To use a joystick on Mac OS X, you may need to install some drivers or software to make it work prop
- ergramelcamepet
- Aug 18, 2023
- 7 min read
Does anyone know of a way to verify connection and calibration of a USB joystick on a Mac? I am brand new to the Mac OS and one of the programs I would really like to use is X-Plane. My System Report indicates that it recognizes my joystick as connected to a USB port. I downloaded the X-Plane demo and the settings menu within the simulator software does not recognize the joystick. I know that X-Plane was originally developed on a Mac so I feel certain that there is a way to solve this. Any assistance would be appreciated.
Depends on what kind of joystick you're plugging in, but I used one of these to connect a Nintendo NES Advantage joystick. No drivers necessary. Plug it in and use. Worked with any game in MacMAME and a couple others. None were NES games, the software just had to recognize a connected joystick.
Joystick For Mac Os X
I got a response from X-Plane tech support and followed the instructions in the X-Plane user's manual. Still no movement with the red bars on the joystick axis in the calibration screen in the game. As I said, brand new to the Mac OS. Is there anything similar to the game controller setup/calibration in Windows?
You can verify the connection of the joystick (what kind is it?) by going to "About This Mac" under the Apple icon in the upper left corner of the screen. Then select "More Info..." and select "System Report...". This will generate an on screen Hardware/Network/Software configuration listing. Click on USB under the Hardware heading and a list of connected USB devices will be displayed. If the joystick is not displayed that is the answer for it's non-rsponse. Be sure the stick is connected directly to the USB port on the iMac and not through a hub. I have the 5K iMac also and am using a Logitech Extreme 3D Pro stick with it. The older Saitek stick that I have would not work at all. Instructions for USB Overdrive can be found here
Removing USB Overdrive worked immediately on my Yosemite Macbook Pro (2015). There was a caviat: BEFORE I installed the app, my MBP didn't work at all with my old 3d Extreme stick last used with Win XP. It did not even detect it's presence. One forum suggested USB Overdrive as a way to at least create an interface, so i installed it. It could see the joystick. Unfortunately, my stick still didn't work in my flight sim. Thanks to THIS forum, I deleted USB Overdrive and the joystick worked as if it had been written for OSX 10.10.5 instead of an old MS OS. Why it worked, I have no idea...but it got me flying.
I have been searching through how to do gamepad and joystick support on Mac for some days and all resources that I found seems to suggest a pre-installed driver along with using Apple's HID API, which works.
The drawback about this approach is that each joystick and gamepad will require another kernel extension to be loaded, so it can be recognized by HID manager, or at least a code less Info.plist saying it conforms to the earlier installed driver. For instance, when I have an 360 Xbox driver KEXT in house, the Xbox controller from Microsoft will work, but not the Logitech one (I tried F710).
Since IOKit API actually provided keywords like kHIDUsage_GD_Joystick, and there's an ForceFeedback.h library, I suppose Apple designed their HID API with joystick and force feedback in mind. That's the slim hope I had that this might work.
In my video you can see me test the stick on a variety of MAME-emulated games. The joystick is 100% plug and play on OSX. The system simply treats it as a USB keyboard. You go to map your buttons and the joystick inputs some random keys and the game is ready to rock. Of course it works great on Windows and a variety of consoles as well. If you are considering getting an arcade stick, I think this is an excellent bet.
Just got a spanking new Logitech Extreme 3D Pro and works perfectly. Before using the joystick HAS TO BE SET UP in the Settings-> Input section. Though I'v read others complaining about the lack of support for OS X, this joystick (and I assume any other USB device) works just fine, without driver. Happy new year, friends!
Off Joystick: That's what the keyboard is for, though I've used the 7-12 keys for a multitude of things such as Map View toggle, lights, landing gear.... But since I play on a laptop those keys are always right in front of me and I rarely (never) used them on the joystick.
I have used the same joystick that you inquire after. It is a good stick and Mac compatible (I use an iMac). I would suggest instead the one sold here at the .org store, the VKB Gladiator II. It is upscale from the logitech and more sturdily built. More adjustable. Mac compatable. More expensive, yes, but this is one instance when you get what you pay for. I doubt you would be sorry if you made the VKB Gladiator II your choice.
On both iOS and Mac OS X you can use the SDL_GameController API to get consistent inputs (so e.g. the triggers of a gamepad generate the same GameController event on all platforms), and I highly recommend you do so. Unfortunately it still doesn?t have the ability to invert joystick axes, so in OS X the nimbus? thumbsticks still have their y axes in the opposite direction that you?d expect.> On May 27, 2016, at 6:37 PM, macsforme wrote:
ControllerMate can create virtual mouse, tablet, and joystick devices that are controlled by ControllerMate programming. The virtual devices are seen by most other applications just as though they were actual devices.
Using mouse, keyboard, joysticks and other input devices in your Java software is much easier using JInput. Unfortunately, the documentation on how to install and setup the software is short and difficult to follow. I was struggling for days getting it to work with Eclipse on Mac OS X 10.12.6. My first approach was to use Maven to install JInput. The excellent M2Eclipse plugin provides good support for Maven. Unfortunately, the pre-configured Maven Repository does not include JInput. I was unable to configure Maven/Eclipse to connect to The Central Repository to download JInput from there. Okay, I am not a fulltime Jave programmer and maybe it would become clear to me eventually. In the meantime I got it to work manually. I hope that this tutorial will help you in your project. I used Mac OS X and I cannot guarantee it will work on any other platform.
For instance, you can not only move the cursor using the analog sticks, but also set shortcuts to each joystick button. There are multiple options available, including brightness and media controls, Launchpad and Mission Control access, showing desktop, and changing volume. The app comes with some functions set by default for controllers, but users can change them at any time in the settings.
See if it still happens if you disable the joystick emulation, set joysticktype=none in the [joystick] section of your DOSBox configuration file. Maybe also try unplugging any joystick/gamepad. If you want to use the joystick in the game, try setting timed=false and be sure to calibrate the joystick (both in your OS as well as in the game or the game's setup program).
It is important to remember that if you saved the mapperfile without joystick connected, or with a different joystick setting, your new setting will not work properly, or not work at all, until you reset DOSBox's mapperfile.
You start the DOSBox mapper either with CTRL-F1 (see section 5. Special Keys) or -startmapper (see Section 3. Command Line Parameters). You are presented with a virtual keyboard and a virtual joystick.
Flying with a Joystick (or virtual thumb-sticks) requires a reliable high bandwidth telemetry channel to ensure that the vehicle is responsive to joystick movements (because joystick information is sent over MAVLink).
Joystick and Gamepad support is enabled using the cross-platform SDL2 library. Compatibility with a particular controller depends on SDL (all buttons that are exposed by that API are displayed through the QGroundControl UI).A number of common joysticks and gamepads are known to work.
Axis Frequency: When the joystick is idle (inputs are not changing), the joystick commands are sent to the vehicle at 5Hz. When the joystick is in use (input values are changing), the joystick commands are sent to the vehicle at the (higher) frequency configured by this setting. The default is 25Hz.
Enable Circle Correction: RC controllers sticks describe a square, while joysticks usually describe a circle.When this option is enabled a square is inscribed inside the joystick movement area to make it more like an RC controller (so it is possible to reach all four corners). The cost is decreased resolution, as the effective stick travel is reduced.
Disabled: When this is disabled the joystick position is sent to the vehicle unchanged (the way that it is read from the joystick device). On some joysticks, the (roll, pitch) values are confined to the space of a circle inscribed inside of a square. In this figure, point B would command full pitch forward and full roll right, but the joystick is not able to reach point B because the retainer is circular. This means that you will not be able to achieve full roll and pitch deflection simultaneously.
Enabled: The joystick values are adjusted in software to ensure full range of commands. The usable area of travel and resolution is decreased, however, because the area highlighted grey in the figure is no longer used.
Fair warning though, if playing AB RB, joystick does not have the aiming stability advantage of a mouse. It's really fun to fly the plane with a stick but hard to compete against mouse-aim. Simulator was the option I chose because flying feels so real and stick is not at a disadvantage there. 2ff7e9595c
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