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XBox triggers borked ?in 0.9?


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Hey, haven't played in a while, but it looks like ?in 0.9? Squad moved to XInput as KSP is now reading the left and right triggers as separate axes - ie you cannot it seems, by default, map yaw to left and right triggers, as it only binds to one axis.

I *think* this can possibly be fixed thru config editing by changing the yaw axis to the 3rd axis (2 if it starts from 0) instead of the one it detects (8 or 9?).

Another workaround is to use my app UJR to perform a 1:1 straight through mapping of the xbox controller to a virtual stick, then unplugging the xbox controller, starting KSP and plugging the xbox controller in after you start the game. The game will then only detect the virtual stick (which is controlled by your xbox pad).

Maybe also the AltInput mod could be used to fix this?

Also, KSP now only seems to support 20 buttons on a stick.

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I'm not sure how you were doing it before, but Unity's been like this with regards to all joystick input for... well, longer than my memory goes back. Possibly since before KSP was at version 0.18. It's essentially just regularly made a royal hash of any attempts to make a useable joystick configuration. Some particular joysticks work flawlessly, but for the most part it's extremely finicky, and sometimes little things arbitrarily change between Unity updates with no rhyme or reason.

Unity's joystick support has never been much good, unfortunately. :(

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It has changed in the last 6 months I am pretty sure about it.

i used to use two input methods:

Flight stick and Xbox pad.

To make both compatible with one ksp config, I mapped all game functions to joystick buttons 11-25 and axes 4-8.

I then used UJR to map both of my sticks to buttons 11-25, with the end result that I needed one KSP config to be able to use either my flightstick or my xbox pad.

This is no longer possible - buttons in KSP now max out at #20.

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