You'd either have to be ridiculously patient, a little crazy, or can't-afford-water poor to use a keyboard and not at least a controller in beam.ng. Very patient people tend not to complain. I am not that patient.
I know it's the most common, but all the times I've attempted to use a keyboard in BEAM.NG DRIVE, It usually ends catastrophically. For most non-driving games, keyboards are the best way to go, but for most driving games a controller or steering wheel is ideal and almost required. I also did say they are "ridiculously patient" and hinted that he's super patient. (yes I know I said other things, but I think anyone with a PC can afford water).
I don't know about other people, but I actually prefer to use a keyboard in Beam. I don't know why, but no assists + keyboard feels good, and it's also much simpler (no need to plug in a controller or anything, especially when modding.) For any other driving game I prefer a controller though. I'm really curious, where was this poll? I really want to see the results and surrounding discussion
I don’t think I can link the direct poll but will find a pic. Located in the depths of my community tab on YouTube.
This (unofficial) poll shows that keyboards are below controllers. Keyboard players are even more screwed than controller players
I was talking about camera not steering lol, for keyboard you're forced to use return to center by default and all there is is a checkbox to disable it when stopped
I do not see what the devs can do for you in terms of FFB with a gamepad that would be useful. The FFB signal BeamNG is sending is asking for a torque output from the steering wheel’s motor. With a wheel this can accomplish, for example, the feeling of steering forces peaking and then falling away, indicating understeer as you continue to crank on steering lock. Or if you are driving over rocks and the onscreen front tire is knocked left then the wheel in your hand will also be jerked left. If you are driving over irregular terrain then the wheel may be jerked left/right/left so forth a small amount very rapidly. That’s all the BeamNG FFB signal is transmitting, the calculated forces on the front tires as felt through the steering rack, turned into orders for either right or left torque from the user’s steering wheel.
Something like a mix, where you get some steering feedback, and some wheelspin, surface change, and collision feedback. Like spinning the wheels, driving with 1 half on dirt, or hitting a wall.
There is absolutely nothing wrong and much right with the devs working on better support for whatever device. It is just annoying when reply #1 on a thread started to praise incremental improvement one area is a complaint about another aspect of the game.
I can understand where your coming from, and that my timing was "off". But I said what I said because I haven't seen "FFB" improvement for controllers at all since I got the game 3+ years ago. And it bugs me that wheels get all the love instead of both getting improvements over time.
To get an indication of steering forces whether we are talking a wheel, lever, whatever, the controller device would have to have an electric motor attached that can change the resistance to your hands input. At that point of expense and complexity might as well be a wheel. If Beam had some “canned” FFB effects like other driving sims then those signals could be used as vibration triggers. For instance Assetto Corsa has an effect to artificially add vibration whenever the program senses a tire skidding or slipping.. But BeamNG by design, for better or worse, currently lacks such effects and only uses calculated physical forces on the tires and steering system. For instance depending on your wheel, your FFB setting, and the car you are driving you can absolutely lock up the front tires on the brakes in Beamng and feel no indication through the wheel. --- Post updated --- Should BeamNG add a few optional “canned” effects for users to artfully tune the FFB experience at personal discretion? I’m gonna say probably, but the devs constantly have a huge amount on their plates.
Well at least that explains the crappy controller ffb implementation. It's basically impossible to have "normal" controller FFB right now.
suggestion to add "ffb" for controllers: game checks if player's tires are skidding, if they are, make the controller rumble. surely that would be enough for @Musicman27 .
Well that's like saying a crescent wrench is a crappy hammer. Technically true, but it can't be considered a design flaw because it was never made to do that thing in the first place.