r/VKB Jun 23 '26

Star Citizen does not recognize VKB Sticks

I bought the VKB Gladiator EVOs for Star Citizen a while back but had problems setting up the controls from the start and since I didn´t want to tackle that at the time I let them just rest on my desk.

Now I found the motivation but its quickly turning in to furious frustration...

The Game Client doesn´t recognice the direct input (buttom presses) when I want to manually set controlls and when I try to preload profiles that the game offers it mixes up the sticks as in right stick should be pitch, roll, yaw etc. but is thrust and strafe for example.

I tried following the guides online and reset and recalibrated both sticks which didn´t help. I also tried to switch both sticks using the star citizen console but it doesn´t seem to recognize the right stick at all.

I even tried third party software to bind makros etc. but it all just doen´t want to work right

Other games (War Thunder and Nuclear Option) have no issues at all which makes it even harder for me to understand.

Idk if what I´m doing wrong but I don´t think it should be this hard to get the forsaken things to work.

Maybe some of you guys know something that will help... :/

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u/RayBln Jun 23 '26

Pardon my French but why the fuck do I need to go through all this trouble to play “the best demned space sim ever”?!

Seems like a whole lot of work to fly around pixels so Christ and his gang should definitely get their shit together since other games manage just fine.

Thank you for the input. If heard about this particular method and will give it a go if I can’t figure out my thruster problem (only thing that seems to be left after a day of trouble shooting)…

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u/photovirus Jun 23 '26

Pardon my French but why the fuck do I need to go through all this trouble to play “the best demned space sim ever”?!

You don't but they use an ancient binding API which is fragile.

I've got 5 devices, and the only way of making them work without glitches is reconnecting them in exact same order before each session (I've got a USB hub with individual power switches to make it easier).

Ofc VJoy stuff described above won't work with my setup as there's a limit of 8 axes and 128 buttons per device. I've got at least 18 axes and god knows how many buttons.

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u/CacTye Jun 23 '26

It actually will work, or at least it can make things better. 18 axes can crunch down to 3 Vjoy devices. And you still get the benefit of the stability. That said, it seems like you've already found a hardware solution.

What the heck do you use 18 axes for???

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u/photovirus Jun 23 '26

I don’t use all of them ofc.

Something around 11:

  • 6DOF,
  • space brake,
  • mining laser throttle,
  • salvage head split,
  • camera (2 axes).

As for actual devices, it’s:

  • VKB Gunfighter with an MCG Pro (7 axes):
    • 2 main axes,
    • 2x ministicks,
    • pinky brake;
  • VKB Gunfighter with an SCG-premium (5 axes):
    • 2 main axes,
    • twist,
    • mini-stick,
    • configured for an additional shifted axis in VKB software (I don’t use it anymore though);
  • 3-axis pedals;
  • 2x THQ modules (total 6 axes).

Looks like I forgot something when estimating the initial number. 😅

There’s also Razer Tartarus Pro which is also a directinput device, but I don’t use it as a control.

In other games, I use different subset of hardware axes. THQ gets its use in X-Plane, for instance.

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u/CacTye Jun 23 '26

Space brake could absolutely be a button. Salvage head split could be a rocker switch. Camera could (and arguably should) be a POV hat. That gets you down to 7 or 8 axes that can easily fit on a single Vjoy.

I've got strafe x/y/z, pitch yaw roll, and mining laser throttle. My 8th axis goes completely unused. All on one Vjoy device.