The bge Joystick sensor is useless in winxp (imho).
I have a perfectly working CH-products FighterStick (usb) only connected to the PC and no matter what I try: control number, all axis, buttons or hats, the bge just don’t get it.
After the forum search this looks to be a problem for others too. I hope the devs. will have a time to look after this bug.
Anybody tried this pygame joystick in bge? How it is implemented in bge?
I did some testing, and it seems that the joystick sensor has changed a bit in 2.48a. In previous versions of Blender, you did not have to enable “TRUE Level Triggering” on the sensor in order to get a continuous flow of input pulses. Now you need to be sure that “TRUE Level Triggering” is on in most cases. The only time “TRUE Level Triggering” should not be on is when you are using a button as a switch and you do not require continuous input.
I’ve updated an analog joystick demo I had made in Blender 2.41. It now works with Blender 2.48a. Give this file a try and let us know if you are still experiencing problems. http://www.blendenzo.com/Files/Demos/analogJoystick.blend
The file should use the main analog axis and button 0 (usually the primary fire button).
Possible bug in BGE?
Probably not. Most likely it’s your computer.
Some controls (and/or joysticks) require you to install software in order for the computer to recognize what it is. Make sure you have all the required software and hardware.
Also keep in mind that blender only uses the joystick sensor if blender sees a controller on startup. Trying to enable a controller in the middle of a game will not work. Instead, have the computer recognize the joystick before you start blender.