Playing Metal Gear Solid V: The Phantom Pain with JoyShockMapper

All you need to know about playing Metal Gear Solid V: The Phantom Pain with JoyShockMapper:

  • Real World Calibration: 37.013
  • Mouse Control Mode: Camera
  • Raw Input: Yes

This game has native DualShock 4 support and no way to disable it. This means you can't do all the mappings in JoyShockMapper, but if you have it just handle mouse input, it should work fine.

By default, the camera turns at different speeds when aiming than when freely moving. This calibration is for flick stick to work when not aiming. It may be possible to tweak the settings such that the camera has the same turn speed when aiming as when freely moving.


Real World Calibration: 37.013

Every game has a unique REAL_WORLD_CALIBRATION value that maps a mouse movement to the same in-game movement. For games that use the mouse, this makes it so that the same sensitivity values work identically across different games. For games where the mouse turns the camera, this is also what makes flick stick work correctly.

REAL_WORLD_CALIBRATION = 37.013

Mouse Controls: Camera

In this game, the mouse controls the camera. This means, when calibrated correctly, you can use the same gyro/stick sensitivities you already use in JoyShockMapper with other camera-mouse games, such as FPS, TPS, 3D platformers, etc.

This also means that JoyShockMapper configurations can correctly map real-life rotations of the controller to the same rotations in-game, and if you use the flick stick, you can flick the thumbstick in any direction to turn to face the same direction in-game in a fraction of a second.

In this game, the mouse controls an on-screen cursor. This means, when calibrated correctly, you can use the same gyro/stick sensitivities you already use in JoyShockMapper with other cursor-mouse games, such as RTS, 2D puzzlers, Dota-likes, etc.

Raw Input: Yes

Some games use raw mouse input — they are unaffected by your Windows mouse settings. This simplifies calibration. For games that don't use raw mouse input (such as Metal Gear Solid V: The Phantom Pain), you'll need to ask JoyShockMapper to account for your Windows mouse sensitivity with the following command:

COUNTER_OS_MOUSE_SPEED

If you change your Windows mouse sensitivity while JoyShockMapper is running, you should COUNTER_OS_MOUSE_SPEED again, as JoyShockMapper only checks the setting when you give it this command.

Metal Gear Solid V: The Phantom Pain can use raw mouse input, or if it doesn't by default, it can be enabled in the options (this should be mentioned in the summary at the top of the page). This means that the game is unaffected by your Windows mouse settings, so JoyShockMapper doesn't need to counter those settings. By default, this doesn't require anything of JoyShockMapper, but if you've changed this behaviour (ie: used COUNTER_OS_MOUSE_SPEED) and don't want to RESET_MAPPINGS and undo all your changes, you can restore the default behaviour appropriate for games that use raw mouse input with the following command:

IGNORE_OS_MOUSE_SPEED

Game Sensitivity

Don't forget, you should always have IN_GAME_SENS set to your in-game mouse settings so JoyShockMapper can account for them. You can do this like so:

IN_GAME_SENS = <Metal Gear Solid V: The Phantom Pain Mouse Sens>

Further Reading

To learn more about downloading and using JoyShockMapper, click here.

Community Configurations

Members of GyroWiki can add example config files for this game: