UPDATE: See here for hot fix for latest verison of kf2: http://forums.tripwireinteractive.com/showpost.php?p=1456979&postcount=3
Hey guys,
As you all may have seen me trying to bring up here a few times, the controller support in this game is (for me was) broken. I have taken the liberty of going ahead and fixing it, and hopefully Tripwire will implement this into the official build.
There were a few major issues. The first major issue was the autoaim, which was hiding in the KFGame.ini. The autoaim was terrible, and on top of that gamepads do not need autoaim, ever. So that was the first thing I needed to fix.
Before:
After:
The next major issue was the deadzone. The issue was as soon as I got in-game, my aim was moving to the down right non-stop, and my character kept running left. This issue is known as deadzone. The analog sticks on a controller are never perfectly center, and with wear and tear they get even worse. Most XBOX 360 controllers that I've owned have had a deadzone issue lingering between 20% all the way up to 40% on the left stick, and the right stick usually sits between 10% to 25%. I went into the KFInput.ini and dug around. I realized none of my changes were staying because the game kept overwriting my changes I soon realized. So I went back, made my changes once last time, changing the deadzone of the left stick to 40% and the deadzone of the right stick to 30%. I changed the KFInput.ini to read-only in Windows and fired up the game. Voila, it worked.
The last major teeth grinding issue was the binding layouts. Now Tripwire, you guys did come up with some intuitive things to make it good, but there were some things that were so bizarre that it made using a controller super frustrating. For example, if I have to change weapons, I have to take my thumb off the right stick to hold Y (now I cant aim), then I have to take my other thumb off the left stick to use the dpad (now i cant move). You see the problem? And on top of that, in what game EVER did anyone play where you interact with the Right Stick Button? So made some changes to the KFInput.ini again, made it read-only, and I was happy.
I changed Left Shoulder to Weapon Switcher, Right Stick Button to Grenades (similar to my KF1 set up), and Y to Interact (similar to my KF1 set up).
I would have preferred the weapon wheel to be controlled by the right stick instead of the dpad, but there was nothing I could do about that.
REMAINING ISSUES (ATTN PLEASE: TRIPWIRE)
There are a few issues I cannot resolve however and I hope Tripwire will resolve them.
1. [FIXED IN 1016]The aim gets sticky at times when moving the stick diagonally. By this I mean if I am looking up then I decide to look right at the same time, it just stops or slows down to the point its unusable. This issue is relatively annoying and I have no idea what is causing it. I tried my best.
2. As I said before, the dpad is not a good place for the weapon wheel. Left Shoulder + Right Stick = profit. Take a look at FoxMod for UT3 and that may be the fix.
3. Controls cannot be configured in in-game settings. This is something that should be offered. For all we know there are people out there who may want their Right Trigger to Open Doors and Back button to shoot. Just saying, if this game is going to be released for SteamOS and PS4 this is something that players will really appreciate.
4. When using Iron Sights, which are supposed to be held, sometimes get stuck, requiring the player to double tap the Left Trigger to fix it. This is a kind of a rare occurrence, but it does happen.
5. [FIXED IN 1016]You can only run with the analog stick. Typically you can walk and run with the same analog stick. This can be somewhat annoying. Typically the settings I use in Xpadder are 0-70% are walk, and 71-100% are run. I have no idea how to set that up in the ini's. Of course, I will not set up Xpadder to accomplish this as it will cause many more issues. (The Magic Rule: Never use Xpadder with a game that has any sort of recognition of your controller, or bad things will happen).
DOWNLOAD AND INSTALLATION
In every thread where I have ever posted anything about controllers it has been flamed and loaded with a bunch of hate comments by people who think that KBM is better and controllers are dumb etc etc. Please do not post any of that here. Everyone has their own preferred input methods, to each their own. Controllers are equally as useful to KBM. They each have their pros and cons and when you had carpel tunnel forming like I did from using a KBM way back in the day, you have to pick wisely. And besides, some of us like playing away from their desk on a comfortably sized TV.
Hey guys,
As you all may have seen me trying to bring up here a few times, the controller support in this game is (for me was) broken. I have taken the liberty of going ahead and fixing it, and hopefully Tripwire will implement this into the official build.
There were a few major issues. The first major issue was the autoaim, which was hiding in the KFGame.ini. The autoaim was terrible, and on top of that gamepads do not need autoaim, ever. So that was the first thing I needed to fix.
Before:
Code:
bTargetAdhesionEnabled=True
bDebugTargetAdhesion=False
bAutoTargetEnabled=True
Code:
bTargetAdhesionEnabled=False
bDebugTargetAdhesion=False
bAutoTargetEnabled=False
The last major teeth grinding issue was the binding layouts. Now Tripwire, you guys did come up with some intuitive things to make it good, but there were some things that were so bizarre that it made using a controller super frustrating. For example, if I have to change weapons, I have to take my thumb off the right stick to hold Y (now I cant aim), then I have to take my other thumb off the left stick to use the dpad (now i cant move). You see the problem? And on top of that, in what game EVER did anyone play where you interact with the Right Stick Button? So made some changes to the KFInput.ini again, made it read-only, and I was happy.
I changed Left Shoulder to Weapon Switcher, Right Stick Button to Grenades (similar to my KF1 set up), and Y to Interact (similar to my KF1 set up).
I would have preferred the weapon wheel to be controlled by the right stick instead of the dpad, but there was nothing I could do about that.
REMAINING ISSUES (ATTN PLEASE: TRIPWIRE)
There are a few issues I cannot resolve however and I hope Tripwire will resolve them.
1. [FIXED IN 1016]The aim gets sticky at times when moving the stick diagonally. By this I mean if I am looking up then I decide to look right at the same time, it just stops or slows down to the point its unusable. This issue is relatively annoying and I have no idea what is causing it. I tried my best.
2. As I said before, the dpad is not a good place for the weapon wheel. Left Shoulder + Right Stick = profit. Take a look at FoxMod for UT3 and that may be the fix.
3. Controls cannot be configured in in-game settings. This is something that should be offered. For all we know there are people out there who may want their Right Trigger to Open Doors and Back button to shoot. Just saying, if this game is going to be released for SteamOS and PS4 this is something that players will really appreciate.
4. When using Iron Sights, which are supposed to be held, sometimes get stuck, requiring the player to double tap the Left Trigger to fix it. This is a kind of a rare occurrence, but it does happen.
5. [FIXED IN 1016]You can only run with the analog stick. Typically you can walk and run with the same analog stick. This can be somewhat annoying. Typically the settings I use in Xpadder are 0-70% are walk, and 71-100% are run. I have no idea how to set that up in the ini's. Of course, I will not set up Xpadder to accomplish this as it will cause many more issues. (The Magic Rule: Never use Xpadder with a game that has any sort of recognition of your controller, or bad things will happen).
DOWNLOAD AND INSTALLATION
- Download the Zip Archive I have attached.
- Go to C:\Users\Users\Documents\my games\KillingFloor2\KFGame\Config on your computer.
- The ini files in the Zip archive go in this area. Copy the KFInput.ini. I have included the KFGame.ini in case you can't figure out the autoaim disabling. Please note that this MAY screw up some of your settings if you use this file. Then again, it MAY not. I'm not sure. You've been warned.
- This step is the most important. You have to make the KFInput.ini read-only. Right click the file then click Properties. Check the Read-Only box at the bottom.
- Keep a back-up. If TWI pushes out an update that wipes out these settings, be prepared. Just right click the KFInput.ini and your KFGame.ini, go to "Send To", then "Compressed (Zipped) Folder", name it Backup, and you are done.
In every thread where I have ever posted anything about controllers it has been flamed and loaded with a bunch of hate comments by people who think that KBM is better and controllers are dumb etc etc. Please do not post any of that here. Everyone has their own preferred input methods, to each their own. Controllers are equally as useful to KBM. They each have their pros and cons and when you had carpel tunnel forming like I did from using a KBM way back in the day, you have to pick wisely. And besides, some of us like playing away from their desk on a comfortably sized TV.
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