- Universal control remapper configuration driver#
- Universal control remapper configuration software#
- Universal control remapper configuration code#
- Universal control remapper configuration windows#
Universal control remapper configuration driver#
for example i own a trackir and 9 times out of 10 the game i want to use it on doesn't support it, and i used to go through a virtual driver to make it work. I do use virtual sticks other than the ch ones.
Universal control remapper configuration software#
only thing that might compete is what comes with a high end thrustmaster (as for saitek, their software is just a keymapper). its probibly the top stock software for any joystick product. it can merge axes, it can split axes, it can make fake axes with any number of buttons, its totally scriptable. for games though, the ch software is more than sufficient. There are some advantages to not being locked into a stick manufacturer. TM TARGET may be able to do it, but I would not be surprised if you needed all TM kit to do it. Never seen manufacturer software that can merge axes for example. Also, if you decide you do not like that stick for that game, but have another profile in UJR that maps a different physical stick to the same virtual stick, you can swap sticks without having to remap stuff in the game!ģ) Functions. This means that if you decide to use a stick with a game, you can just plug it in, (tab out to UJR to config it if you need) and then play.
Universal control remapper configuration windows#
If you want to merge your CH stick with TM pedals into one stick, I doubt it would do that.Ģ) Normal windows sticks generally need to be plugged in before a game is started, a virtual stick does not, as the virtual stick is always "plugged in". There are benefits of using UJR in addition to or instead of the manufacturer's software.ġ) Your CH software will only let you do stuff with your CH stick. There are several utilities that do this.
Universal control remapper configuration code#
If you are at all comfortable with coding, I could maybe knock up some test code and between us we could hack away at it until it does the job properly. If different, could you tell me which way they idle (At 0? 100?), do you need to use invert etc?Ĥ) Finally, I could probably knock up some test code to only handle the pedal merging, which would make debugging much easier.ĭo you know any coding? What UJR is doing is really rather simple - axis are read in as 0-100 values, and are output as 0-32767 values, so a simple in-> out would be multiplying by 327.67. What kind of pedals are they? I have G27 pedals. To be honest, I have never used it myself much in anger.Īny info you could give me to help replicate could help. If you cannot normally see it, could you try playing KSP in windowed mode with it (And ideally UJR) visible? What do those apps display during the "kick"?Ģ) Are you 100% sure it is not your pedals? I have a cheap stick that does a similar thing, but it is due to dodgy potentiometers.ģ) It does sound like it may well be to do with the axis merging code. Black Talon - I will redirect yours to that fund, thank-you.ġ) When this kick happens, do you see anything in the game controllers window (Start -> joy.cpl, double click vjoy controller). Requires test mode in 圆4 OSes.įirst up, regarding donations, they are especially welcome at the moment because we have a fundraiser going to pay for signing of the vJoy driver so that Test Mode is no longer required.
WARNING: uses vjoy, which has unsigned drivers. So, in other words, by remapping your dpad/hat to virtual buttons, you can map the dpad to the physical stick to bind to an axis or virtual stick to bind to a button. In character mode, I use the dpad to walk around, and this is bound to VIRTUAL stick where I remapped the physical dpad to virtual buttons. However, this can be used to your advantage - for example in ship mode, I use the dpad to control throttle, and the PHYSICAL hat is bound to throttle axis. If KSP recognises the underlying physical stick, go into windowed mode, and use "manual control" in UJR to bind the virtual stick in KSP without moving the physical stick. It is also better for deadzones and sensitivity as you can preview the input and output and tweak until it is just as you want it.
It did not like the shoulder analogue axis and recognised the dpad as a hat (axis) not buttons.Īn app I wrote called UJR solved all these problems, so I thought I would link it here in case it helps anyone else. I had problems getting KSP to work right with an xbox pad.