Add true joystick support
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
Hi, we will check joystick support and how it works and let you know.
Hi, we will check joystick support and how it works and let you know.
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..
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..
M&K is adequate but I'd love a full joystick support!
My wish list:
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.
M&K is adequate but I'd love a full joystick support!
My wish list:
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.
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.
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.
i need a steam controller support. 6 axis controll, stick and trigger.
i need a steam controller support. 6 axis controll, stick and trigger.
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
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
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.
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.
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?
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?
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.
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.
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
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
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.
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.
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!
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!
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!
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!
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.
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.
Was really hoping this has been implemented.
I have a custom made controller with 2 x 3 axis PTZ joysticks and a serperate throttle axis that works really well in Elite Dangerous since all axis can be defined within the game.
Could we please have joystick capabilities with user defined axis?
Was really hoping this has been implemented.
I have a custom made controller with 2 x 3 axis PTZ joysticks and a serperate throttle axis that works really well in Elite Dangerous since all axis can be defined within the game.
Could we please have joystick capabilities with user defined axis?
That's a feature that is really missing, joystick support would hugely improve playability, instead of always being stuck tapping keys.
That's a feature that is really missing, joystick support would hugely improve playability, instead of always being stuck tapping keys.
18 months, I saw that the comment it now under consideration. I hope this is a good sign. I'm still waiting for that before I start playing again and maybe buy the DLC.
18 months, I saw that the comment it now under consideration. I hope this is a good sign. I'm still waiting for that before I start playing again and maybe buy the DLC.
I've bought ALL of the DLC just to support the company in the hopes that this will become a real thing. I really enjoy this game. I've got over 1500 hours in it and average about 25 hours a week playing. This is what I do for entertainment. Having good joystick support would make this an AWESOME game. Fighter craft would truly be able to fly like they should. Even if we just had joystick support for Pitch, Roll, and Yaw, I'd be happy. If we get true, six-axis, proportional control we could build ships as nimble as racing drones used in the DRL.
I've bought ALL of the DLC just to support the company in the hopes that this will become a real thing. I really enjoy this game. I've got over 1500 hours in it and average about 25 hours a week playing. This is what I do for entertainment. Having good joystick support would make this an AWESOME game. Fighter craft would truly be able to fly like they should. Even if we just had joystick support for Pitch, Roll, and Yaw, I'd be happy. If we get true, six-axis, proportional control we could build ships as nimble as racing drones used in the DRL.
I have also been asking for this for years now. I have asked many many times during Keen and Xoc streams and never get a response.
SE is one of my all time favorite games. It is the ONLY game that has never been uninstalled since I first bought it on Steam.
But I am baffled as to why this has not been a feature since the earliest days of the game. I mean, there are literally joysticks in every cockpit/control seat in the game. A 2000s+ game where you literally design, build, and fly space ships that DOESN'T have joystick support just boggles the mind.
PLEASE, Keen. Add true analogue/joystick support. Not that 2-axis strafe nonsense that is in the game now.
I have also been asking for this for years now. I have asked many many times during Keen and Xoc streams and never get a response.
SE is one of my all time favorite games. It is the ONLY game that has never been uninstalled since I first bought it on Steam.
But I am baffled as to why this has not been a feature since the earliest days of the game. I mean, there are literally joysticks in every cockpit/control seat in the game. A 2000s+ game where you literally design, build, and fly space ships that DOESN'T have joystick support just boggles the mind.
PLEASE, Keen. Add true analogue/joystick support. Not that 2-axis strafe nonsense that is in the game now.
They still haven't added this? Incredible. This is why the support forums are still on my bookmarks, even though I haven't played the game in many months. Can't bottle this level of ineptitude, but if you could... KSH would be selling it.
They still haven't added this? Incredible. This is why the support forums are still on my bookmarks, even though I haven't played the game in many months. Can't bottle this level of ineptitude, but if you could... KSH would be selling it.
Add joystick support and I'll purchase your game on steam
Add joystick support and I'll purchase your game on steam
If it's to complicate or time consuming to do it yourself, simple add a option for %-based controls and give modders the chance to use more than 1 input device - I'm quit sure the result will be good than. But keeping it like this is simply sad and makes me a bit angry (even after buying each and every DLC that was published too support development)
If it's to complicate or time consuming to do it yourself, simple add a option for %-based controls and give modders the chance to use more than 1 input device - I'm quit sure the result will be good than. But keeping it like this is simply sad and makes me a bit angry (even after buying each and every DLC that was published too support development)
STILL Keen? Still? No joystick support... in a space sim where you build custom flyable machines... STILL?
I'm gonna check back in a couple years to see if they ever manage to figure this out, lol.
STILL Keen? Still? No joystick support... in a space sim where you build custom flyable machines... STILL?
I'm gonna check back in a couple years to see if they ever manage to figure this out, lol.
Adding this to the client plugin ideas to work on: https://www.patreon.com/semods
Adding this to the client plugin ideas to work on: https://www.patreon.com/semods
Every year or so I check here to see if true analog joystick support has been implemented. They need to make data input assignable to any axis on any plugged in device on a pc (or x-box, etc.. ?). Once this very very good feature is implemented I will buy this game on steam as well, and not before!
Every year or so I check here to see if true analog joystick support has been implemented. They need to make data input assignable to any axis on any plugged in device on a pc (or x-box, etc.. ?). Once this very very good feature is implemented I will buy this game on steam as well, and not before!
I agree that for flight controls a joystick would be much better than mouse or especially keyboard.
May have some time to look into the related code. It will definitely need a client plugin to get right, but may be possible. It depends on how many places the code needs to be patched and whether it is technically possible at all. (Runtime patching has its own limitations.)
Unfortunately I sold my Hotas X52 Pro about ~3 years ago, after got disillusioned with the bad VR support in Elite Dangerous.
Would it be possible to test this feature properly with just an XBox controller connected to a PC? That one I still have.
Please feel free to join the SE Mods Discord server if you are interested in testing this feature, once complete. Invite
You can also monitor the progress there if I ever get into implementing this client plugin.
I agree that for flight controls a joystick would be much better than mouse or especially keyboard.
May have some time to look into the related code. It will definitely need a client plugin to get right, but may be possible. It depends on how many places the code needs to be patched and whether it is technically possible at all. (Runtime patching has its own limitations.)
Unfortunately I sold my Hotas X52 Pro about ~3 years ago, after got disillusioned with the bad VR support in Elite Dangerous.
Would it be possible to test this feature properly with just an XBox controller connected to a PC? That one I still have.
Please feel free to join the SE Mods Discord server if you are interested in testing this feature, once complete. Invite
You can also monitor the progress there if I ever get into implementing this client plugin.
It looks like Keen doesn't listen...
DLC's are nice... but a game with movements in any possible direction without fully configurable joystick and throttle controll in 2021?!
Modern games have 6dof device support... but hey, we have modders and scripting guys trying to fix game basics... the first 1000 h playtime was working without it so the next 1000 will also...
But it really would give the game a new dimension...
It looks like Keen doesn't listen...
DLC's are nice... but a game with movements in any possible direction without fully configurable joystick and throttle controll in 2021?!
Modern games have 6dof device support... but hey, we have modders and scripting guys trying to fix game basics... the first 1000 h playtime was working without it so the next 1000 will also...
But it really would give the game a new dimension...
Come on now... This request has been around for almost 5 years...
Do something :(
Originally posted by : mikeloeven on Dec 7, 2015...
https://forum.keenswh.com/threads/full-mapping-options-for-analogue-axis-and-controller-buttons.7375977/
Come on now... This request has been around for almost 5 years...
Do something :(
Originally posted by : mikeloeven on Dec 7, 2015...
https://forum.keenswh.com/threads/full-mapping-options-for-analogue-axis-and-controller-buttons.7375977/
Still waiting for this. It is the one feature that might actually get me to play the game again. I love and support Keen and all the DLC. But truth be told, I have barely played the game at all through the past 4-5 of them. I might jump in and check stuff out but beyond that I’m just not that interested. My favorite thing to do in space games is fly spaceships. But flying in SE just isn’t very fun for me anymore. I’ll take function over fancy any day. By all means keep making DLC but PLEASE don’t make that the focus. Eventually I won’t see any point in continuing to purchase DLCs I won’t ever use.
Still waiting for this. It is the one feature that might actually get me to play the game again. I love and support Keen and all the DLC. But truth be told, I have barely played the game at all through the past 4-5 of them. I might jump in and check stuff out but beyond that I’m just not that interested. My favorite thing to do in space games is fly spaceships. But flying in SE just isn’t very fun for me anymore. I’ll take function over fancy any day. By all means keep making DLC but PLEASE don’t make that the focus. Eventually I won’t see any point in continuing to purchase DLCs I won’t ever use.
I love Space Engineers! Being able to use a joystick would be a huge boost for the game. When trying to move big ship I seem to need to pick up and move my mouse multiple times to sufficiently move in one direction. That part does get tedious. With a joystick being about to just tilt or rotate it would be a huge help.
Have a wonderful day!
I love Space Engineers! Being able to use a joystick would be a huge boost for the game. When trying to move big ship I seem to need to pick up and move my mouse multiple times to sufficiently move in one direction. That part does get tedious. With a joystick being about to just tilt or rotate it would be a huge help.
Have a wonderful day!
At this point I’ve given up hope this will ever be added. The few times I got any kind of response it has been brushed off as not being important to them with responses like, “there’s a mod that adds joystick support”, or “there are 3rd party solutions”. Yeah, I’ve tried them. And as much as I appreciate the effort modders have put into it they simply don’t work well at all because the engine just doesn’t support it. They feel just as clunky as flying with KBM.
I haven’t played SE in over 2 years. I like the fact that they are doing DLC for SE but I don’t see myself coming back until the actual experience of flying a spaceship changes.
FWIW, as of two weeks ago SE has been uninstalled from my computer for the first time since I started playing many years ago.
At this point I’ve given up hope this will ever be added. The few times I got any kind of response it has been brushed off as not being important to them with responses like, “there’s a mod that adds joystick support”, or “there are 3rd party solutions”. Yeah, I’ve tried them. And as much as I appreciate the effort modders have put into it they simply don’t work well at all because the engine just doesn’t support it. They feel just as clunky as flying with KBM.
I haven’t played SE in over 2 years. I like the fact that they are doing DLC for SE but I don’t see myself coming back until the actual experience of flying a spaceship changes.
FWIW, as of two weeks ago SE has been uninstalled from my computer for the first time since I started playing many years ago.
This will be a huge improvement for the game.
This will be a huge improvement for the game.
I took a look and searched for a library that could be implemented and it looks like most if not all C# libraries for controller support are completely dead or dying (DirectDX, SlimDX) meaning Keen probably has to or is currently implementing it in C++ or using direct input natively in C#.
I took a look and searched for a library that could be implemented and it looks like most if not all C# libraries for controller support are completely dead or dying (DirectDX, SlimDX) meaning Keen probably has to or is currently implementing it in C++ or using direct input natively in C#.
Apparently, a lot of this has already been implemented as of now, and is just lacking a proper UI to configure ingame!
It's possible to assign/configure axis to functions in ControllerSchemes.sbc, it's tricky to do but i've managed to get full throttle + 6DOF controls to function decently.
All Keen really needs to do at this point is add a decent UI to manage all that instead of messing with XML configs.
Apparently, a lot of this has already been implemented as of now, and is just lacking a proper UI to configure ingame!
It's possible to assign/configure axis to functions in ControllerSchemes.sbc, it's tricky to do but i've managed to get full throttle + 6DOF controls to function decently.
All Keen really needs to do at this point is add a decent UI to manage all that instead of messing with XML configs.
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