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How do I change the input map controls (pre-race update)

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by thevidmaster, Jun 23, 2014.

  1. thevidmaster

    thevidmaster
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    Joined:
    Aug 5, 2013
    Messages:
    202
    just a bit ago (on the pre race update), my Xbox one controller was working fine using an input map i downloaded, but now its not (also on the pre race update obviously). so i decided to switch to using my keyboard. i went into the keyboards input map, changed the setting like i normally do, and reset the cameras up down controls to how they were previously, then reset the game. theres one problem though. the new controls arent working, even though they have been saved in the same directory (i checked). why arent the input maps working? and if the input maps have been moved to a new directory (which im assuming) where have they been moved to?
     
  2. SHOme1289

    SHOme1289
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    Nov 6, 2013
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    1,286
    bump...need my ONE controller to work, same with the camera/view buttons, although with the controller, the view wont matter. def bump on this one

    - - - Updated - - -

    I copied the working ONE inputmap and and simply pasted it into the new game directory in scripts/client/inputmap, no worky worky.
     
  3. SixSixSevenSeven

    SixSixSevenSeven
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    Sep 13, 2013
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    6,958
    Experiencing a similar issue with it not adding extra jbeam files I add to vehicles
     
  4. SHOme1289

    SHOme1289
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    OK weird, after I posted above, after doing the copy and paste, I went back, and it wasn't there, so I did it again, and now it works..........although the view on the controller (right thumb) is still inverted. I looked in the inputmap and could not really discern how to re-invert it back to original. or on the keyboard inputmap either. someone gonna figure this one out? otherwise, I notice the controller is much more responsive on the update versus before, but I noticed a significan gain in FPS, so that just may be it.
     
  5. SixSixSevenSeven

    SixSixSevenSeven
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    well, turns out my jbeam issue was a simple error on my behalf, namely I forgot to rename the new parts and because it loaded alphabetically before the original part with the same name, BeamNG loaded my part then loaded the original over it.
     
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