Fractured Space

Fractured Space

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Xpadder Controller Mapping for XBox360 Controller
Per request from the discord, I am posting my xpadder mapping in case others are using the same. If anyone is on the discord I can send you the file that way, otherwise I don't believe I can attach files here, so I will be posting my mappings so others can recreate it in Xpadder and mess around as they wish! I am in the discord as Shamrock, or you can hit me up personally @ Shamrock#1302

So for purposes of this layout, I have removed /some/ in match functions, simply for ease of use or redundancy (toggling the controls does not show proper controls for a controller of course as this game uses mouse and keyboard for now, so I didn't deem this a critical keymapping) but I think you'll find the most crucial things are all there.

Due to # of keys and not wanting to complicate things too much, I did this with two layout sets, one of which is used for upgrading and out of match menu/option selections as well as for teleport choice.

For the first set, useable natively without pressing anything to select the set (aka set 1):

The forward/reverse and left/right turning movement is mapped to the left control stick. The y axis movement as well as the strafing is mapped to the 4 dpad directions. Mouse movement is mapped to the right stick, and targeting is mapped to the right stick click. Similarly, focus target is mapped to left stick click. Primary and secondary fire are mapped to right trigger and left trigger respectively (up to personal choice based on comfort for this one.) Abilities 1/2/3 I have mapped to A/X/Y respectively, as well as a button hold macro of 1.5s for recall squads to replace each of these- for this it was a tough call, but I believe the most intuitive way to hand recalling any squad was to make it possible to recall a squad for any of the 3 ability buttons based on which slot they take up for your piloted ship, and doing this allows you to easily do so! The manual point defense is mapped to B. The Home warp is mapped to the select/back button on the controller, left bumper/button will pull up your tactical menu/map and right bumper will initiate free look mode.

For the second set, I have chosen the start button as the trigger, with a two way system. So pressing start once will move you to the new schema, and pressing it again brings you back to the former schema. In the second set, I have made the left stick control mouse movement and the A button activate the left mouse click. I believe this provides the easiest movement through game menus when choosing ships, upgrading crew, collecting rewards, etc. I have also placed the upgrade keys here, B/N/M, mapped to X/Y/B respectively. Also on this set I have put an optional tactical display key on right trigger, in case you prefer to navigate the warp hud in a bit more of a mouse friendly format (though I believe it is still fully functional to do so on set 1, just another easy option if you want it). I have also elected to set mouse scroll up and down to the right stick here, for those that want to be able to zoom in and out during the game. I wish I could have implemented this on the first set, but when evaluating ease of use and efficiency, as well as critical commands I think people will use, this was the one that had to go- of course I've kept it on the second set, and it shouldn't be too difficult to move back and forth given the two way functionality of the start button, but if you are used to moving back and forth your zoom while firing, it could pose issues.

And that's it! I welcome any ideas/suggestions, and as of now have not tested this set up yet, but will be posting again after trying some games with this layout to tell others how it feels. I am by no means a veteran of this game, just a new enthusiast but a long time lover of space based dogfighters and naval mechanics, and as someone with a poor arrangement at the moment for keyboard/mouse play, as well as for others who may have difficulties with mouse/keyboard for one reason or another, I hope this is helpful in some way. And if devs ever decide to try for integration into any consoles or to implement their own controller commands into the game, perhaps they can get some ideas as well ^.^
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Showing 1-5 of 5 comments
Andrew McCloud Jun 12, 2018 @ 4:05pm 
Ok, after testing in 4 conquest bot matches with all 4 ships roles, I can say that this works very well! I encourage higher level pvp/skill players to test this out as well as I have only begun, but for me, keyboard/mouse vs this controller layout, I don't see any real impact to my skill.

Here were the 4 matches I ran, ships, and my thoughts:

Match 1: Ranger (Light-Mobile Specialist) 10/2/0/4 Record 11 Mins

Had no issues with the aiming at long range. This was more of a precision test and I think it was a big success. Not much else to say, this is a very specific role. Aside from getting used to the mapping in my head and making a few minor mistakes (Accidentally @Homed once, woops! Considering moving this key to select and swapping with free look, but in later matches I wasn't making this mistake)

Match 2: Colossus (Heavy-Defense Tank) 13/1/0/4 Record 12 Mins

Wanted to test out the use of recall for squadrons to make sure it worked well in Xpadder. For some reason it didn't keep my advanced macros at the time but I made the quick switch in game after a death and it did work incredibly well. Keeping the recall on each ability button as a hold was easy and seemless. Correcting for flak was same as with mouse, wanted to test out a slower and bigger boat for mobility etc. I think I was actually better at manuevering while boosting with a controller than keyboard lmao.

Match 3: Protector (Light-Support Healer) 10/2/4/10 Record 9 Mins

For this one I wanted to test multitasking and a more mobile ship (Ranger doesn't count given how often you just sit around) The healing beam worked as well as with mouse, and the auto lock guns are useful with controller. There were moments were it felt stressful to keep up with swapping between a volley of shots and popping a beam to keep teammates alive, but I think that's more the life of a healer with that kind of ship, and less an issue with the controller.

Match 4: Punisher (Medium-Attack DPS) 16/2/0/7 Record 14 Mins

Best of the 4 matches by far. Wanted to test a down and dirty dps, aggressive play style to really stress test the mobility with these controls. Was landing nearly everything, aiming with timed bombs was good, same for the cannons. Got 2 of the 3 MVP spots, good way to finish the test.

So all in all, after testing with all 4 roles, ship types, and all 3 weight classes, as well as a plethora of game mechanics from healing beams, mobility, squadrons, charged shots, sniper, aimed cannons, it all feels very nice, and again I encourage any feedback from others that try this, suggestions on input changes, and higher level skill testing in AI or PvP. My Discord is in the top post and if you would like to test this out and want a copy of my config to make it easier and you have xpadder, just hit me up ^^
Popcorn Generator Jun 12, 2018 @ 11:27pm 
So how do you strafe + move vertically + turn+ move forward/reverse at once if your right thumb is on right stick for the turrets, and your left has to apparently be on both the d pad and left stick?

This has always been why I see FS as not really built for controller. Other space craft/fighter games can do it because they don’t need to control the weapon aiming completely independently of the ship movement and orientation simultaneously
Last edited by Popcorn Generator; Jun 12, 2018 @ 11:29pm
Andrew McCloud Jun 13, 2018 @ 12:11pm 
When you strafe, turn, accel, ascend, in game with a keyboard and mouse, do you not have to press 4 keys at once? With a controller, you only need 2 directional inputs, this cuts the need in half, not present more. It is easy to strafe/ascend (or descend) with the thumb and maneuver turn and accel or decel with your other fingers- just like you would on a keyboard. In fact, it even feels much easier and intuitive.
Popcorn Generator Jun 14, 2018 @ 2:55am 
Originally posted by Andrew McCloud:
When you strafe, turn, accel, ascend, in game with a keyboard and mouse, do you not have to press 4 keys at once? With a controller, you only need 2 directional inputs, this cuts the need in half, not present more. It is easy to strafe/ascend (or descend) with the thumb and maneuver turn and accel or decel with your other fingers- just like you would on a keyboard. In fact, it even feels much easier and intuitive.

I clearly require video footage cause I have no idea how you’re using the d pad and left stick simultaneously with your thumb
Andrew McCloud Jun 15, 2018 @ 12:09am 
Did I say I did? I said you control one with the thumb, and one with your other fingers. Aka your thumb is using the dpad, your index/middle fingers on the left stick. Of course this can vary depending on what you are comfortable with.
Last edited by Andrew McCloud; Jun 15, 2018 @ 12:11am
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