Lunar Flight > Technical Help > Topic Details
Falkonna May 22, 2013 @ 8:52pm
360 Controller not detected
Hello!

After returning to this game from a few month break, i see that my xbox 360 controller isn't being detected by the game. Used to work just fine but now im lost. Tried using other usb-ports and re-calibrate the controller, but nothing helps.

Any ideas?
Showing 1-13 of 13 comments
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SugarySnax May 22, 2013 @ 9:44pm 
If you go into settings, controls, don't you see where there are blank spaces on the right for an xbox controller? If you have that you click the tiny plus sign next to each setting and you'll get a pop up. You then move a stick or press a button and click save, move on to the next setting.
sh0v0r  [developer] May 23, 2013 @ 9:16pm 
Originally posted by Falkonna:
Hello!

After returning to this game from a few month break, i see that my xbox 360 controller isn't being detected by the game. Used to work just fine but now im lost. Tried using other usb-ports and re-calibrate the controller, but nothing helps.

Any ideas?

Make sure it is plugged in before starting the game then go into the controls and press reset to defaults.

If you are using the standard driver and the controller is the only Direct Input device plugged in it should work fine.

If you have other controllers you need to make sure the X360 is detected as ID0 for the reset to defaults to automaticaly identify the X360 controller.

If it doesnt try as SugarSnax mentioned to manually configure it. There is a redetect devices button on the assignment dialog.
Scorcher24 May 31, 2013 @ 1:59pm 
I have the same issue. It does not work. I have a Logitech F510, which is technically a XBOX 360 Controller. All Games I have that support it work out of the box, but Lunar Flight does not recognize it.
sh0v0r  [developer] May 31, 2013 @ 2:53pm 
Originally posted by Scorcher24:
I have the same issue. It does not work. I have a Logitech F510, which is technically a XBOX 360 Controller. All Games I have that support it work out of the box, but Lunar Flight does not recognize it.

The way Lunar Flight detects the X360 controller is through its USB String ID which has XBox in it. I decided not to auto detect just any controller because due to the number of inputs some controllers would make the game function incorrectly if they were not calibrated properly and the user was trying to use the keyboard and forgot their controller was plugged in.

You should have no problem configuring the inputs yourself.
Scorcher24 May 31, 2013 @ 3:17pm 
Originally posted by sh0v0r:
Originally posted by Scorcher24:
I have the same issue. It does not work. I have a Logitech F510, which is technically a XBOX 360 Controller. All Games I have that support it work out of the box, but Lunar Flight does not recognize it.

The way Lunar Flight detects the X360 controller is through its USB String ID which has XBox in it. I decided not to auto detect just any controller because due to the number of inputs some controllers would make the game function incorrectly if they were not calibrated properly and the user was trying to use the keyboard and forgot their controller was plugged in.

You should have no problem configuring the inputs yourself.

Sorry, but that is a bad way to do it. I ask myself why you would do that???
Logitech made the Controller XInput compatible and identify itself as XBOX Controller for a reason.... because it is designed to work as a 360 Controller. Your game is the only one I know doing that.
http://i.imgur.com/XZVx265.png

And no, I cannot configure the controller, the game is not recognizing it at all.

sh0v0r  [developer] May 31, 2013 @ 3:58pm 
Originally posted by Scorcher24:
Originally posted by sh0v0r:

The way Lunar Flight detects the X360 controller is through its USB String ID which has XBox in it. I decided not to auto detect just any controller because due to the number of inputs some controllers would make the game function incorrectly if they were not calibrated properly and the user was trying to use the keyboard and forgot their controller was plugged in.

You should have no problem configuring the inputs yourself.

Sorry, but that is a bad way to do it. I ask myself why you would do that???
Logitech made the Controller XInput compatible and identify itself as XBOX Controller for a reason.... because it is designed to work as a 360 Controller. Your game is the only one I know doing that.
http://i.imgur.com/XZVx265.png

And no, I cannot configure the controller, the game is not recognizing it at all.

The game uses Direct Input not XInput your controller most likely uses a different driver to the official controller. If it has a switch on the bottom, switch it and try again.
techno_destructo Jul 18, 2013 @ 4:20pm 
The issue I'm having is that the xbox controller is only recognized when not in Rift mode. I've doublechecked settings and they don't appear to carry over into the rift beta channel.
LegoKnockingShop Jul 19, 2013 @ 9:26am 
Same here, very frustrating - I bought this a few days ago at full price ready for the Rift Beta, now it's loads cheaper and no longer works!

When I remap the x360 controller on the startup panel it's replacing Joystick 0 with Joystick 1 - but it only allows me to change the axis, none of the buttons.

Can't get into the in-game menus with the rift attached. I can bypass the 'Press A' initial prompt using Enter but then the game keeps shouting at me to face forwards. I AM facing forwards?! Nothing I can do to get past this screen with the Rift active.

I'm sure this will get patched soon but in the meantime - what a let down! So excited to play this on the Rift - stop teasing us! I've been following all the news about this, so I'm surprised such an obvious showstopping bug has made it into the release.
LegoKnockingShop Jul 19, 2013 @ 9:35am 
Figured it out - need to delete your inputdata.dat from savegames (my documents folder). All works fine after this!
sh0v0r  [developer] Jul 22, 2013 @ 6:09pm 
Originally posted by LegoKnockingShop:
I'm sure this will get patched soon but in the meantime - what a let down! So excited to play this on the Rift - stop teasing us! I've been following all the news about this, so I'm surprised such an obvious showstopping bug has made it into the release.

This is what happens when you crunch for weeks with little sleep to get ready for a show like PAX ;)
LegoKnockingShop Jul 23, 2013 @ 6:35am 
Don't worry sh0v0r, once I got it up and running I'm loving it! Still dreadful at it but so happy to be finally playing it on the Rift! You've done a fantastic job sir!
One slight recommendation - took me a while to figure out using the mission console in VR - a targetting cursor when you're looking at the mission computer buttons would help a lot in figuring out that it's using look-vector to determine which button you'll press with 'Triangle'.

Keep up the good work, I'll keep recommending it to everyone I meet! :)
sh0v0r  [developer] Dec 28, 2013 @ 10:53pm 
Originally posted by Falkonna:
Hello!

After returning to this game from a few month break, i see that my xbox 360 controller isn't being detected by the game. Used to work just fine but now im lost. Tried using other usb-ports and re-calibrate the controller, but nothing helps.

Any ideas?

I am currently adding XInput support, this should make every single X360 controller and compatible pad (Logi F710) work without issue. However there is one contraint and that is that it will not be configurable so you will have to use the default configuration. There will be a new checkbox in the Controller Config Menu which is checked by default. If you want to use Direct Input and reconfigure the controls just uncheck this box.
Niômon Feb 5 @ 6:02pm 
Same problem here. It only detected a few buttons:

http://steamcommunity.com/sharedfiles/filedetails/?id=224856207

I cant reconfigurate the commands. Can't detect my original wired xbox controller. =(


EDIT: Nevermind. I unchecked that xinput box and it detected flawlessy. =)
Last edited by Niômon; Feb 5 @ 6:07pm
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