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Mouse Steering Problems

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Fireboyd78, Dec 23, 2016.

  1. Fireboyd78

    Fireboyd78
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    Video below demonstrates the problem. I switch between keyboard and mouse steering to demonstrate my cursor only shows up while mouse steering.



    I've assigned my mouse's X-axis to "Steering". This causes multiple issues:

    - Cursor visible while steering
    - RMB camera controls go haywire
    - Mouse controls steering 100% of the time, even while in UI (didn't show this in video, might not even be a bug)

    Hopefully you guys can figure out what's causing this. I have no idea how your input system works so for all I know it could require a complete rewrite, or it's as simple as changing a few lines of code :p

    Hope this helps!
     
  2. stenyak

    stenyak
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    BeamNG Team

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    Works as designed, cursor is always visible when it is moved.
    RMB camera shouldn't move unless you are right clicking. Don't use right-click for anything other than camera. The latest updates allow you to use the 4th and 5th mouse buttons.
    Also as-designed, some users like to test-drive while menus are open, so we don't remove that ability.
     
  3. Fireboyd78

    Fireboyd78
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    Thanks for the reply, in regards to your responses:

    1) This is actually quite disorienting, I have never played a game with mouse steering where the cursor is visible while driving. Maybe there's a sort of visual indicator when in third-person (e.g. Euro Truck Simulator 2/American Truck Simulator), but never the actual cursor itself.

    2) I believe you misunderstood me. Trying to use RMB camera controls with mouse-steering enabled causes it to behave erratically, as demonstrated in the video. Notice how it's "jittery" so to speak, instead of smooth movements it's jumping back and forth between camera controls and driving controls. So trying to use the camera controls interferes with driving controls and causes rapid jumps between the two. Try it out for yourself if you don't understand what I mean.

    3) I understand your point, but how does it make sense to steer the vehicle at the same time you're trying to click a button on the menu? So I move my mouse to the left side of the menu and turn left into a tree...yep, definitely wanted to do that. At the very least, could a toggle-able option be implemented? "Cursor controls vehicle in menus" maybe?

    I implore you to attempt using mouse steering and try to tell me that it's perfectly fine, from the visible cursor to the buggy camera controls...I understand not everyone uses mouse steering, but for those who do, it should be a somewhat enjoyable experience. My biggest issue is the damn cursor...it's incredibly immersion breaking and doesn't make you feel like you're in control of a vehicle, but rather an RC car that steers by following a cursor. Not exactly how mouse steering is supposed to work...

    Anyways, thanks for everything that you guys do. I hope to see this issue taken a bit more seriously and eventually resolved so everyone is happy :)
     
  4. stenyak

    stenyak
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    BeamNG Team

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    Thanks for the feedback. Some context first: mouse steering wasn't on the roadmap initially. After a big refactoring of the input subsystem, I realized I could probably get a functional simple version of mouse steering to work in a reasonable amount of time, so even though it was a very rarely requested feature, and extremely low priority compared to all other urgent issues, I decided to "waste" some time on it. The result is what you can use now. The priority is still pretty low.

    That said, I see no easy way to distinguish between a user moving the mouse to try to click a UI app, versus moving the mouse only to steer. I cannot predict what the user intent will be until he has effectively clicked something (which he can't do until he sees the cursor, of course).
    And if he hasn't clicked on any app or menu, I have no way to know if he intends to do it in the next frame, or he was still just steering.

    For this reason, the cursor is shown at all times, only being hidden if you leave the mouse stationary (for long enough that I can assume the user intent is probably to not use the mouse anymore in the short term).

    I admit I have never been a fan of mouse steering, preferring keyboard instead, and haven't checked what other sims do. But if you know of a way to make this work, and if it happens to be easy to implement, then I will gladly take a look and "waste" more time on it. Keep in mind it shouldn't prevent users from using the game UI.

    I see what you mean. This is because RMB is implemented by re-centering the mouse as soon as it deviates from the perfect center of the screen. The spikes you see are the effective mouse position before it gets corrected. This is what allows to infinitely move your mouse right and continue rotating the camera without hitting the screen borders.
    Is this behaviour breaking gameplay somehow? If so, please specify how, since I don't see any big problem with it. If there's a big enough problem, I will consider dropping other tasks to fix this one instead.
     
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