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I know that there has been some regression in controller functionality but I suspect it is just an oversight / bug rather than intentional. There's another thread where this was discussed but essentially, in 1.3, the joystick identifier seems to be missing. In 1.2.2, I can connect 2 x 360 pads and assign them with no issue. In 1.3, they are effectively seen as the same controller.
However, if I bind them in 1.2.2 and keep that config in 1.3 without rebinding, I think it works still.
Also, you could look at this mod...
http://forum.kerbalspaceprogram.com/index.php?/topic/85711-11-afbw-v17-beta-joystick-controller-mod/
You'll want to read the later pages of the thread, I'm not completely sure of its current state but other users have released newer dll files you'll likely need.
sorry to hear about the issue, but even worse to me is I don't have a solution to that (though is one issue that keeps being reported routinely in KSP support, still no fix is known apart using an external joystick driver as vJoy, which you already know together with its limitations).
However I can definitely state that "all Saitek joysticks suffer from this..." is a false statement. I never experienced this issue (have a Saitek X52Pro), not in KSP (since version 0.18 to 1.3) nor with other games (pls know I help Squad with KSP testing and reported/diagnosed/checked a number of issues related to controller support). Never been able to replicate the issue on my side is the reason I couldn't diagnose it and therefore provide help to users asking in KSP support forum. Also I know other KSP users with Saitek devices who never experienced that issue.
Let me say, perhaps is a fault by all of us trying to provide KSP support, but nothing users with the issue provided during years (e.g. DXDiag info) brought evidence of the cause for this issue. Needless to say, without ability to diagnose the real cause, there is no chance any effort by KSP developers may mitigate/fix the problem.
One thing I can consider causing this, but can't check on my side, is the joystick driver isn't accessed directly (as it should) by the OS, but something else is interfering its operations delaying all responses. Another possibility is the USB chain used to connect the stick, if other devices are polling it too frequently (hint: try detaching any unneeded USB device, or have a USB channel just for the Saitek stick). As you may notice, both possibilities above can't be independently tested, but have to be veriified on your side. Would be real nice if anybody with this issue did similar tests and showed results... but nothing came our way till now.
Thanks for the mod suggestion but I couldn't get it to work, even with the newest custom .dll on the last page. I just moved the two folders in the mod's gamedata into my gamedata folder, as I couldn't find it in the CKAN, and I cannot see any gamepad icon during the flight mode and nothing happens after pressing Shift + L. I haven't installed mods previously so there's a chance I screwed something up, although I simply followed the instructions. I haven't tried reverting yet, will keep it as a last resort.
@flying diomedea
I'm aware of that now, since I asked my friend who also has a Saitek stick (an older one) and never had such issues although it's new to me that not all X52s suffer from it, but I've seen some threads for the X52, X65F and X55. I know the Saitek Pro Flight line can be problematic, with the SST not working at all for some (it didn't for me on Win 8 but did again since 8.1), with no solution for that even although it's been happening for 5+ years... I wonder if this delay issue just pops up randomly across different game versions or sticks there forever if you are the unlucky one, no matter what version you have.
I'll try reporting this at the KSP forums since I don't think the developers will pay that much attention to it here, and see what data I can provide them to be of any help.
Also, just found out that having vJoy installed completely overrides the Saitek drivers so I cannot use the SST anymore, which I need for other games such as DCS. So it's definitely not a solution for me.
It still works just as good, every button and axis is still bindable and it fixed my lag problem, hope this helps.
So you removed the viruses from your porn downloading?
If I weren't playing games where I needed to use the mode selector on the right side of the stick, which apparently the Saitek programming suite is the only thing in the world capable of recognizing and utilizing, I probably wouldn't mind getting rid of Saitek drivers aswell. But due to the complexity level of DCS for example, I cannot pilot the A-10C as efficiently as I would want to, without it.
Also, most games don't even recognize multiple joystick key presses such as when using the pinkie button as a modifier, which in return almost always leaves me in a desperate need of more buttons.
And by the way, by every button you also mean every direction of all the three 8-way HATs? I'm not sure whether it was really getting picked up through vJoy last time I tested it with KSP, or the native stick input, since switching the HAT modes in vJoy did no change.
Yeah, I'm a little hesitant to toss out the driver that lets me actually make use of the dozen profiles that I created for every other flight game I own.
AFBW seems to not be working anymore. I've installed it from the link in the mod thread, aswell as with new version of Toolbar Continued and latest .dll from the last page on the thread, but I still can't see the new configuration menu in-game.
You can do everything you need to in game with keyboard/mouse. Heck 90% of it can be done with the hold prograde, normal, radial nodes. Obviously you won't be using a joystick to build stuff or plot maneuvers either so...
That just leaves plane flying I guess? I love planes in KSP but it's not like the aerodynamics are realistic, so...not like it's a "flight sim" that absolutely needs a joystick.
Lowering the default sensitivity by at least half in the game options, and using Caps Lock for soft control mode makes planes totally flyable. Fine tuning maximum deflection for control surfaces can help as well. If that's not good enough, several mods exist for mouse controlled flight like Warthunder/World of Warplanes or w/e.
I don't want to give up on the aviation part- the flight model isn't that realistic but I think it's still fun to fly, and for realism I heard there are some great aerodynamic mods out there. At first it took me about 20 tries before I could get airborne with my first plane without blowing up due to the overly instantaneous keyboard input, and it's not really satisfying having to yank my aircrafts around in high speeds through buttons instead of smooth axes.
I've got other games I would like to play and KSP simply loses it's priority because of this issue, as silly as that might sound to some. And some people seem to be able to use AFBW just fine in 1.3.1 so there's got to be a way...
Fair enough.
Well, I wish you the best of luck in your quest brotha!