#lack of x52 joystick support
109 messages · Page 1 of 1 (latest)
Does anyone know where the control txt file is so I can make an attempt at manually setting up the configuration through a text editor?
having the same issue
I know I've seen the devs using the same joystick in some of the developer videos, there has to be a way for it to be set up
I have the same issues with my thrustmaster 16000M ... it allows me to attempt to set pitch and roll, but it bugs out and asigns both as down or right in the case of roll .. yaw doesnt work at all. This is a space flight game and there isnt a settings for axis controll????? This is amazing to me.....????????
with yaw and pitch I noticed it asks you to choose one direction at a time, and I've found that moving your joystick really fast is one work around for setting it up. still haven't figured out a solution for thrust and yaw, with my pro flight rudder pedals not being registered at all
i noticed a keyboard symbol above the controls, maybe there's a way to switch between keyboard inputs and joystick inputs?
i remember in i think ksp1 you'd set an axis as opposed to a button bind
Yeah, that was really nice. ksp1 was buggy with multiple control systems too and I was really hoping ksp2 fixed that issue
same
i saw the keyboard symbol too but there doesnt seem to be a way to do anything with it. I find this really hard to believe, a flight sim where there is no axis settings or joystick compatibility....?????
Yeah. they have to have some joystick support, the devs were using joysticks in some of the development videos, maybe the setup is just unintuitive
I want to try out manually setting it up by editing the config file at some point, but I can't be bothered attempting that tonight
the fact that they sent it out without joy support is just really bizarre to me
for sure, i can't play ksp1 or 2 with just a keyboard
also doesn't help that SAS in it's current state with planes is broken
yeah, I think that's partially because of the wobbly nature of spacecraft. I know early on in the development of ksp1 SAS was very similar to how it is now in ksp2
anyone else feel like the HUD is enormous too?
I have mixed feelings about the HUD, I'm looking forwards to settings to modify them via updates and/or mods
it defenitly seems bigger than ksp1
maybe its just me but im bothered by how big and pixely it is
a ton of the screen seems littered with big distractions and a large portion of the screen isnt visible
honestly I'm okay with the low performance and bugs and the iffy UI, the control scheme issues are the deal breaker for me if they can't be dealt with
agreed
absolutly
i didnt even get into the game before i had a huge issue with this game
again its a flight simulator....with no joy support.....????
very odd
I might make a forum post in the morning about this issue if no one else has to see if anyone there has answers
also that pause UI issue from testing is still there
i haven't noticed that thankfully
this seems like a day one hour one quality control thing to me
you're literally plugging in your devices to test the game to see if its ready to ship...
....oooopsss that doesnt work guys
but it does work for them because you see them using it in the developer videos
and I haven't seen that many people complaining about this issue, so maybe it's just a problem for people running certain systems?
wait it censors it?
yeah that was obviously a dev build right?
yeah
with the joy working i mean
yeah...it blocked something i just wrote because i said a mild naughty word apparently LOL!!
it would be so bizarre for them to intentionally remove joystick support for the public release, plus joysticks do kind of work to set up, they're just buggy and incomplete
yeah but they just shipped a consumer product that costs 50 bucks too i might add, you think thats a day one QC question...do joysticks work with this FLIGHT SIM...??
Yeah that's true. to be fair I think most people are probably only using a keyboard and mouse for ksp as it it's more gamey than flight simy if that makes sense
that sounds horrible
I agree, but most people I've seen that play the game just use a keyboard
i cant imagine playing a game with flight vehicles and using a keyboard, i thought that was horrible in the late 80s lol
i guess for someone who's never played an actual flight sim it would probably make more sense
still, i think not having joystick support in a game where you fly is still outrageous. PC gamers have all kinds of flight stuff for other games even
as a business f-up this is a big one
going to make an attempt at looking inside of the settings file to see if I can do a work around for joystick support
i was thinking of coming up with a temporary solution as well... if you think of anything that works let me know. I dont want to have to kestroke the keyboard, thats dreadful
sure thing! am looking for the config file atm, i set up some of the joystick inputs so I have something to go off of when changing stuff manually
Found a message from a dev in another thread, apparently it's bugged and will be enabled on a future build.
that's just lame
i saw someone found a workaround by assigning joystick movements to button movements with joy2key, which is something I guess
Yeah, it seems to only recognize the axis with HID_Usage of X and Y, but anything else, like Z, Rot X, Slider, Throttle etc. seems to not be recognized.
AND the game does not seem to recognize the difference between my joysticks. I have a HOSAS setup, (dual stick), so two identical sticks: And I want to use the right for pitch/roll/yaw, and the left for translations, but as mentioned the game only picks up X and Y axis, and if I bind X to roll on the right stick, it will also roll the ship if I use the equivalent on my left stick...
Hey guys, already saw another thread about this problem. It is known and they are working on it since Joystick usage is 'currently still bugy'.
i did try to go into the settings file to set the inputs manually, but it looks like the labels for different joystick movements are hashed 🤷♀️ seems like a silly design choice but oh well
this is such a lazy launch, no joysticks in a flight sim
how is anyone ok with this???
i agree, but i would honestly expect for the average ksp player to not be coming into the game from a background of having played flight sims, so most people probably don't have a joystick to even notice that it doesn't have that kind of support. hopefully it gets fixed in the first patch
Wasn't ksp1 only able to with a mod or was that for stick/throttle combos
Tbf without independent mapping for planes/rockets on the stick it got old quick. Better off building a dedicated flight panel like others have. They always worked as far as I've known
KSP1 was able to handle joystick input for as long as I played it, so since at least alpha 0.18
has anyone tested setting up joysticks after the new update? I didn't see it in the patch notes so my hopes aren't too high.
Stock KSP1 was not able to handle inputs from dual setups, like Throttle + Joystick (HOTAS), or dual joystick (HOSAS), as far as I can remember. Had to use a mod to be able to use both inputs simultaneously.
Really? because I used a hotas + pedals + yoke for years and it has all worked fine with KSP1
the order they were plugged in did matter though, it didn't like it if they were plugged in in different ports from reload to reload either, and I noticed it bugging out when I had an Xbox controller connected along with everything, so it may have been a hardware thing
Note, the Saitek X45, X52, and X52 Pro all connected to the PC as a single device (the stick connected to the throttle with a PS/2 cable).
ah, I can imagine how that could cause issues if they're all so similar
my point was, "KSP can't handle multiple inputs from dual setups" wouldn't apply to those.
I just loaded up the patch to test, joystick support has definitely not changed
unfortunately my hotas setup is in storage atm so I can't test it with the new patch, but judging by how it wasn't mentioned in the patch notes my hopes aren't too high
Didn’t Nate say that joysticks will be supported later? Right now it’s not
In the AMA
Tested with xbox one controller, still no joystick support
Tested after the new update with an xbox one controller, still no joystick support
i imagine that joystick support will be implemented when they tell you its been implemented.. but maybe they'll secretly put it in
yeah, that's what I was hoping for, I'm not really interested in playing it until they add joystick support which is why I'm at least going to try every update
https://spacedock.info/mod/3422/Inputbinder
I only just saw this, so I haven’t used it yet, but this mod might actually make me play the game again
I’m so happy someone made that mod
But the dev is implementing a fix :O
I've never been a fan of joystick to keybind converters, having fine controls is a big part of the appeal of using a controller for me.
this post does not seem to give new information, early on in this channel I listed how to work around the "double axis" issue, the other major issue is that not all axis are even detected, so you can't even set them.
I have Thrustmaster T16000M, so I can't really try any other Joystick, but editing the InputBindings.json should do the trick. You can load up a sample project in Unity and if you see your Joystick there you can copy the binding "path" to your InputBinding.josn and probably would work. But that is just guessing, I can't really try.
It looks like this in Unity:
The output of this settings is an asset file in Unity, which hase the exact same JSON part which is in InputBindings.json.
this is how I replicated the movement and found the solution.
ok then, I will try this at a later time
I’m using an X45 stick and throttle (they’re connected by a cord so it’s read as one device) and I got all the controls working thanks to DancZer’s forum post and AphelionEmilia, and I’m having so much fun in this game finally
Only issue I have at this point is lack of throttle axis. I can bind it to the throttle delta, but then my throttle controller just reads as a joystick and continuously pushes it up or down, instead of the percentage matching it’s physical position.
still no announcement in the new update about this, very disappointing. I can't even play the game without joystick support so I'm thinking about trying to refund it at this point
I don't want to have to mod the game for half-working support
They mentioned before it might be added after 1.0
There’s methods to get it working, through editing a config file and stuff. And then I used the InputBinder mod for throttle. I’d have to scroll up in this thread but there’s workarounds.
Though honestly, KSP1 with Ferram Aerospace is a better flight sim all around
This is what got it working, and AphelionEmilia’s advice of rebinding a button every time you launch the game (so the PC actually detects a stick)
To anyone interested - I managed to get all 3 axies of my Trustmaster T 16000M FCS Joystick to work using the mod 'inputbinder'. I tried manually editing the basic game InputBindings.json but I was getting nowhere trying to figure out what it called the Z / twist axis, even after checking unity and other documentation and experimenting with values.
https://spacedock.info/mod/3422/Inputbinder
https://github.com/Codenade/ksp2-inputbinder
loaded using CKAN of course
https://github.com/KSP-CKAN/CKAN/releases
You can edit saved config files for the game manually but I managed to get everything working ultimately by not and using the in-game menus only. It detected the Z axis / twist when I moved it during binding entry! 😄
- note that if using the mod, the regular game input / keybind configuration menu will be disabled
- once on a screen out in the world go to the app tray and go to the 'inputbinder' menu.
- expand whatever item you want to change from default and click 'rebind'. For joystick axis controls don't use the 1DAxis entries, use the one shown below in photo labeled just 'Axis'. Another neat side feature is that you can wind up having multiple bind entries to the same function, so you can still have the default keyboard bound along with the joystick.
- add processors such as inverting the control, or creating dead zone as needed. I found the Thrustmaster 16000 as a bit twitchy from rest so I added a small deadzone.
I finally got around to trying inputbinder, doesn't seem to work with my joystick and petals together and each of the joystick inputs are /stick/up and /stick/down for example so I can only ever control it with one of those two so I don't have the full range
instead of axis try using each added in the default empty '1DAxis' field