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Current version 0.9.10 ยท Last verified 2026-10-24
Azimuth controller not working
Supported input is a connected Xbox controller. From 0.9.10 Azimuth reads it through the Windows gamepad interface, including impulse triggers. 0.9.10.
Bring the game window to the foreground first: the 0.9.9 notes say controller input is read only while that window is in front. Checking the cable, operating-system detection and active mapping tools is a general diagnostic checklist, not an officially verified fix for every unresponsive pad.
- Update to 0.9.10. Older builds used a different controller path.
- Keep the game window in front. The 0.9.9 notes document foreground-only input.
- Confirm the pad in Windows before launch.
- As a general isolation check, test a real Xbox pad without competing mappers. Do not disable the only XInput mapping path needed by a non-Xbox controller and expect it to work unchanged.
- Hold View or Esc for two seconds to quit cleanly, then relaunch.
- If it still fails on a stock build, preserve data/logs/azimuth.log and send the LOG to [email protected] with device and connection details. Reporting rules.


Keyboard binds are not documented as native. See controls and the mapper listing.
For DualSense haptics, the community README requires USB, an XInput emulator and a Quadraphonic DualSense speaker configuration. Check those project-specific requirements separately from stock Xbox input. This site has not verified full 0.9.10 compatibility.
Questions
The pad works in Windows but not in the game.
First bring the game window to the foreground; 0.9.9 documents that background windows do not read controller input. Then test the stock wrapper without competing mapping tools. No single fix for every unresponsive Xbox pad was verified.
DualSense triggers stay stiff.
Adaptive triggers are not an Azimuth setting. They require the community FH2-DualSense project, which the developer does not support.