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Controller input weirdness

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Ai'Torror, Oct 20, 2018.

  1. Ai'Torror

    Ai'Torror
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    BeamNG Team

    Joined:
    Aug 29, 2015
    Messages:
    1,550

    little introduction to what on earth is it:
    Some time ago I've decided to make myself a custom handbrake out of one of the pedals from my old broken wheel (steering axis as well as buttons on the wheel do not work), so I took a saw and cut the pedal box in half and mounted a cut ski stick to it. It worked fine, now that I finally mounted it to my desk it stopped working, so I cleaned up all connectors, checked the wires and everything seems fine. So I open the hardware tab in beamng.drive and the axis works just fine according to it, but when I assign the parking brake to it it fails to register what positon the handbrake is.
    I also checked it with logitech profiler and the pedals axis (the one I am using) works fine.
     
  2. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

    Joined:
    Aug 5, 2012
    Messages:
    14,685
    Are you using the correct Parking Brake binding? There are 3 of them for different kind of inputs: smart, temporary and permanent.

    If your handbrake acts like a real one, temporary is what you want (should follow exactly the % of the input you give it)
    Smart is what we use on the spacebar. It becomes permanent when stationary, and temporary while driving. It's just called 'Parking Brake' in the menu.
    Permanent is basically a toggle.
     
    • Informative Informative x 1
  3. Ai'Torror

    Ai'Torror
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    BeamNG Team

    Joined:
    Aug 29, 2015
    Messages:
    1,550
    little update: after just having the game on for a few minutes ( went to afk) the issue seemed to fix itself at least temporarly. Don't know if it is an issue with the game itself, or with me shortening out some wire.
    --- Post updated ---
    oof... of course I derped at the obvious one...

    While reconnecting the wires i must have attached one of them incorrectly and the controller somehow developed another axis (which is actually nice as it now has smaller deadzones) and I didn't notice that the binding for the old axis was still set and it was freaking out.
     
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