Hello,
I'm looking to use the 6 DOF capabilities of the Space Navigator in Windows 10 as an emulated joystick. I've installed 3DxWare 10.3.0 with 3DxWinCore 17.3.0.12346, and the device works as expected in the 3D mouse demos. When use the Game Controllers applet, the device appears as a 3Dconnexion KMJ Emulator with an OK status. The Test and Settings tabs of the Properties sheet, however, is unresponsive to joystick or button manipulation.
Where might I find the proper procedures / troubleshooting steps to enable the emulated joystick mode? I've searched through the FAQ in the forums and the 3Dconnextion website and did not find any relevant information.
Thank you,
Craig
KMJ Emulator for Windows 10 / 3DxWinCore 17.3.0.12346
Moderator: Moderators
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Babylon_Jim
- Posts: 1
- Joined: Fri Feb 26, 2016 4:40 am
Re: KMJ Emulator for Windows 10 / 3DxWinCore 17.3.0.12346
Hi Cd Hutch93 and 3DConnexions,
I also have the same problem, I can use My SpaceNavigator (SN) in the Demo's and I also used it in SolidWorks (My initial reason to purchase it). But I now want to use it in a couple of computer games that would benefit from it.
I have added the new Driver and opened the Windows Game Controller panel, I see the entry for 3dConnexion KMJ, but none of the axis respond and they cannot be mapped.
Do I need to create some form of XML file to be placed in the 'C:\Users\<UserName>\AppData\Roaming\3Dconnexion\3DxWare\Cfg' folder.
Not sure why this would be the case as there is already a joystickTemplate.xml in the "C:\Program Files\3Dconnexion\3DxWare\3DxWinCore64\Cfg" <-- or is this just a template and a copy needs to be made and put in the correct location?
It seems like this would be really simple to fix on 3Dconnexions part by offering the basic game controller as a working item and would then open their products up to what is about to be a large market (Elite Dangerous, Star Citizen, No Mans Sky to name a few) Star Citizen is expected to be absolutely huge and the flight Sim market is not afraid to spend money on good control input products.
For reference:
Win 7 64 bit
Cheers,
James
I also have the same problem, I can use My SpaceNavigator (SN) in the Demo's and I also used it in SolidWorks (My initial reason to purchase it). But I now want to use it in a couple of computer games that would benefit from it.
I have added the new Driver and opened the Windows Game Controller panel, I see the entry for 3dConnexion KMJ, but none of the axis respond and they cannot be mapped.
Do I need to create some form of XML file to be placed in the 'C:\Users\<UserName>\AppData\Roaming\3Dconnexion\3DxWare\Cfg' folder.
Not sure why this would be the case as there is already a joystickTemplate.xml in the "C:\Program Files\3Dconnexion\3DxWare\3DxWinCore64\Cfg" <-- or is this just a template and a copy needs to be made and put in the correct location?
It seems like this would be really simple to fix on 3Dconnexions part by offering the basic game controller as a working item and would then open their products up to what is about to be a large market (Elite Dangerous, Star Citizen, No Mans Sky to name a few) Star Citizen is expected to be absolutely huge and the flight Sim market is not afraid to spend money on good control input products.
For reference:
Win 7 64 bit
Cheers,
James
Re: KMJ Emulator for Windows 10 / 3DxWinCore 17.3.0.12346
An AppCfgTemplate is indeed a template for making new cfgs. Unfortunately the tool that used them is gone, but you can do the work yourself.
1) Copy the file to a filename that reflects your game:
% copy JoystickTemplate.xml myGame.xml
2) Change AppCfgTemplate to AppCfg (first and last lines)
<AppCfg
...........
</AppCfg>
3) Change the <Name> field to something useful.
<Name>MyGame</Name>
4) Add the name of your executable in the <ExecutableName> field.
<ExecutableName>MyGame.exe</ExecutableName>
When your application is running, this cfg will get loaded by the driver. You can see the cfg that is loaded by hovering over the systray icon. If you have a fullscreen game and no systray, then turn logging on and you can see what the driver is doing.
You will notice that all the 6DOF axes of the device are mapped to HIDJoystick_* axes.
These get sent through the KMJ (Keyboard Mouse Joystick) emulator you noticed in the Device Manager.
The reason it didn't do anything in the joystick control panel was because there was no Cfg for that executable (which is dllhost.exe). If you set up a cfg for it the joystick cpanel will work.
Please post your results. I think I saw some reference and video about someone working with it in Star Citizen a while back. It looked like it worked well.
1) Copy the file to a filename that reflects your game:
% copy JoystickTemplate.xml myGame.xml
2) Change AppCfgTemplate to AppCfg (first and last lines)
<AppCfg
...........
</AppCfg>
3) Change the <Name> field to something useful.
<Name>MyGame</Name>
4) Add the name of your executable in the <ExecutableName> field.
<ExecutableName>MyGame.exe</ExecutableName>
When your application is running, this cfg will get loaded by the driver. You can see the cfg that is loaded by hovering over the systray icon. If you have a fullscreen game and no systray, then turn logging on and you can see what the driver is doing.
You will notice that all the 6DOF axes of the device are mapped to HIDJoystick_* axes.
These get sent through the KMJ (Keyboard Mouse Joystick) emulator you noticed in the Device Manager.
The reason it didn't do anything in the joystick control panel was because there was no Cfg for that executable (which is dllhost.exe). If you set up a cfg for it the joystick cpanel will work.
Please post your results. I think I saw some reference and video about someone working with it in Star Citizen a while back. It looked like it worked well.
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codywohlers
- Posts: 1
- Joined: Mon May 22, 2017 7:34 pm
- Location: AB Canada
- Contact:
Re: KMJ Emulator for Windows 10 / 3DxWinCore 17.3.0.12346
Thanks for the details on how to use this much-needed feature!
A correction:
To test one's Space Navigator as a joystick in USB Game Controllers you need to setup a profile for rundll32.exe (not dllhost.exe)
Results:
Unfortunately I'm trying to get it to work in Unreal Editor and this did NOT do it. But neither did another virtual joystick solution I tried so I think it's an issue with Unreal and not the KMJ Emulator. (Maybe I need to start with something other than JoystickTemplate.xml ?)
A correction:
To test one's Space Navigator as a joystick in USB Game Controllers you need to setup a profile for rundll32.exe (not dllhost.exe)
Results:
Unfortunately I'm trying to get it to work in Unreal Editor and this did NOT do it. But neither did another virtual joystick solution I tried so I think it's an issue with Unreal and not the KMJ Emulator. (Maybe I need to start with something other than JoystickTemplate.xml ?)
Re: KMJ Emulator for Windows 10 / 3DxWinCore 17.3.0.12346
See if you can approach it from the Unreal Editor side. Does it see any joysticks?
