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Camera Zoom Bug

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by delpiero3, Sep 14, 2014.

  1. delpiero3

    delpiero3
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    Joined:
    Aug 22, 2013
    Messages:
    6
    Hi, when I play the experimental version of Beamng on steam, I come across a very annoying camera glitch. If I press the zoom in or zoom out button on my controller once, then it'll keep zooming in/out. It makes playing the game in 3rd person very unplayable and annoying. I just wanted to know if anybody else had this bug and if there were a fix for it.
     
  2. pulley999

    pulley999
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    Joined:
    Jan 21, 2013
    Messages:
    824
    Known bug. No fix atm, but using the numpad controls 3/9 will stop the camera spazzing out.
     
  3. delpiero3

    delpiero3
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    Joined:
    Aug 22, 2013
    Messages:
    6
    Ok, thanks. It starting happening after I updated to the experimental version so I figured it was because of that.
     
  4. SixSixSevenSeven

    SixSixSevenSeven
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    Joined:
    Sep 13, 2013
    Messages:
    6,958
    Annoyingly my laptop has no numpad (not even has an Fn function)
     
  5. SteveO

    SteveO
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    Joined:
    Aug 5, 2013
    Messages:
    65
    I too have had this same issue. Using an XBOX One controller with the experimental build 0.3.6.3. No fix yet.
     
  6. MetalMilitia623

    MetalMilitia623
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    Joined:
    Jun 28, 2014
    Messages:
    233
    Code:
    // Product Name: XInput generic game controller
    
    $gp_deadzone = "-0.15 0.15"; // 15% deadzone
    %mm.bind       (xinput, thumbrx  , "D", $gp_deadzone, gamepadYaw);
    %mm.bind       (xinput, thumbry  , "D", $gp_deadzone, gamepadPitch);
    %mm.bind       (xinput, thumblx  , "D", $gp_deadzone, steer);
    %mm.bind       (xinput, triggerl , "D", $gp_deadzone, brake_direct);
    %mm.bind       (xinput, triggerr , "D", $gp_deadzone, accelerate_direct);
    %mm.bind       (xinput, btn_l    , clutch );
    %mm.bind       (xinput, btn_a    , shiftUp);
    %mm.bind       (xinput, btn_x    , shiftDown);
    %mm.bind       (xinput, btn_r    , parkingbrake_toggle);
    [B]%mm.bindCmd    (xinput, btn_y    , "gamepadZoom(-0.1);", "gamepadZoom(0);");[/B]
    [B]%mm.bindCmd    (xinput, btn_b    , "gamepadZoom(0.1);", "gamepadZoom(0);");[/B]
    %mm.bindCmd    (xinput, btn_rt   , "beamNGResetCamera();", "");
    %mm.bindCmd    (xinput, btn_back , "beamNGCameraToggle();", "");
    %mm.bindCmd    (xinput, btn_start, "beamNGTogglePhysics();", "");
    %mm.bindVLuaCmd(xinput, dpadl    , "electrics.toggle_left_signal()", "");
    %mm.bindVLuaCmd(xinput, dpadr    , "electrics.toggle_right_signal()", "");
    %mm.bindVLuaCmd(xinput, dpadu    , "electrics.toggle_lights()", "");
    %mm.bindVLuaCmd(xinput, dpadd    , "electrics.toggle_warn_signal()", "");
    
    The fix for the issue is to make the bolded lines say gamepadzoom in both locations. I can't remember what is in it's place but changing those lines in the inputmap will solve this problem.
     
  7. Ghost187

    Ghost187
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    Joined:
    Sep 1, 2013
    Messages:
    409
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