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Showing results for tags 'inputs'.
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First of all sorry for my terrible English: I'm creating a command station with kerbal simpit and arduino, My problem is that when I send the input of the movements(pitch, roll, yaw), they can no longer be sent from the keyboard and cannot be modified even from the SAS, preventing the use of the latter.
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I personally prefer the control configuration of w s a d on pitch and roll with e and q on yaw. However, when I try to assign the e key to right yaw, the input is ignored.
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- bug
- not a big deal but annoying
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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.
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- inputs
- controller
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