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Built this controller last year for KSP2 and was super disappointed when controller support was nerfed. However, thanks to mods (InputBinder), I can finally play around with it. It was inspired by actual spacecraft docking controls, but I wanted a small gamepad-style controller. The translation, or docking, handle on the left-hand side moves forward, backward, left, right, upwards, and downwards. It took a lot of prototyping to get to work correctly... The joystick on the right is a standard analog joystick with 3 axes: pitch, roll, and yaw. If there's enough support, I could publish the plans and bill of materials. I estimate it's about $50 to build. Construction: 3D printed housing Arduino Pro Micro Custom code library for USB devices Standard analog joystick 2 x analog sliders 3 x toggle switches 2 x square push buttons 1 x round, recessed, push button 1 x custom 3DOF docking stick 6 x microswitches 2 x springs Plunger-handle 2 x pencil springs to center Z axis Lots of painful prototyping........ This is the translation controller on the latest Boeing capsule. I believe it also rotates for attitude control making it 6DOF.
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Hi, Anyone interested in clone of Hotkey Manager for KSP1 ? I would be very interested in it, since I play in KSP2 with Joystick. Then I could use AntiMicroX to map joystick buttons to keyboard chars and... SAS
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Hello everyone, I was wondering ifs it possible to connect a joy stick to Kerbal on PS5. Just asking if it’s a PC only thing.
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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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Hello! I am using the Thrustmaster T.Flight Stick X and I want to battle with it! I can fly but I want to fire guns/missiles (BDArmory) But I do not know how to set a button on the joysick to do that! Well I do but not how to set it to LMB(fire)! Thanks in advance! (KSP 1.9.0)
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I have a problem with the joystick axis assignment. I have 2 joysticks but it does not allow me to map them. Let me explain better. When I go to configure the joystick the pitch axis for example, it recognises joy1.0 (axis 0 joystick one), but when I click on accept it gives me Joy0.0, so when I enter the KSP game it does not see the joystick. Same thing with joystick 2... it always accepts it as joy0.0. The problem is similar to this: Is it possible that this problem has not been solved since 2016? Do you have any suggestions?
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so, where can i set minimum and maximum for an axis, even wiggling the axis did not set the min-max, resulting in max-min-step-max behaviour. you cant test the controls in the settings, and you have to go all the way in to flight to test them, then just to find they were not working right. edit: why does alt-tabbing out of the program in win 10 64-bit make it white-hangup, crash?
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Hello, I am attempting to use my tflight HOTAS X joystick with ksp (steam version) on windows 10. I am in the input settings and the game can bind joystick buttons to certain actions, but when I go to edit the bindings for axis it recognizes the axis but then when I click accept it reverts to not assigned. What is the issue?
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(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!
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I bound the hat switch on my joystick to the camera movement. I have to invert the controls but aside from that every thing works great in external view, but when I switch to internal view the controls are inverted. If I turn off invert controls in the settings, internal view works but the external view is inverted. I looked around in the settings some and I don't see a separate setting for internal view camera controls. Is there any way for me to make it so both cameras are the same?
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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
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- unity 2019.2
- ksp 1.8
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Hi all, I'm fairly new to KSP (couple of hundred hours into career mode) and playing a pretty fresh installation of 64-bit 1.3.1 on Windows 10. Good old X58 platform with a Xeon X5660, 4GB GTX970 and 12GB of DDR3. I'm aware that Unity has some known issues regarding joystick input handling, and I've searched/scrolled through this support forum to read the previously posted questions re. multi-input, HOTAS throttles and Thrustmaster peripherals. But I haven't seen my specific issue previously reported, so I thought I'd post a thread... doubting it will be a super-quick-fix kind of issue, but I may as well document it eh? So, prepare yourselves... wall-o-text post incoming... SITUATION: I got all inspired by Cupcake's videos and bought myself a wee christmas present... Thrustmaster 16000.M FCS flightstick and the TWCS HOTAS throttle to go with it. These units can be used "plug'n'play" (in which case the game detects them as two separate input devices), or they can use a software app/virtual device driver called "T.A.R.G.E.T." which is basically a GUI laid over Thrustmaster's custom scripting engine. This software allows you to combine multiple physical controllers into one "virtual device", with customised axis mapping/response curves, button mapping, keystroke generation, mouse pointer control, etc. PROBLEM: Now, if I go the plug'n'pray route and don't use a T.A.R.G.E.T. profile, KSP recognises both devices as separate controllers and I can map the axes with no problems, everything behaves as it should. Except the JoyButton inputs are duplicated for both devices (whether due to limitations of the DirectX API, the Unity engine, or KSP's input handling code, I'm not completely sure), e.g. the flightstick trigger registers as JoyButton0 in the game but so does the thumb button on the throttle, and this behaviour is the same for all the buttons on both devices. Obviously this makes most of the buttons on one or both devices unusable for specific functions. Some duplication is acceptable, but you really need more than 16 buttons across both devices in order to make the best use of the HOTAS setup. BIGGER PROBLEM: "That ain't no problem..." says I, "...just create a T.A.R.G.E.T. profile with all the axes and buttons mapped the way I want". So I did this, and all the button mapping/keystroke generation worked perfectly. Except, as soon as I launch a craft and touch the joystick, all the control surfaces travel to their authority limit and stay there. When I push the joystick to the limit of an axis, the relevant control surface moves through its normal "rest point" to the other extent of travel, and then back to the first limit again when I release the stick back to centre. If I move the stick to the other limit on the same axis, the control surface in question exhibits the same behaviour. The throttle also seems to set its 100% limit at the middle of the DX_SLIDER axis' physical travel, and moving the throttle either side of this point causes the in-game throttle to move sharply back to 0%. Reversing the axes, either in the TARGET software, in the KSP input settings, or by changing the "deploy direction" of a control surface, merely results in the part moving to the opposite extent of travel on launch. All other response curve adjustments, absolute/relative settings, sensitivity and deadzone adjustments in TARGET and in KSP appear to have no effect on this behaviour. FURTHER BACKGROUND INFO: It should be noted that when observing the behaviour of the "Thrustmaster Combined" virtual device's axes (either via the Windows properties dialog or via the TARGET software's built-in "device analyser" function), all the axes and buttons appear to behave normally, the visual indicators sit at a center rest point (or lower extent of travel in the case of the Throttle/Slider axes) and move to their full extent of travel along with the appropriate physical movements of the controller/s. I've also tried previously suggested fixes such as starting the game with the physical throttle set at 50%, and I've tried starting the game with the joystick pulled over to the full extent of X/Y travel. No difference to be seen. Furthermore, I've tried disabling the TWCS throttle in the combined TARGET profile in case there was some weird axis mapping/config conflict occurring, and the FCS flightstick alone still exhibits the same behaviour on its assigned X/Y/Z/slider axes when being detected by the game as a "Thrustmaster Combined" device. POTENTIAL CAUSE: So it seems obvious to me that the issue lies with how Unity/KSP interprets the "rest value" of the virtual device's axes at startup. It assigns the centre "rest value" of the joystick axes as being one extent of travel and the axis limit (in either direction) as the other extent. But it's the opposite with the "virtual" throttle... the rest point is defined as being halfway along the physical axis (instead of at the lower limit of travel), with movement in either direction dropping the throttle back to 0% (or throwing it up to 100%, if the axis is inverted). When you analyse and think about this behaviour, it seems that Unity/KSP is getting the virtual device's "joystick" (self-centering) axes and "slider" (non-centering) axis behaviour ass-backwards. Self-centering axes behave as though the joystick's center rest position is one extent of travel and the axis limit/s are the other extent; i.e. behaving like a throttle/accelerator pedal. Non-centering axes behave as though the mid-point of travel is the rest position, with movement in either direction throwing the control to its limit; i.e. behaving like a self-centering joystick. But I have no ideas as to why this behaviour is only occurring with the combined "virtual" device, and not when the controllers are mapped as separate input devices. CONCLUSION: Sorry for the long long post, but I'm hoping this report might make possible some kind of fix in a future update, so I can use my AUD$250 HOTAS setup effectively in the game. At the moment I'm stuck using it as 2 separate input devices with severely limited button mapping/control options, which is pretty disappointing. I also suspect that squishing this bug might solve a lot of similar issues that people are having with other HOTAS/multi-input setups, especially where third-party "virtual device driver" software is involved. However, I also recognise that this is very much an edge-case bug, and probably not worth the dev time/cost to fix. But maybe the community can come up with its own fix... it's been done before. I've considered the possibility that this bug may be fixable by digging deeper into Thrustmaster's scripting engine/language - it's pretty much syntax-identical to C code - but the fact that Windows reports the virtual device as behaving normally leads me to believe that the issue doesn't lie with the TARGET profile/script, it's to do with how Unity/KSP interprets the input/rest position values of the virtual controller's axes. If I knew Unity at all I'd dig deeper into the game code/mod API to try and fix it myself, but that's beyond my scope at the moment. Feedback/input from anyone else using the Thrustmaster T.16000M FCS HOTAS setup specifically, or Unity/Mod developers generally, would be appreciated as a worthwhile contribution to this bug report thread. I'll capture a video of the behaviour and link to it from this post shortly. Logs and other supporting documentation etc. can also be willingly provided upon request. Cheers, BR
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I just bought a Logitech extreme 3D pro as my first joystick so that I could use it for KSP, a game that i am relatively new to, but is quickly becoming one of my favorites. My issue is that under the Flight option in the input settings the movement of the joystick does not register as a command. Each of the buttons on the joystick work, just not the directionals. This is the case for the rotation, translation, throttle and other settings. Am I doing something wrong or is there a bigger problem to this?
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Hi, so i finally bought a Joystick (Logitech Extreme 3d) to play KSP with and everything works fine, besides the throttle. when i put the throttle to 0% or 100% it works perfectly fine but everything in between slowly starts to wander either to 100% or to 0%, depending on the setting it was switched to prior, even when the physical throttle on my Joystick stays at 50%, for example. I tested if it is a problem with the controller or its interaction with my PC but in the properties slide of Logitechs Profiler the problem doesn't occur, which tells me its a problem in KSP. i searched the internet but no one seems to have similar problems so i want to ask this community. Am i doing something stupidly wrong? Is there an in game setting i couldn't find? A bug maybe? Thanks in advance
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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.
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Hi guys, is there an easy way to swap yaw/roll on my hotas joystick without having to reassign the axis in settings?
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I am curious about how I can set up my joystick. I use PC KSP, 64 bit and have loads of mods. These include: MAH, BDB, DiRT, [x] Science!, TU, KRE, the NFT mods, all of Angel-125's mods, KIS, KAS, DMagic Orbital Science, Distant Object Enhancement, Kerbal Atomics, RealChute, Realplume (Stock), Planetshine, ScanSat, reDIRECT, Heat Control and Old School Fairings. I also have Making History installed.
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whenever I try to map an axis with my joystick it automatically starts off at axis 0.2 (yaw) and when you change it to something else, for example, pitch which should be axis 0.1, it looks fine but when you go and launch a ship none of the axis work. when you go back into the settings and try to re-map the axis it is, once again, axis 0.2 furthermore, all of the other buttons work perfectly fine and changing the axis seems to register fine as well which just makes the entire problem stranger I have the Logitech extreme 3D pro joystick: https://www.pccasegear.com/products/6607?gclid=Cj0KCQjw9uHOBRDtARIsALtCa97yNwylKHcaSku-s_IAGSNVDDfDLrRXvVN7dQwmFH7hIG8AnoFHw_caAkshEALw_wcB&gclsrc=aw.ds
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I am trying to build an interface to a control panel that uses joysticks to interface to KSP via the KRPC. I have everything working, reading the joystick values into a raspberry pi, and then having the pi connect to the KRPC server. I am trying to achieve a 10Hz or better rate for the controls. For my python code, I execute the calls on a loop. while(True): GetJoyStick() start = time.time() vessel.control.pitch = joystick_pitch vessel.control.yaw = joystick_yaw vessel.control.roll = joystick_roll vessel.control.thottle y= 1 vessel.control.forward = 0 vessel.control.right = 0 vessel.control.up = 0 end = time.time() print(end-start) I played around with some different settings in KRPC advanced settings in the KRPC interface, the best I could get was 45 RPC/sec. Here is a print statement of time for the update to occur as shown in the code above. Starting Controls/// 0.439182043076 0.435542106628 0.437279939651 0.441950798035 0.443905830383 0.400623083115 0.742579936981 0.438502073288 0.443440198898 0.435302972794 0.439296007156 0.623143196106 0.461045980453 0.442525863647 0.43900513649 0.439331054688 0.47675204277 0.439754962921 I am wondering if this is the best approach that I am taking. For a bank of switches, the rates are fine, but for joystick control, it can be a little laggy. Any help is appreciated. Thanks, Tom
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I Have a Saitek Cyborg Evo Force in an unmodded install of version 1.3.0.1804. I can map all the joystick buttons, the thumb hat, and pitch & roll but not throttle or yaw. These functions work in the control panel but KSP seems to not detect them at all. Happy to provide more info if required. Also does KSP support force feedback? I have read that afbw mod may solve the issue but it seems to be no longer available. Thanks in advance
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I'm thinking about getting a joystick. Any recommendations on which one? I've never owned a joystick before! Thanks!
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Hi, I'm having a problem with setting up my joystick in 1.3.1. I move the stick to set the axis, but the menu box gets real finicky (spazzing numbers) and shows a different axis than the one I am actuating. Similar to this guy's unresolved problem: https://forum.kerbalspaceprogram.com/index.php?/topic/166279-joystick-axis-mapping-broken/&page=0#comment-3189356 Instead of showing "X" or "Y" axis, it shows "joystick 0.1" and numbers similar to that. In game, the controls are all whacked out. Using a Microsoft Sidewinder Force Feedback 2 joystick, in very good condition. Have no problems with it in several other games, and in-game calibration from my flight sim says all is as it should be. I've used the old Logiteck 3D Pro stick in KSP with no problems. So I suspect this is a problem with the game. Using 1.3.1 64 bit, problem persists regardless of mods. Now before you suggest that I need to press the Apply button, I will tell you that I have already tried this. I have used this game for quite a while, and I know what I'm doing for the most part. I'm getting sick of using the keyboard for my control axis. Not how a real plane flies. Being a flight sim guy, this game is unplayable for me if I can't use a joystick. Any help appreciated... Thanks!
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Somehow my steam recognizes my joystick (Logitech extreme 3d pro) as a generic gamepad, and is stuck in some weird control profile. I can't seem to delete the profile or reset anything regarding to the joystick. When I open the joystick in the device manager I can see that it's working by testing everything in the properties. I've spent hours trying to figure this out, and haven't found anything pertinent to my situation. Please help me out!