSP go hand in hand, having that conceptualized through the game creator's lens would be worth a $150 price tag for Game w/ DLC season pass and a licensed kontroller kit, imo!!
  11. For me, playing KSP is a whole lot easier when you can pilot your craft with proportional controls, like a joystick. I came back to KSP after a while today and I realized that I have some controllers (xbox one controllers) I can use, but the default control mappings are not what I want them to be. I want to set it up so i control my craft like an RC plane (throttle/yaw on left stick, pitch/roll on right stick) cause I'm very used to flying RC planes. But the default mapping is all wack, and it isn't proportional control (all maneuvering inputs are mapped to proportional inputs but they all behave like pressing a key on the keyboard). Is there a way I could override the OG controller mappings and set up my controller as a joystick?
  12. My Mark IIb control panel broke down in the spring due to a careless shortcut, and I have been building and redesigning this one on and off since then. I actually missed 1.5 completely, but finally the hardware is at an acceptable configuration. So, after a few time consuming mistakes, I flew an initial test flight with my Flight Control Mk IIId, and was happy with the result. What started when I looked at the price of a joystick with throttle and thought I could make one cheaper did turn out to be a hobby consuming hundreds of euros and opening a whole new field of learning. When I started, I knew a bit of electrics, barely more than Ohms law and the underlying physics. I had written small pieces of software in a lot of languages, but never looked at the beast known as C. The layout: When I realized I needed to redo the panel, I gave some thought to what functionality I was using at the most, and what I needed to see while I still could see the navball. This meant that the two main LCD displays was kept center top, providing me with whatever information I need at the current stage in flight. Below that analogue gauges showing information I need to be aware of approximate magnitude of without having to read a number. A real time clock is also center, it starts blinking a 'b' once time reach past 10 pm for reasons that should be obvious. The joysticks are placed at a distance that corresponds quite close to how far my hands are when I put them in front of me. I used to have them in the corners, but It turned out that I always was pulling a bit off axis as I had to reach to the side for them. Throttle is by the left hand, as I need attitude and throttle control in conjunction far more often than throttle ans translational control. Below the throttle is a momentary brake, and the big red stage button and its toggle. Toggle switches right upper corner have their functionality lit up either red or green, and as they are rather big I can reach them with either hand. The keypad on right side, on the other hand, is so small I need to focus on it. Apart from time warp control, it is mostly used for tertiary functions, such as science gathering, switching navball mode when I want something else than the default, or cycle camera or craft focus. Lower right corner is a number of rotary knobs. This is partially selectors for SAS mode, cam mode/map/IVA and control panel mode (rocket, aeroplane or rover), partially a set of trimmers for the attitude joystick and engine percentage. The LED display in that area show the value of a trimmer when said trimmer is adjusted. Finally, the big red abort button is well out of reach in case I should hit it accidentally, but easy to hit if I actually need it. As with the stage button, is has a toggle switch that physically disables the circuit when locked. The hardware For this panel I went with an Arduino Due. My previous build used a Mega, but I had instances of it not being fast enough when doing a bit of trigonometry and some square roots for my LCD displays. The Due runs at a native 3.3V, so I had to make a level shift protoboard for those units that run at 5V. The 5V are supplied by an old PC PSU, but given the low demands of the system I can keep said PSU off and just use the 5V 2A always on line. Still, nice to have all the power I can dream of within easy reach. Luckily, KSPSerialIO and Win10 talks just fine with this board, although I also have a CH340G USB to serial adapter connected to Serial1. I finally caved in and bought a crimping tool and proper connectors for my wires instead of soldering bits of header to the wire, and ribbon cables for most of the long connections. The protoboards I use are laid out as breadboards, saving a lot of soldering as well, and the wires on the board are single core. These improvements in manufacturing have been costly, but well worth the investment. Loose wire strands generate a lot of noise, and I had to scrap two protoboards where I could not locate the culprit. I have in recent years started to suffer from farsightedness, a fact I found out by having more and more difficulty soldering said protoboards. When soldering these days I use a magnifying lamp my wife exchanged for a better one (she does needlework), and have a set of reading glasses to go with my contact lenses. The annunciator and toggle status lights are all WS2812B LED strips, which saved me a ton of soldering. They are mounted on the button of 3d printed grids and shine through a layer of PVC slides with the actual print and food wrapping paper beneath to diffuse the light sufficiently. All digital switches are connected to 74HC165 or CD4021 shift in registers, and the rotary selectors are connected to 74HC147 encoders, which in turn are connected to shift registers. The reason for using 74HCxxx IC's is that they run at the Dues native 3.3V, so I did not have to level shift the signal to 5V. That was not the case for the 7seg LED modules, that are bought as units with integrated MAX7219 IC's, or the 4x20 LCD displays and the DS3231 real time clock, both types are 5V I2C connected units. The translational joystick is carried directly from my last control panel, and I am still very happy with it. It consists of a thumb joystick and a small piece of stick between two micro switches for three axis control, in a 3d printed casing. While I do use the twist of my attitude joystick for rotation, I would not like to depend on it for fine control or fast reaction. I use a slide potentiometer for throttle. I spent a bit more to get a fader for a mixer instead of a standard pot, I wore my previous throttle out and had problems with unintended engine ignition. The keypad is made from scratch with push buttons on a protoboard and another 3d printed grid to keep them aligned. There are still quite some empty positions on the keypad for when I get ideas to expand my functionality. The software On this panel, I have several functionalities that cannot be activated through KSPSerialIO, so I turned to kRPC. Unfortunately, while I could make a working Python client for kRPC and it even did some of the computational heavy lifting for the Arduino, I experienced considerable latency. This is surely partially due to my very imperfect implementation of the serial communications, but I knew that KSPSerialIO worked fast and out-of-the-box, once I added __attribute__((packed)) to the packets due to 32-bit architecture of the Due. So in the end I just decided to use both plugins, with kRPC handling complicated, non time dependent operations. First iteration had me send information to an Uno over I2C to send to kRPC, but in the end I connected a secondary serial port and cut the middle man. The Interesting ability of kRPC is to access almost everything in the game. In every vessel I made, I assigned solar panels to action group 1, ladders to AG2, science to AG3, engine mode to AG10 and so on. With kRPC, I just ask nicely to open all solar panels, with the important qualifier that there is no docking port between them and the root part in the three hierarchy. This means that when I carry a station part in my spaceplane and extend the solar panels, the solar panels of the station part does not try to unfold inside the cargo bay. In a similar vein, I have toggles for radiators and cargo bays. Science and repeatable science is on different push buttons, although I need to fiddle a bit with this part of the code: If I carry two goo containers, I only want one to open at a time. The code looks for the smallest storage of electrical charge and ties it to a toggle as well. This means that if I forget to extend my solar panels and a probe goes dead, I have a reserve of power to reactivate it. Admit it, you have been there as well. Communications between the kRPC client and the Due is still the biggest issue in the software. I sometimes get massive timeouts, and I still need to implement fast and reliable transfer from the client to the Due. kRPC can access information about misalignment between two vessels when docking, radio signal strenght, and the life support resources. I would like to have an alarm going of based on that information. On the KSPSerialIO side, there is lots of code reuse. I had made functions to deal with LED displays and the information on the LCDs is mostly carry over. Interesting notes are that I calculate circularization dV during the orbital phase of ascent when in rocket mode, and the deviation from KSC runway in aeroplane mode. I also have distance, relative velocity and approximate expected time of arrival showing up during rendezvous. Code to do While the controller works, there is still lot to be done. I have a 7seg to spare that should show time to maneuver node or rendezvous, and most of the annunciator is not programmed yet. Also, It would be nice to be able to call kRPC autopilot sequences from my panel, I have several standard launchers that could benefit from automated launch. Also, a general clean up of things that work but need polish on the second LCD display, it is not fully utilized yet. Source Code and thanks I finally learned how to use GitHub, so my code is available there for both Arduino and kRPC client. I learned a lot from reading other peoples code on the web, and especially @PeteWasEre have good example of using kRPC. As always, @stibbons is a fountain of knowledge, as well as the kRPC discord. And everybody else in the KSPSerialIO thread.
  13. Hi, I've made a quadcopter and found I cannot control it. If I attach rotors to yaw/pitch/roll and thrust I am able control thrust but yaw/pitch/roll override each other so only one is effective. Thrust works because it's incremental while yaw/pitch/roll are absolute. At first I wanted do demand multiple overlapping controls to work additively (and they should) but then I realized that won't be enough. The collective throttle must lift the craft while axes control should only modify torque to control its movement and may work much weaker. So the torque for single engine could be calculated by a formula T=(1 - 3k)t + ky + kp +kr, where T is torque, t is throttle, and y, p, r are yaw pitch and roll, respectively. k is axes to throttle coefficient, let it be 0.1, for example. Now, this cannot be done. So I think the formula controller should be available for our creations. Of course this will be usable not only in quadcopters. Why not control ailerons in function od speed? In supersonic flight they are too strong while in low speed maneuvering they could work stronger. We could also describe by formulas hinges' movements as a function of time or the controller's value (then a controller's path could be a variable, not necessarily bound to a part).
  14. I have two joysticks, a logitech dual action and logitech wingman digital 3d. Both of them seem to work while configuring the controls, but in-game only the buttons work and the sticks don't seem to do anything. They both work fine for other games. Can anyone help me? EDIT: Never mind, I figured it out. I just had set the joystick for primary as well as secondary, now it works fine. If anyone has the same problem, make sure that you set BOTH parts in the joystick configuring panel section and then see if it works.
  15. Hello all, Today I want to share with you our development process of making two control panels and I’ll try to answer your most frequent questions. Me and my friend (Ferrdo_Kerman on this forum) always wanted to build control panel for Kerbal Space Program, so we can have even greater experience while playing this fantastic game. This year we finally had this opportunity and time to make this happen. Ferrdo is very skilled in HW and SW so he is the one who decided which HW do we need, how to put it together and also rewrote the base code that we have used from another project. My job was less technical, I worked on design, box, switches variants and I helped with the soldering of course But let’s start from beginning. 1. Preparation Phase We were inspired by hugopeeters project. He made excellent job and our life much more easier because we didn’t have to start from scratch. So really big thanks and credit goes to him. You can check his project with many details here: I will not go so deep into the details because they are already covered in his project but I will just mention that for the communication with the game we used KSPSerialIO plugin which can be found here: https://forum.kerbalspaceprogram.com/index.php?/topic/60281-hardware-plugin-arduino-based-physical-display-serial-port-io-tutorial-10-06-17/ So we bought our first Arduino mega, cables, basic switches, basic stuff and started on our panels. We mainly bought items from local store with electronics and also from e-bay. 2. First steps Ferdo started on LED bars because we assume that this can be the biggest problem and we wanted to solve this in the beginning. From start we had only bars that are now used as G-Force and Athmosphere indicators. This is how they look from behind also with integrated circuits: Even though it went somehow let’s say a Kerbal way, it was a success! After that we moved to display and basic switches. 3. Display and Cardboard prototype We have continued with display because we wanted to test also basic switches and if they are responding correctly regarding the code. While Ferrdo was working on the display and also adjusting the code, I’ve started with the basic cardboard prototype so we can manipulate with the HW easier. In this stage we have decided that we will use another bars for fuels, mono, power etc., and that we will use these old bars as G-Force and Atmosphere indicators. Because in this phase we already know everything that will be on our control panels I have started designing the panel. 4. Design After some adjustments we ended with final version of our design: I’ve prepared vector files based on this design and one of our colleagues helps us to make a prototype from wood so we can check if everything is OK before we will order final panel made of stainless steel from external company. Everything was OK so we have ordered our steel panels from external company. We haven’t had good luck with the first company and they didn’t do the labels correctly. In fact they were barely visible. Luckily we found another company and they reworked our panels to the final look. This was the most expensive part of our panels and one piece cost us almost 100 euros (because of double work). But when they arrived we were finally happy with the outcome. While we were waiting for steel panels from external company we was soldering all parts for the second panel and I was able to prepare box cases from wood. 5. Another Led bars and finishing touches The set of five LED bars took us some time to finish because there were a lot of soldering and coding work. But finally we were really close to the end and therefore hyped. We went to the local store to buy final LED lights (I think it was 7865th visit of this store :D) and started to mounting everything to the panel. It was a really big mess of cables. We did the final soldering and check and we finally put everything inside the box. After some finishing touches everything was functioning correctly! Everything was a little more complicated as described here because we were learning on the fly You can find the source code to this Arduino project at: https://github.com/ferrdo4/KerbalController Video from action is coming soon!
  16. It might have been a year ago that I first saw someones custom controller for KSP on the internet. I thought: "man, I would really like to be able to build one of those, but I am lacking some serious skills". After tinkering with Arduino's for a few months and learning how to solder from YouTube videos, I thought: "hey, maybe I can create a Kerbal Controller!" Now that it is almost completed, I would like to share my build process with you all, including parts used, design drawings and Arduino code. I hope it will make it easier for some other KSP fans to get into building one. [UPDATE]: Instructable here: https://www.instructables.com/id/KerbalController-a-Custom-Control-Panel-for-Rocket [UPDATE]: I have uploaded all files to my github page here: https://github.com/hugopeeters [UPDATE]: It is done! This is the finished product: But first, back to how it all started. My first test was to use a slide potentiometer to control the throttle. I did this using an Arduino UNO with UnoJoy. It took some trial and error to get it to run on my mac. I ended up not using UnoJoy in my final build. I'll explain later. Step two was to think about the number and type of buttons and switches I would like to use. I created a prototype layout in Sketchup. I ordered a bunch of parts. And a soldering iron. Trying the layout in real life. First buttons installed. Testing out the LCD display. With the LCD display, I started using KSPSerialIO (props to @zitronen and @stibbons and any other people that worked on this plugin!). The hardest part of getting this to work, is variable type conversions. The plugin defines that the apoapsis in this example is a float. SO you have to do this trick to convert the value to a string or array of chars that can be sent to the display. This is the code I used for the test. //Apoapsis char bufferAP[17]; String strApo = "AP: "; if (VData.AP < 10000 && VData.AP > -10000) { strApo += String(VData.AP,0); strApo += "m "; } else if ((VData.AP >= 10000 && VData.AP < 10000000) || (VData.AP <= -10000 && VData.AP > -10000000)) { strApo += String((VData.AP / 1000),0); strApo += "km "; } else if ((VData.AP >= 10000000 && VData.AP < 10000000000) || (VData.AP <= -10000000 && VData.AP > -10000000000)) { strApo += String((VData.AP / 1000000),0); strApo += "Mm "; } else { strApo += String((VData.AP / 1000000000),0); strApo += "Gm "; } strApo.toCharArray(bufferAP,17); writeLCD(bufferAP); This is the shoebox prototype with all the parts I tested with installed. And here is the mess of wires inside. I didn't want to have to desolder everything when moving to the final faceplate, so I used a breadboard for temporary connections. Enough info for today. In the next part, I'll show how I moved from the shoebox to a lasercut MDF faceplate and changed out those big arcade buttons for something way nicer! Stay tuned.
  17. Hello. Just today i've bought a thrustmaster joystick to use in K.S.P. mainly for controlling the Pitch/Yaw and Translate manouvers. I thought this would have been usefull for docking a space ship and flying an aircraft. I plugged the controller in and checked if all axes and buttons worked. There didn't seem to be an issue. Then i started K.S.P. And put the Input controls for Pitch/Yaw/Translate to the main controller axes, X-Y. I also added the camera controls and throttle function. Camera controls throttle Translation / Pitch + yaw I decided to test it out and just loaded a space craft (with my controller in the standard middle position) and then i noticed something strange. (see bottom left of the image below) When moving the stick to the left or to the top, it would glitch and and start again from the opposit side in the same direction. when moving it to the left, i get small twitches every now and then of the indicator jumping from it's place. Same thing with the throlle. the only function i'm not having issues with is the camera controls (another controller on my stick). Also i like to mention it is very sensitive, that even the vibrations of my desk are making the indicators move (it didn't work by changing the sensitivity either). My idea is that the top left of K.S.P.'s manouver pannel is the exact point where KSP thinks the center of the stick is. That explains why i am still able to move it Right/down. (i checked my controller's settings again and the center of the stick isn't offset.) My first thought was an issue with the Dead zone bars, but after messing around with that for a while, it was only worse or it caused more issues. I didn't have any time anymore today so i thought i'd ask now. in hope of any responses next day. If you have any more questions, please ask. i will try to reply ASAP. Thanks in advance.
  18. I was using a Xbox Wireless Controller for KSP on Mac OS 10.12 (Sierra), working perfectly well. Now all of a sudden the analog stick axes don't work any more (buttons are still fine). Steps to reproduce: - Connect Xbox Wireless Controller via Bluetooth - Start KSP - Go to Settings/Input/Flight - Click on the Pitch Axis "Primary" button - Move the left vertical analog stick on the controller - KSP displays: "Current Assignment: Joy0.1" - Click "Accept" Expected behavior: - Button next to "Primary" says "Joy0.1", clicking it again says "Current Assignment: Joy0.1", joystick works in game Actual behavior: - Button next to "Primary" is empty, clicking it again says "Current Assignment: None", joystick does not work in game Additional information: - KSP version (OSXPlayer), tested with locale en-us and de-de. - Fresh install via Steam, no mods - Controller is connected before starting KSP - This has been working last week, and I don't think Steam updated KSP in the meantime, but I'm not sure... I didn't do anything, I swear! ;-) - No exceptions are logged in KSP.log or Player.log - The following section does get added to settings.cfg (looks correct to me): - I verified in Unity 2017.3.0f1 with Input.GetJoystickNames() that "Unknown Xbox Wireless Controller" is in fact the correct name, and I can read the controller's analog sticks with a simple Unity test program. - I tried deleting settings.cfg, complete reinstall of Steam and KSP, reboot, disconnect and reconnect controller. - I started KSP without Steam by running "LC_ALL=en_US ~/Library/Application Support/Steam/steamapps/common/Kerbal Space Program/KSP.app/Contents/MacOS/KSP" in a terminal to make sure that Steam's controller emulation does not get in the way. Any suggestions what else I could try to make it work again? Thanks Michael
  19. I have read that there is a trim function in KSP with Alt + W, S, A, D key combos. I am currently using an Xbox controller in my PC for KSP and I would like to map at least pitch trim somewhere (e.g. in the D-pad), but I cannot find it in the Input settings area. Also, in KSP somehow the D-pad is identified as two axes instead of four buttons, which is a limitation. Can this be changed? Any help would be welcome!
  20. Hello there! I'm trying to set up a complicated vJoy script, but for it to work the way I need it to, I need the virtual controller to have 28 buttons and 5 axes. (28 buttons because I want a double-click to give a different output, and I want the POV hat buttons to act as buttons, not axes.) I'm using FreePIE to write a script that takes xbox 360 controller inputs and map them to the vJoy controller, but I need to know 2 things before I know this process can succeed: A) How many buttons will KSP recognize from 1 controller, and B) Can KSP tell the difference between an xbox 360 controller and a separate vJoy controller? any help is greatly appreciated! EDIT: I have workarounds for if KSP allows fewer than 28 buttons (create a second vJoy controller to output to) and if KSP only recognizes 1 controller at a time (make 1 vJoy controller with 38 buttons, leaving the 1st 10 blank, as they are the raw 360 inputs) EDIT 2: I have proved that KSP 1.2.2 can tell a 360 controller apart from a vJoy controller by mapping the POV hat buttons to vJoy buttons.
  21. I own one of the Realflight games that came with an RC plane controller to use on PC, and I was wondering if it was possible to set one of these up to work with KSP?
  22. So I just bought a pair of Logitech T16000Ms and I was excited to have one stick for pitch and roll and a second for translation but I can't seem to get axis from the second joystick to assign. It seems to be that the problem is related to the fact that both joysticks are identical and have the same name in windows. I confirmed this with another joystick I have in my collection. One that I don't really want to use. I'd prefer not buying another controller if I don't have to. What I'm really asking about is if this is a problem that can be solved with a work around or future update. Any info would be appreciated.
  23. Thinking about grabbing a gaming controller for use with KSP, but not a full blown joystick. Does anyone have any thoughts or preferences on their gaming controllers of choice? This is the one I'm thinking about grabbing: Logitech F310 PC Gamepad.
  24. Hey everyone. I wasn't entirely sure where to post this, but here it is. I am - like many others - making a physical KSP controller. In my case, with my uncle on the "physical" part (soldering, connecting, wires, etc.). I'm doing all the "digital" parts. I'm using kRPC with python, connected to an Arduino mega, all using lawnmowerlatte's python to Arduino framwork, using a serial connection. Our first prototype is working wonderfully, and we're planning out the full thing (it's going to be big). The aim is to be able to fly a mission with one person being mission control - having the map view. And the other being the pilot - only having an IVA view of a window. Our current prototype: Prototype (how do you embed pictures?) This post serves not only to show you people what we've been working on (as we think it's very cool), but also as a few questions: 1. We'd love to upgrade with another Arduino at one point, running a little screen with a rendering of a navball, similar to this. How should we go about this? Are there any resources available? 2. We're worried that our endless Python loop will be running so many button checks and kRPC calls, that the delay on things like single button presses and 7-segment screen updates will be too much. Will this be a problem and/or how would one work around it? Thank you for reading -FP
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