Mouse steering is nice and all, but you still have the issue of your throttle and brakes being all or nothing.
If the mouse x-axis position on screen was steering, it would be easy to map throttle and brake to the y-axis. Put some deadzone at top, bottom and middle so it's easier to use the full controls or neither, and you have more precise throttle and brake than any other controller. Some linearity scaling for the steering would be good, so it has more precision in the middle and is quicker at the edges. Shifting could be done with mouse buttons. Apparently it could be possible to make a mouse steering app with the UI system. I'd try, but I don't even know where to start..
The main issue with a UI app for it is that the inputs from the UI get overwritten by the input system AFAIK. :\
What you could do to soolve this is to modify the inputsources of the hydros, so they use custom inputsources. Steering shouldn't be a problem then. throttle and brake would need some other solution to work though. probably custom lua which gets the desired inputevents from the gui and overrides the original inputevents.
Im not sure if you have 400 ft arms. but i got like a 2 foot square were i can move my mouse. All that jsut seems way to complicated for my little 2x2 square. i dont mind steering.
Get a wheel or a 360 controller, seriously. Waste of time to implement this. Can't afford it? Get a job.
Even using an xbox controller i find it impossible to drive at high speed, it's like the tyres are made from ice... pretty shit really
Try moving your mouse from one end of the screen to the other. That's how much space you'd need. It's about 4x2 cm on my default mouse speed. I have a wheel and I use it when I want to drive properly, but it's inconvenient to set up and use when you just want to test something for a few minutes.
assuming a 1:1 scaling between mouse update and pixels moved onscreen: 5600 dot per inch mouse 1366 horizontal resolution 5600/1366=4.1 I need 1/4.1 of an inch, so less than a cm Actually that seems somewhat accurate considering I dont really move my hand at all to have my mouse clear the length of my screen.
Live for Speed does it great.... I don't see what the big deal is with adding mouse steering.... it would make the game a lot better.... - - - Updated - - - Also being able to scale the "acceleration" of brake and throttle application for analog buttons would be great as well. But mainly mouse steering is needed for people that don't want a otherwise useless controller or don't have room for a full wheel setup. Keyboard steering is retarded, period. I have much time on a G25 and fanatec wheel.... I love richard burns rally, Live for Speed, Forza 4 (to an extent), rFactor, iRacing..... that isn't the point.
Very helpful reply. Thanks. God damn there are a hell of a lot of idiots on this forum. What's the need in posting aggresive useless posts? Ugh.
Welcome to the BeamNG forums! ... ... ... Yeah, it's pretty damned annoying here. It was even worse in the RoR forums. I recall some of the users there talking about how they would be able to escape from all of the toddlers there, because BeamNG has a paywall! I mean, it worked for SomethingAwful, right? *smiles, then frowns again*
Totally agree with this. There are a lot of people asking, "What's wrong with keyboard steering? I use it all the time in NFS & other racing games and it works just fine." Well, so do I, but here's the problem with that thinking though: the thing about keyboard steering in other racing games (particularly games with big titles like NFS, Dirt, etc.) is that the handling of the vehicles is tuned specifically to work well with keyboard controls, regardless of the accuracy or consistency with the game physics & other input methods. This makes it so your average Joe Gamer can feel like he's an awesome driver even though he's approximating a complicated physical handling system with two buttons. BeamNG is a physics simulator, meaning that the realistic interaction of the vehicle with a binary input is a specific action so as not to disrupt the real physics. Whereas pressing a button to steer right in another game might actually change vehicle acceleration, drift, rotation, wheelspin, etc. directly; in BeamNG, steering right means rotating the steering wheel clockwise and letting the physics of the vehicle do the rest. (I am making a few assumptions here, so please correct me if I'm wrong.) So yes, I would very much like to see more continuous methods of control like mouse steering in BeamNG.