Add true joystick support

Odyssea “Sea_Kerman” Hadjioannou shared this feedback 15 months ago
Under Consideration

For as long as I can remember, we have been wanting true joystick support with configurable, proportional axis settings. Not the stopgap xbox controller support without proportional control. Just let us use our joysticks fully for once, instead of having to do workarounds with AutoHotkey scripts and Pulse Width Modulation key presses.

Give us our joysticks!

Thanks,

-Sea_Kerman

Comments (14)

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Hi, we will check joystick support and how it works and let you know.

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So how does joystick support work? And why does it only currently support 4 axis control (not the 6 required for spaceflight), hardcoded to an xbox controller?

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I've been nagging for this for years.. there is no way to redefine a joystick and the default xbox mappings dont work on 98% of other joysticks... (eg tilt stick right selects hotbar slots in some joysticks... rather absurd..)


Realistically if they wish to keep the xbox gampad support, then they should add an entirely seperate "custom" joystick input method that can be easily redefined to suit any joystick. I've sucessfully made utilities that can scan the input from a joystick using the windows joystick controls libraries, and i cant understand why keen hasnt..

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M&K is adequate but I'd love a full joystick support!

My wish list:

  • Support any number of joysticks.
  • In-game mapping on a per-cockpit basis (with a default mapping configurable with game options)
  • Any "analogue" property can be mapped to any joystick axis (thrusters and wheels but also rotors and pistons)
  • Any block action can be mapped to a any joystick button
  • Accessible from scripts so I can write my Inverse Kinematic and drive AT-AT style walker
  • Mappable game functions keys and p.o.v. support (for head tracker support like edtracker)

I know it's a lot of dev time to do it properly, and some people hate joysticks anyway, but that's my 2 cents.

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I agree with this. I made a mod that maps the joystick to gyros and the slider axis to thrusters. It's not configuable or as complex as micro_g zero's idea, (which I like) but it should work with most controllers and joysticks. Search the workshop for "Joystick Flight Controls". There are some issues due to limitations that I have not found a workaround for but some API changes could help. In particular I'm not sure how to stop the default joystick action from occurring and there is a dead spot in the middle of the throttle due to the game setting the deadzone on all axis.

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Yeah this is a good idea. Would kinda make the joysticks on the flight seats make sense.

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i need a steam controller support. 6 axis controll, stick and trigger.

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This as been requested for 3 full years now...

https://forum.keenswh.com/threads/full-mapping-options-for-analogue-axis-and-controller-buttons.7375977/

Upvoted many times over the years.

To me this should be a basic feature of any games involving a controller.

Thanks

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Just got Elite:Dangerous. This taught me one thing: HOLY SHIT WE NEED JOYSTICK SUPPORT!

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I apologize for the all caps but this is important


MAKE SURE JOYSTICK SETTINGS HAVE ANALOG THROTTLE MAPPING FOR ALL DIRECTIONS NOT JUST FORWARD AND BACK BECAUSE MOST HOTAS HAVE THUMB STICKS !!! THUMB STICK SUPPORT FOR DIRECTIONAL THRUST WILL ELIMINATE 90% OF COLLISIONS DUE TO HAVING TOO MANY /MODDED THRUSTERS. IT WAS NEVER ACCEPTABLE TO HAVE THRUSTERS WITHOUT LIMITERS THAT WOULD SLAM YOU INTO A ROCK WITH A SHORT KEYPRESS ANALOG THROTTLE FIXES THIS

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Bumping for more attention, all "six degrees of freedom" space games should have joystick support, including Space Engineers! Even if you guys just add in basic support and we have to bind everything ourselves, that's perfectly fine for most people.

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Not having configurable joystick support for this game is literally it's only flaw. Every spacecraft that has been built on this planet since mercury had 3axis pitch control and 3 axis translation controls mapped to a pair of joysticks. Even the cockpit/contol seat blocks have twin sticks. You don't see them with mouse and keyboard, they have twin sticks.


Why is this so hard?

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Did you say, "literally its only flaw"??

I'm floored by that statement and I can't even articulate a response to it.

I'm considerably less surprised that this still hasn't been implemented. Decorative (DLC) blocks were more important to add to the game than joystick support, because obviously you need toilets, tables, and other aesthetic blocks before you could possibly need 6 axis flight controls on a game that's supposed to semi-accurately depict piloting.

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It's called Space Engineers... Not Space Station Designer...

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My opinion. Not having proper flight controls in a game where you build spacecraft is a the biggest flaw it has. DLC decorative blocks are fine and all, for some people it IS about designing cool looking stuff. I'm okay with that. But I wanna be able to swoop in, pop a couple of guided missiles loose, and Wotan Weave out of the AA while their shiny station explodes into scrap. Izzat too much ta ask?

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Not the only but one of the largest. Most if not all of my collisions during docking would be avoidable with Analog input suport for thrusters >_>

@no thanks. In all fairness we did need the toilets to deal with all of Keen's S&%t

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I usually paly whith a HOTAS (Warthog) and I think it would be cool to be able to assign multiple axes like in most of the games simulating flight : move forward/backward, up/down, left/right/ pitch, roll and yaw.

Since V193, when i select "joystick" in controller, it seems that the default controller is the Xbox manette and then the two Tools menu are present and the mouse doesn't work as intended (Left and right click not working)... Before, I could control my vessels by the X and Y axis to move in horizontal plan. Now, I can only use keyboard because I have to deactive analog controller in order to be able to use the mouse normally.

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Something I sometimes use is a little program called JoytoKey. Main stick is set to mouse emulation for pitch and yaw, roll and throttle slider maps to keyboard inputs. It is very configurable. Not perfect, but it does work, and it doesn't mess with mouse controls when you want to use it.

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Yes, true real joystick support with each device (we hardcore gamers use multiple devices, often in "hotas" setups) and let us set up functionality for each button and each analog axis. For a good example of proper joystick support you can examine the flight simulator "X-Plane". Given the nature of Space Engineers, it is a huge disappointment that after all these years you still have not fixed this, and as of now (vrs 1.193.1) you have not even got joysticks to work at all, even in your setup menu. As is, if I try to select any gaming device I have - (tested "Crosswinds" a simple rudder peddles , and a "hotas" "CH" setup) the mouse becomes unusable immediately just in setup, and also the mouse remains unusable everywhere else including the game, and it appears you can only use one device: FAIL!

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Suggest you spawn a separate input subsection for each device the user selects in game setup. Then you need to allow each button and axis on all user devices to map/hook into your control/input system. And for all inputs that would benefit from a quantity input (including all thrusters), modify your control system: don't just support a on/off input, support true variable values that copy the current reading of a particular analog input axis that in turn throttles a setting to that particular value. NOT just on/off! Also be careful of how you poll or read the input devices, or you will end up with a poor implementation like Kerbal Space Program, (it sort of works, but it is glitchy). If you properly implement this, it should be possible for a player to do most things without ever hunting for a button or having to release a controller to use the mouse while in real-time game mode. This will greatly aid immersion and make the game much less difficult to control. It will be much more "fun" to play. Keyboards suck!

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The fact that you make space machines... And fly them with ONLY full throttle and ONLY full rotation speeds is actually a bit comical.

Lack of joystick support or sensible proportional throttle is just comical.

Wheel mouse for throttle, would be a huge step in the right direction too.