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Logitech X52 and other controlers


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I just buy a Logitech X52 controler, cos i saw it on last KSP2 video. One programer was using it on game. 
But it dosent work on KSP1. 
I have two questons: 
- Will have KSP2 suport for those Joystick + Gas controlers? (without lag)
- Are there any driver or mod to use it on KSP1?

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If a particular developer is using an X52, then it's highly likely (certain) it will be supported in KSP2.

As for KSP1, support for non-keyboard-mouse input devices is spotty, at best. It was mostly just an afterthought, haphazardly bolted on, using some default Unity joystick modules. It is likely that you need to do some manual tuning with logitech software that comes with your joystick set to get it all to work.

I have the well-known thrustmaster 16000M set. I have got the whole set to work (in KSP1) only after I used thustmaster's fancy tweaker applications that map certain buttons to keyboard inputs and certain movements to "movement values" (whatever that means), and even edit some C# code to change certain input values (KSP1 uses some default Unity joystick code and it is quite bad). If you aren't too hot on tech and software etc., it may be difficult for you to get some or all of your joystick equipment to work with your X52, to be frank.

No doubt that KSP2 will be better on this since it's getting a lot more time and care than KSP1 ever got (after all, it was just some curiosity started by some dude in some marketing company somewhere. Pepperidge farm remembers :)).

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We can assume that KSP2 will have better controller support, but nothing has been confirmed. Yes, different joysticks/ gamepads /hotas does work for KSP1. You have to set everything up manually. 

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It's probably early to know, for sure, and a bit early to buy hardware for a game that's releasing in 9 months.

On KSP1 support I honestly don't know, I have an X56 but I never thought of using it with KSP.

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1 hour ago, LUCINNDA said:

I just buy a Logitech X52 controler, cos i saw it on last KSP2 video. One programer was using it on game. 
But it dosent work on KSP1. 
I have two questons: 
- Will have KSP2 suport for those Joystick + Gas controlers? (without lag)
- Are there any driver or mod to use it on KSP1?

This mod could help you:

 

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I for one look forward to the hopefully massive improvement to joystick and controller support on "computer" versions of KSP 2 (that means PC Mac Linux versions).

Finally I'll be able to pilot spaceplanes and not have to slam them into the runway to get them to actually stop flying (well I'll probably still have to do that since I haven't heard much about if/how they're changing the aerodynamics code (which needs some work), but I'll be able to be much more gentle about it at least).

And if I get a HOTAS that has a throttle with an analog thumbstick or better, two of them on it (usually used to look around the cockpit in a flight simulator), I'll be able to bind one of those to the camera control and another one DEDICATED to rover wheel control (finally without having it cross-control any reaction wheels on the craft).
That's part of the "rovers are a nightmare to pilot" problem solved. The other half is chucking the entirety of the existing KSP 1 wheel code into a volcano and getting something that doesn't have "binary" stick/slip physics to it (as it is it seems that either you're gripping or you're slipping, there's no middle ground where "you're slipping enough to not flip over but you're gripping enough to be able to climb moderate hills" as it is in KSP 1. Seems like you're either on drag slicks at a strip, or you're on an ice rink with the way KSP 1 wheels work, and I hate it. Low gravity only makes things worse, of course.

EDIT: OK, this might be an unpopular opinion here, but I would prefer it if the wheels in KSP 2 were "functional, even if physics has to take a hike", in that "flipping is something that the wheels should actively apply forces to the craft to prevent", of course to allow for more than just surface vehicles to use rover wheels this automatic correction should be able to be toggled somehow in-flight.

If you're familiar with how the wheeled tanks in World of Tanks work, (in that they don't flip when they should), that's what I'm proposing for rover wheels in KSP 2. Not doing this means that nobody will be able to make a rover that doesn't explode, unless you artificially limit rover wheel speeds to a crawl.

Edited by SciMan
Sometimes physics needs to take a back-seat to just being able to enjoy using the thing you built, KSP 2 is a game after all not a "as hardcore as it gets" simulator
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