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How does one go about configuring input on stable build?

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by EvilJackCarver, Feb 9, 2015.

  1. EvilJackCarver

    EvilJackCarver
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    Joined:
    Sep 29, 2013
    Messages:
    1
    Hello everyone,

    I decided to pop on BeamNG for the first time in a good long while and noticed immediately that my old input map was no longer functional. Looking through recent threads I saw a solution was to use a "Logitech game profiler". However, I highly doubt that would work, since the last thing Logitech I used was a RockBand mic a little over a year ago.

    Before, I had an inputmap working just fine. Now, it appears to be reverting to "xi_gamepad.inputmap.cs", as B zooms in/out instead of shifting up. Looking through the inputmaps (sort recent) and noticed that the inputmaps still appeared to be named and called via product ID (example: PS dualshock4 controller, GUID {05C4054C-0000-0000-0000-504944564944}; filename 05C4054C.inputmap.cs) so why would my controller's input map, also named by GUID, not work?


    Here's the header, with GUID and product name, if it may help:

    Code:
    // Product Name: Rock Candy X360 Gamepad
    // GUID: {011F0E6F-0000-0000-0000-504944564944}
    // axes: 3^X^Y^Z^R
    I've also attempted placing a copy of my inputmaps file in my home folder's .../documents/BeamNG.drive/cache/scripts/inputmaps/custom as suggested in this reply. .../scripts/ did not exist in the aforementioned folder, so I had to manually create it and child folders.

    Thanks.
     
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