Jump to content

Joystick Users- How to get a joystick working well for both planes and landers


caba111

Recommended Posts

You could use a docking port or probe core mounted sideways and 'forwards' on your landers and use 'control from here'. Or are you referring to switching the yaw/pitch axes? No idea how to do that on the fly.

Link to comment
Share on other sites

I assume what you are looking for is a way to switch the axes used by yaw and roll. The idea being that your "primary" axes on the stick are the X and Y joystick axes, with any rudder being a less-often-used tertiary axis. In planes, this means pitch and roll are on the stick, since these are the primary controls used for steering. For rockets, you really want pitch and yaw to be on the stick for the same reason, with roll being used less often.

I use a TM warthog (hotas) plus rudder pedals, because I play a lot of flight sims. I have simply gotten used to using the pedals for steering rockets and rovers. But when I began using this hardware with KSP I did feel like it would have been easier to be able to switch axes in flight. This is particularly the case with rover acceleration and deceleration. I currently have those mapped to joystick pitch down and up (since KSP expects a "centered" position for zero throttle on a rover).

I have not found a perfect solution, I think that would have to be implemented in the game itself. There are a few hacky workarounds, though. You can, for instance, use autohotkey to remap one axis to another based on a variable, and then you could use another autohotkey script to change the value of that variable based on a button press. I have a feeling this won't be very reliable with KSP, because KSP (or unity) seems to mess up axis detection in the first place. For example, when I go to settings > controls and map "pitch up" to the input "back on the stick", which is joystick axis zero, KSP actually displays the name of the detected input as rudder pedals, or throttle, or just about anything other than the one I actually used... but it still is in fact mapped to the stick. The problem is that this would make dynamic remapping frustratingly difficult, because you wouldn't really know what axis to tell KSP to use.

Link to comment
Share on other sites

I assume what you are looking for is a way to switch the axes used by yaw and roll. The idea being that your "primary" axes on the stick are the X and Y joystick axes, with any rudder being a less-often-used tertiary axis. In planes, this means pitch and roll are on the stick, since these are the primary controls used for steering. For rockets, you really want pitch and yaw to be on the stick for the same reason, with roll being used less often.

I use a TM warthog (hotas) plus rudder pedals, because I play a lot of flight sims. I have simply gotten used to using the pedals for steering rockets and rovers. But when I began using this hardware with KSP I did feel like it would have been easier to be able to switch axes in flight. This is particularly the case with rover acceleration and deceleration. I currently have those mapped to joystick pitch down and up (since KSP expects a "centered" position for zero throttle on a rover).

I have not found a perfect solution, I think that would have to be implemented in the game itself. There are a few hacky workarounds, though. You can, for instance, use autohotkey to remap one axis to another based on a variable, and then you could use another autohotkey script to change the value of that variable based on a button press. I have a feeling this won't be very reliable with KSP, because KSP (or unity) seems to mess up axis detection in the first place. For example, when I go to settings > controls and map "pitch up" to the input "back on the stick", which is joystick axis zero, KSP actually displays the name of the detected input as rudder pedals, or throttle, or just about anything other than the one I actually used... but it still is in fact mapped to the stick. The problem is that this would make dynamic remapping frustratingly difficult, because you wouldn't really know what axis to tell KSP to use.

It looks like my best bet is getting used to it and mounting a few extra docking ports.

Thanks for the in-depth response though, I appreciate it.

Link to comment
Share on other sites

  • 4 weeks later...
This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...