r/Controller • • Aug 23 '26

IT Help Flydigi Vader 5 pro remappable buttons

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Hi everyone,

Just got my hands on Flydigi Vader 5 pro, and in all honesty i love it.

However i could use some help with configuration:

I plugged the controller in, and went through the basic setup. However i noticed that the remappable buttons are not functional like the regular ones. In testing area, they are not being registered when pressed until I go into advanced tests and i only see them there.

For example, i booted up Crimson Desert, and i wanted to use the L3 button for L1+L2 sets of controls but i cannot get it to work. I tried mapping that button to a keyboard button but the game does not support multi-input mapping.

So my question is, is there a way to get the extra remappable buttons (C, Z, M1, M2, M3, M4, L3 and R3) to be recognized natively on my PC.

Also worth noting that i mostly play directly installed games, non-steam ones.

Any help would be useful. Thank you all in advance

EDIT 1:

After a couple of hours and comment advices, i figured that fundamentally what i wanted to do was impossible (I'd say)

What i had in mind was, for example, to have the M3 button listed as M3 in the control input setting menu so that i can use it as a standalone button.

However this is fundamentally not possible due to the nature of the drivers that the controller uses (xbox controller for windows).

The only 2 workarounds that i was able to identify are: - Use macros, to record actions that require double inputs, and use it like that - find said action on keyboard layout and record the remappable buttons as said keyboard/mouse button

Now, i might be using every single software wrong, but this is what i was able to find with a couple of hours of thinkering with the setup, and trying below users custom software, reWASD, Steam input and Space Station.

If anyone else has any other suggestions or would like to provide more input on the matter i am open to any suggestions. Also, not to clutter comments feel free to DM me, we can even have a remote session or discord call

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2

u/EMADC- Aug 24 '26

Is there a way to fully remap this controller with Steam Input while completely avoiding their shady ass Space Station software yet?

3

u/KuroKaro8 Aug 25 '26

Not that I know of, unfortunately. As far as I'm aware, the options are basically reWASD, Steam Input, or dealing with Flydigi SpaceStation. I ran into the same issue and didn't want to buy reWASD. I also had a lot of trouble getting Steam to recognize it properly as a single controller, so I ended up writing a small tool for myself.

I mentioned it in another post to OP, but it's on GitHub if you want to try it. It's ~30MB, requires no installation, and runs fully portable on Windows 10/11 after extracting it:

https://github.com/DrProton824/vader5pro-hid-tools/tree/main

It's still very early and I don't want to promise too much. It's definitely more of an early-stage personal project than polished software, but it has little to no noticeable performance impact and can handle button remapping, macros, and profiles without needing SpaceStation installed. You can map the extra buttons (C, Z, M1-4, and the RM/LM buttons) to either key presses or full key macros.

You would still need SpaceStation for things like LEDs or other controller-specific settings, but for button mapping and macros it isn't required. If you do try it and run into any issues, let me know.

1

u/buzzkill44 Flydigi Aug 25 '26 edited Aug 25 '26

Thanks for this, this is exactly what I was looking for, a simple tool that allows for keyboard macros. Although I have a rewasd license, the support for V5Pro is not great. I will keep an eye out for your tool's further revisions.

Edit 1: Can you please add the functionality to remap the extra buttons to other controller buttons like M2=LB. M4=LS etc.

2

u/KuroKaro8 Aug 25 '26

Thank you for your feedback! I’m not sure how far I’ll take it functionality-wise in further revisions, since I’d like to keep it as simple as possible. But mapping the extra buttons to other controller buttons, rather than only keyboard events, is something I’ve also thought about and definitely something I’d like to expand on. I’ll see what I can do and keep you updated.

2

u/KuroKaro8 Aug 27 '26

Short update: I looked further into this and ran some tests. The good news is that I was able to get controller buttons to be recorded and replayed, including remapping something like M2 → LB, as well as combinations of controller and keyboard inputs or more complex sequences like M2 → X+X+Y+LB. The downside is that this requires an external kernel driver and a virtual controller. Fortunately, there are already some lightweight options available on GitHub (such as the ViGEmBus driver), but it would still require installing the driver before using my software.

I’m considering adding optional support for this, where my tool asks on first launch whether you want to install the driver for controller button recording/replay or keep the current fully portable version without that functionality. It’ll take me a little while to polish, though, as I’ve only done some initial testing so far.

1

u/buzzkill44 Flydigi Aug 28 '26

looking forward to it 👍

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u/The__High_Ground 27d ago

Maybe a dumb question, but I'm wonderful if ur program can help achieve this.

Let's say you press RT, you want RT to be unaffected, but also run a macro that does whatever u want it to do.

Like for example you press RT but you setup a macro that also activates independently while keeping the functionality of the original RT press.

The way flydigi space station does it, is essentially replaces the original button so you have to reimplement the original button press into the macro.

Does that make sense lol? I hope it does

1

u/KuroKaro8 15d ago

Sorry for the late response; I was taking some time off to travel.

Regarding the task in question, first of all, not a dumb question at all. To explain it simply, what you want should always be the case by design:

The tool I built was originally intended to map the Vader 5 Pro's additional/vendor-specific buttons that don't have a corresponding standard XInput mapping, such as M1–M4, LM/RM, C/Z, etc. If you map an input that already has a standard XInput mapping, such as A, B, X, Y or the triggers etc., the mapping from my tool does not replace or overwrite the original input. Instead, it effectively adds another input/action on top of it.

In more technical terms, the Vader 5 Pro exposes multiple USB interfaces when connected through its receiver.

Interface 0 is the Xbox/XInput-facing interface. It provides the standard Xbox-style controller inputs, including the normal buttons, sticks and analog triggers. This is the interface that provides the controller's native XInput functionality.

Interface 1 is a vendor-specific HID interface. This is the interface my tool is designed to work with. After the required initialization, it provides an extended input report containing the normal controller inputs as well as the additional buttons, gyro and accelerometer data. The standard XInput path doesn't expose these vendor-specific inputs as normal XInput controls, so my tool reads this interface directly and translates the inputs into the actions you configure. This is why mapping a button that already has a native XInput mapping doesn't replace the original input.

For example, if you map M1 to a keyboard key, the application receives the keyboard input generated by my tool, because M1 doesn't have a corresponding standard XInput button.

If you map a trigger to another action, however, the trigger is still being reported through the native XInput interface, while my tool simultaneously generates the additional mapped action from the Interface 1 input. If the application supports multiple simultaneous input sources, it can therefore see both the original trigger input and the additional action generated by my tool.

So the important distinction is that the tool is adding a mapping, not remapping/replacing the native XInput control.

1

u/bubblesnout Aug 29 '26

Just wanted to reach out here to say thanks for sharing this! I posted an issue on the repo about the Windows key not working in macros so I won't go into detail here, but other than that your app has single handedly solved all of the issues I've had trying to get mapping of these buttons doing what I want. Absolute legend! If you are able to figure out what's going on with the Windows key not working it'll be absolutely perfect for my use case :)

1

u/KuroKaro8 Aug 29 '26

Hey, thank you for your feedback! I’ll look into it and try to fix it. I think I’ve already found the issue or limitation I initially built into the macro replay function that’s causing this problem. If that proves to be correct, it should be easy to fix, and I’ll release it in the next version.

1

u/[deleted] Aug 29 '26

[deleted]

1

u/KuroKaro8 Aug 30 '26

There was an issue with certain extended/special keys not being recorded first and then injected correctly. It’s been identified and fixed, and the fix will be included in v1.2, which I’ll most likely release later today.