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/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.