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Not a n00b, need some assist with config

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by butterwj, Sep 29, 2014.

  1. butterwj

    butterwj
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    Bought game via Steam, installs to Steam directory, NP, game opens with vanilla options and settings. Calling up console though, shows some failures. Nothing catastrophic, moving on... I've now spent about 4 hours surfing the forums, trying to learn configs and input maps, as to not post some n00b question that automatically invokes responses of hate and discontent (God, I hate forums, almost as bad as a blackjack table in Vegas). SO, here is the deal, the ONLY input map my install loads is the keyboard inputmap.cs. The attached screencap shows that the program is recognizing my Thrustmaster T500RS, assigns it a guid, all indications is that I "should be able" to get in their and create my own custom input map for this wheel. From the main page, prior to selecting Play, I select options and the only 2 windows that pop up are grapchis/audio and PostFX something or other. No options for controllers or other items. I have entered the game, and selected tilde and scroll down to the controller (imputmap) section. I have a bunch of "file doesn't exist" errors. When I escape out of console, I hit F1 and I see keyboard and advanced, but no option whatsoever for a joystick. I've uninstalled the program 3 times, and verified that my registry (regedit) contains no remnants of program, and reinstalled via Steam. I'm cool with Early Acces, so don't respond with: "Well, it is an early access game...".

    I've tried copying all of the standard input maps into a folder (sub inputmaps dir) called Custom, same thing. My install also will not show me the version I am running, like previous forum posts have told me how to check. I bought this game about 3 days ago. Like I said, I can get around a computer enough, know how to edit via notepad, etc, but it just seems from looking at console dumps that maybe there is an incompatability problem in the Steam install directories, or should that not at all matter?

    The game runs and steers via keyboard, but seriously my attention span on a keyboard driving game will be about 7.765 seconds before I ALT-TAB back to Next Car Game... This is not rocket science and the available instructions, whether via Wiki or other sites, is either cryptic or sporadic. I downloaded and installed terrains and vehicles, all of which worked without a problem, but only via the keyboard control.

    I am NOT asking for someone to write an inputmap for my Thrustmaster t500rs, I'll od that myself; I'm trying to figure out why during the load process none of my inputmaps (save keyboard) are getting loaded and saying file does not exist? Please, see screencap. If you'd be so kind as to offer tips, I;d greatly appreciate it!

    Jim
     

    Attached Files:

    • thrustmaster staeering console dump.jpg
  2. vladmir poopin

    vladmir poopin
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    Banned

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    how big is ur screen that image is really wide?
     
  3. logoster

    logoster
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    which version are you running? experimental or stable? (if experimental, input maps are a bit broken atm, you might try putting it in documents\beamng.drive\cache though if on experimental)
     
  4. JAM3SwGAM3S

    JAM3SwGAM3S
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    Could be a triple monitor set up/
     
  5. butterwj

    butterwj
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    "29" It's an LG 29EA93

    - - - Updated - - -

    The only version information I could find was via Steam on the games properties page. It says Current Content BuildID 349868. I also checked properties of BeamNG.exe, that screencap show 0.3.4.0. Upon game launch I receive "crashsender.exe" error. On splash screen, I pull up console and first error occurs at DIR load, it cannot find levels DIR when trying to find main.cs. Also a few texture loading errors. I select play game and recheck console, that screencap is attached.
    Thanks
     

    Attached Files:

    • BeamNG Console 2.jpg
    • BeamNG version.jpg
  6. Cwazywazy

    Cwazywazy
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    I think it's pretty obvious that he has multiple monitors or one of those ultra wide monitors.
     
  7. D7er5eer

    D7er5eer
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    You have the stable version.
    I could tell.
     
  8. logoster

    logoster
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    can you upload your inputmap then? it seems there's something causing it to not be detected as a valid input map for your wheel

    (also for future reference: 0.3.4.0= Stable 0.3.6.X = experimental (x=constantly changing number) you can also tell because in your steam library, if your running experimental, it will have "[experimental]" in the name without quotes)
     
  9. JAM3SwGAM3S

    JAM3SwGAM3S
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    I had a 21:9 monitor, no way did it look as wide as that:confused:
     
  10. butterwj

    butterwj
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    Lol, wish I was trying to solve a monitor problem... Its an LG 29EA93 Ultra Wide 21:9 29" IPS monitor. In this case, perhaps the resolution is what gives it such a wide appearance (2560x1080). I am running an NVidia GTX880M inside my laptop.

    - - - Updated - - -

    Thanks, Logoster, for asking the question (indirectly) that made me sit back and say, "Well, Logoster, it doesn't exist, therein lies the problem...!" Your question pointed me into the [%/scripts/client/inputmaps folder], where about 15 or so pre-fabbed inputmaps exist. Mostly named with GUID prefix, 2 others by A/N name. I looked at the torque3d.log file, specifically where it starts to handle the input devices. As before, the prog reads my wheel device correctly, Thrustmaster T500RS Racing Wheel, and pulls the GUID for it as well. Error says file doesn't exist, so what if I created it? I started looking at the pre-existing inputmaps and note that "B662044D.inputmap.cs" (Ferrari F1 wheel Integral T500) has direct reference to the T500 and with the exception of the first group of the GUID, the rest of the GUID is the same. Ferrari's GUID: {// GUID: {B662044F-0000-0000-0000-504944564944} My Thrustmaster T500RS's GUID: // GUID: {B662044F-0000-0000-0000-504944564944}

    Copy and paste the B662044D file into the inputmaps directory and rename the file to B65E044F.inputmaps.cs. I also noted that the prog will try and find it by name, so I create a second copy and named it with the same syntax as BeamNG was trying to find it by. Opened both new .cs files and changed the GUID to match my wheels. Saved both, then for good measures, copied them both into a new folder called "Custom".

    Fired the game off, wheel, pedals, shifters all work... I'll dig into the other button maps a little later, but for now, at least I can drive without having to use the keyboard!!!

    Thanks,
    Jim
     

    Attached Files:

    • 29EA93 desktop.jpg
  11. logoster

    logoster
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    nice to see you got it working, and yeah, having an inputmap does help ;)
     
  12. butterwj

    butterwj
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    That's because you drive on the wrong side of the road...

    or...

    Because I am taking a screencap of just the region I want, which isn't native monitor specs...

    or

    it is rendering on your system to your screen ratio & resolution... ???

    I vote first answer...

    - - - Updated - - -

    Not everything works. Spent the last hour or so modding up the inputmap. Discovered that BeamNG sets the device objects as [18 objects: xaxis (axis), yaxis (axis), rzaxis (axis), slider (axis), button0 (button), button1 (button), button2 (button), button3 (button), button4 (button), button5 (button), button6 (button), button7 (button), button8 (button), button9 (button), button10 (button), button11 (button), button12 (button),], however the Thrustmaster program/driver does not have a "button 0", therefore I tried to map some of the functions to "desired button number minus 1" That worked for the "have to have" settings, but some of the other functions would not work no matter what number I gave it. Shifter Pedals won't work, Clutch (had to rename to "slider" instead of "Slider0" works, I mapped reset camera, reset vehicle, mapped dpad to head movement, mapped a button for parking brake, which is about all you need. None of the other options work. Going to fool around some more.

    I can confirm that ToggleShifterMode needs a "bind" instead of "bindCmd", For pedals, doesn't matter whether bind or bindCmd, neither respond correctly. At least this will let me get further into the game. I wanted to get it all dialed in before posting to put your inputmaps here, but I'll just make sure folks understand not everything works.
     
  13. logoster

    logoster
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    button0 is correct, windows lists controller buttons from button0-however many button you have, so the game see's it the same way
     
  14. SixSixSevenSeven

    SixSixSevenSeven
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    Check in the software for your wheel if there is an option for linking the pedals, it needs to be turned off.

    Oh. Everything in computing tends to be indexed from 0 not 1.
     
  15. butterwj

    butterwj
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    A bit of confusion in terminology: The Accel/Brake/Clutch Pedals {Yaxis/RZaxis/Slider0} do work correctly, and they are unlinked in the Native prog. I should have been more clear and said "Hand Shifter Pedals", as in Button0 & Button1 {Button1 & 2 to Native Prog}. I suspect, or at least think, that since the two hand pedals are single pull single throw switches, they are in fact binary, and perhaps there is no programmatic interface to keep track of where in the shift chain the vehicle is supposed to be (When using just 2 buttons?)? Well, not entirely, the indicators tell which gear it is in, so it knows, but... I just know the hand shifters have no impact.

    It would be nice to have an input device debug tool, so from within the program the user could see the results of pushing, pulling, sliding, etc...

    I've attached the inputmap.
     

    Attached Files:

  16. Bubbleawsome

    Bubbleawsome
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    I worked with my MOMO wheel a couple months back. It sounded similar to some of the stuff you're doing. I'll see if I can dig it up and post it here if you want to look through it. (It might be useless. :p)
     
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