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Showing results for tags 'input lag'.
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I cannot use my Saitek HOTAS in KSP because of the horrible input lag it introduces. There is about half a second delay for all axes, making precise flight infeasible. Some said the problem is common for other Unity games aswell, but surely there must already be a workaround for it. Other people reported success with vJoy but that bypasses the Saitek drivers which I definitely don't want to, as I rely on their programming suite where I have over a dozen complex profiles for aircraft in another simulator called DCS. I've tried Advanced Fly-By-Wire aswell, with updated .dlls, but it changes absolutely nothing on my game. The lag is there in space aswell as in atmo. Windows 10 Pro N, tested both 32bit and 64bit game versions
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@SQUAD There will be a solution for the input lag problem on Joysticks and H.O.T.A.S. with the new 1.8 release ? What exactly causes this lag in the game ? With the Unity update we may have a fix for this ? Thanks
- 2 replies
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- unity 2019.2
- ksp 1.8
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This is just a funny idea I had, but what if you had a mod that you could toggle on and off while on a mission. When toggled on, it would purposely add a user-defined number of seconds of input lag. It does take time for signals to move the sorts of distances involved in space after all (from Earth to the Moon is what, about a second?) If you wanted to make it a more automated "challenge" mod, rather than a just-for-fun thing you toggle, you could have it add some amount of time for any vessel in a sphere of influence without a manned vessel it can connect to. Naturally, to avoid the problems that would occur with signals taking multiple hours to get around the Kerbol system, you could act like the signals still do travel much faster than the speed of light in our universe, or just do something like add one second each time the signal has to change sphere-of-influence on its way from a manned ship to the unmanned vessel you are controlling. Or, you could input some controls, then hit a button to carry out what you input to simulate having to wait a while for the signals to reach the target. I mean, yeah, the assumption is that most unmanned KSP vessels have an onboard AI that operates them to a partial extent, but sending of actual commands should realistically take time and add to the challenge, right? Speaking of challenges, I could totally see there being challenges to launch a rocket to the mun and back with something like 2-3 seconds of input lag or something the whole way. Much crashing I imagine.