Formally known as Arcade Steering. This mod is an overhaul of BeamNG's steering input system for controller and keyboard players. You can get it from the mod repository! Advanced Steering aims to give vehicles a steering feel thats more intuitive and closer to how real cars behave. It's suited for all kinds of driving including track racing, rallying, drifting etc. and it's recommended to anyone on keyboard or controller regardless of skill level. It also includes customizable settings, so everyone can dial in the steering feel they prefer. The main features include: Accurate steering limit to utilize the steered wheels' peak grip This is similar to the Understeer reduction assistant in 0.26+ Natural self-steer tendency, simulating the effects of the car's caster angle This is similar to the Oversteer reduction assistant in 0.26+ More refined steering feel compared to the stock input system Highly customizable settings The principles implemented by this mod are a common way of processing steering input in racing games (both arcade and sim), and they mimic real-life driving mechanics. The goal is to make the steering behave in a way that you otherwise wouldn't get if your input device lacks force-feedback. The mod includes a UI app called Advanced Steering Settings which lets you fine tune the steering feel to your liking, although the default settings should be fine for most people. For more info you can visit the project's Github page which also has a configuration guide explaining all the settings. Have fun!
Really loving this! Been using the one that used to be on the repository since it was released, while that one was a major improvement it still had some minor issues. And I've got to say, your steering mod mixed all the complaints I had about the other one. Another thing I've noticed is I'm able to take medium and high speed corners faster compared to the other one I've been using. Definitely looking forward to some updates. Awesome work!
If you edit the config file, you can set enableCustomSteering to false to disable the mod completely. You might need to run your text editor as admin. Reload your car in-game with Ctrl+R to apply config changes.
The installation process is not standard at all. I can help you to edit your mod and make it to work just by dropping it in the mods folder. I can also help you to make a on/off switch with a binding. I'll start working on the mod if you give me permission.
The problem is that you have to modify the game's own input handling code in order to make something like this, and I haven't seen a way to do that through a regular mod package. Sure, I could make an accompanying UI app (this is what the Forza steering mod does), but that would just make for even more stuff to install. It wouldn't avoid having to overwrite the original input.lua file. It would change things if it was possible to overwrite the game's existing lua files by installing a normally packaged mod, but to my knowledge you can't do that.
does it work with a wheel? --- Post updated --- oh nevermind it doesn't tho, will you make it compatible for wheel users?
I didn't try it but this seems a wonderful gift for keyboard users. However, I use a mouse to accelerate/brake and steer, very effective to me, and I was wondering if it is possible to have just the force-feedback effect (the last thing shown in the video) without all the rest
You can I also know a way to overwrite the original input.lua file via another lua file. So your mod will also be able to be uploaded on the repo. Also, I didn't mean a ui app, I meant a control key to on/off the arcade mode. You haven't told me I have permission or not btw
this is so progressive! now i can countersteer properlly in a drift! --- Post updated --- it even countersteers when wheel bent!
Thanks, but I'll do it myself. I just assumed it wasn't possible, but I'll look into it. --- Post updated --- It's easy to enable for wheel users too by changing a few "if" statements, but it wouldn't be ideal. The reason the mod takes the forces at the wheels and mixes it back into the input (which is what causes cars to countersteer) is because a key or thumb stick does not have force feedback. With a force feedback wheel, the car is able to "steer itself", therefore this is not needed. So what this mod does with the countersteer force is basically what FFB should be doing on a wheel. That said, the FFB implementation in this game is really basic. As far as I've looked at the code, it just uses the steering hydro's position and nothing more. The best solution would be to expand this mod so that it overwrites the default FFB logic, and instead of mixing the countersteer force with the input, it would use it as a basis for FFB whenever you play on a wheel. However, I don't have a steering wheel, so I can't develop anything wheel-related without being able to test it.
i wanna try it, but i dont know much about "technical" stuff, i saw that tutorial you wrote there on how to use this mod, but i didnt understand it, so can you make a video tutorial please
Just back up your input.lua file and copy in the two files from the mod, that's about it. The setup part is just to double check your settings, but I think the defaults should be right anyway. But like I said above, I'm going to turn this into a more conventional mod (zip file) when I have some time, so I guess you could wait for that too.
This is because if there are two identical files, one in your user folder the other in the game folder, the game will prioritize the use of file in your user folder
This mod works in(and recommended to use) Wheel(direct) mode. --- Post updated --- Note: For drifting, the "maxAngle" needs to be increased a lot
Probably the maxAngle setting in my config file. It only affects the amount of countersteering the car does on its own though, and you can always countersteer more by hand. On another note, I'm pretty busy lately so I'm not sure when I'll be able to make this mod into a proper package. Haven't forgotten though, I just have to find some time.