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[SOLVED] Getting custom Input maps to work?

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Krypton83, Feb 17, 2015.

  1. Krypton83

    Krypton83
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    Joined:
    Nov 16, 2013
    Messages:
    4
    Hello guys.
    I have an (old) Logitech Formula Force GT that i want to use to play BeamNG Drive.
    There is no Inputmap for that device, so i wanted to make my own.
    In the Main menus "Input test" all 6 buttons (button 0-6) work propperly, and the x- and y-axis work properly.
    So i edited the "Driving Force GT" Inputmap:

    Code:
    // Product Name: Logitech WingMan Formula Force GP
    // GUID: {C29A046D-0000-0000-0000-504944564944}
    // axes: 4^X^S^Y^V
    
    
    // movement
    %mm.bind(%device, xaxis, steer_direct);
    %mm.bind(%device, rzaxis,"IR", brake_direct);
    %mm.bind(%device, yaxis,"IR", accelerate_direct);
    
    
    
    
    %mm.bind(%device, button0, shiftDown);
    %mm.bind(%device, button1, shiftUp);
    
    
    %mm.bindCmd(%device, button2, "beamNGResetPhysics();", "");
    %mm.bindCmd(%device, button3, "beamNGTogglePhysics();", "");
    %mm.bind(%device, button4, parkingbrake_toggle);
    %mm.bindCmd(%device, button5, "beamNGResetCamera();", "");
    
    
    //%mm.bind(%device, btn_back, beamNGControl);
    //%mm.bind(%device, btn_x, toggleFirstPerson);
    
    
    echo("Logitech FFGT mapping loaded");


    Of course i had to remove some features because i only have 6 buttons to work with, but i didnt expect much form this old device anyway :p


    Now can someone tell me if i did it correctly and, even more importand, tell me how i get the game to use this Inputmap for that device?

    Thank you
    Krypton83
     
    #1 Krypton83, Feb 17, 2015
    Last edited: Feb 19, 2015
  2. Rennes

    Rennes
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    Joined:
    Feb 16, 2015
    Messages:
    4
    Re: Getting custom Input maps to work?

    You need to get the GUID of your device and and name the .cs file using the first part of the GUID. You can get the GUID by loading the game into a map and pressing the tilde key, the key left of 1, to open the console. Look through the console for an entry for your wheel. You should see a line near it that lists the GUID. Once you have the GUID just name the cs file with the first part of the GUID. So, if your GUID is 076306A3-0000-0000-0000-504944564944, the file name would be 076306A3.inputmap.cs. Create a folder called custom inside the inputmaps folder and save your cs file there.


    EDIT:
    Oh, and your missing this line, add it too the top:

    %device = "joystick" @ %joyNum;
     
  3. Krypton83

    Krypton83
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    Joined:
    Nov 16, 2013
    Messages:
    4
    Re: Getting custom Input maps to work?

    Ok so îf i load a map and press ^ nothing happens, but i can open the console using "ö".
    Here is a picture of the console.
    As you can see in the picture, i already made the inputmap, and it says loading "SUCCESFUL", but what about the other two things?

    Edit: i noticed there is no mouse pointer....look at the lower 2/3 of the screenshot
     

    Attached Files:

    • BeamNG 2015-02-18 18-28-36-40.jpg
  4. Rennes

    Rennes
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    Joined:
    Feb 16, 2015
    Messages:
    4
    Re: Getting custom Input maps to work?

    Ahh.. I think you are having the same problem I am. I think it has do to with the line ***unknown***. It isn't detecting the wheel as a joystick or a gamepad. I'm having the same problem with my flight yoke. Other than that it looks like you have it setup right.
     
    #4 Rennes, Feb 18, 2015
    Last edited: Feb 18, 2015
  5. Krypton83

    Krypton83
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    Joined:
    Nov 16, 2013
    Messages:
    4
    Re: Getting custom Input maps to work?

    But it knows the name and buttons of my device?
    Do you have a solution for the problem?
     
  6. Rennes

    Rennes
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    Joined:
    Feb 16, 2015
    Messages:
    4
    Re: Getting custom Input maps to work?

    No, I don't. I see the exact same thing with my flight yoke. It is shown as unknown0 and the game displays the name and all the axis and buttons work in the input test. But won't work in the game.

    With my joystick, I have everything setup the same but it shows up as joystick0 and works in the game.
     
  7. Krypton83

    Krypton83
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    Joined:
    Nov 16, 2013
    Messages:
    4
    Re: Getting custom Input maps to work?

    UPDATE: So i installed a old version of the driver, and now its shown as "wheel0", it loads the inputmap, but requests another inputmap in vehicles/pickup/inputmaps/[GUID].input.cs
    But that folder doesnt even exist??? It was from an old update i belive... what am i to do? Also the names of the buttons changed, now the left and right paddles are actually listed as left and right paddles in the input test. what should i put in there?
    And also: if i drive ingame using the keyboard, the driving wheel reacts with the force feedback, but i cant use it to steer the car... any solutions?

    - - - Updated - - -

    Ok guys so i got it to work now, thanks to Adziej's help.
    I had to install a old driver version by logitech.
    Here is the link http://www.logitech.com/pub/techsupport/joystick/lgs502_x64.exe (it is for win 64 bit, i found it here http://forums.logitech.com/t5/Logit...la-Force-and-Windows-7-x64/td-p/428223/page/3 )

    Also here is the working Inputmap for the Logitech WingMan Formula Force GP:
    Code:
    // Product Name: Logitech WingMan Formula Force GP
    // GUID: {C29A046D-0000-0000-0000-504944564944}
    // axes: 4^X^S^Y^V
    
    
    %device = "wheel0" @ %joyNum;
    
    
    
    
    // movement
    %mm.bind(%device, xaxis, steer);
    %mm.bind(%device, rzaxis,"IR", brake);
    %mm.bind(%device, yaxis,"IR", accelerate);
    
    
    
    
    %mm.bind(%device, button0, shiftDown);
    %mm.bind(%device, button1, shiftUp);
    
    
    %mm.bindCmd(%device, button2, "beamNGResetPhysics();", "");
    %mm.bindCmd(%device, button3, "beamNGTogglePhysics();", "");
    %mm.bind(%device, button4, parkingbrake_toggle);
    %mm.bindCmd(%device, button5, "beamNGResetCamera();", "");
    
    
    //%mm.bind(%device, btn_back, beamNGControl);
    //%mm.bind(%device, btn_x, toggleFirstPerson);
    
    
    echo("Logitech FFGT mapping loaded");
    
    
    
    Thanks to everyone who helped me, now i can finnaly enjoy this awesome game even more ;)
     
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