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Logitech Momo Racing Wheel inputs

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Zachyd, Feb 16, 2015.

  1. Zachyd

    Zachyd
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    For a start, does this particular wheel all ready have a default input?

    If not, does someone have an input for this wheel?


    Thanks

    Zachyd
     
  2. valala

    valala
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    Jan 17, 2014
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    I've been trying to get this thing work with beamng for ages. No luck so far... The game recognizes the wheel and it even turns by itself with the tires but other than that it's dead. Like it can't override the keyboard as a controller or something...

    I can't even get the GUID of the wheel. No such data is shown, nor does the Torque3d.log even update anymore...
     

    Attached Files:

    • 2015-02-16_00002.jpg
    #2 valala, Feb 16, 2015
    Last edited: Feb 16, 2015
  3. Zachyd

    Zachyd
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    Does nobody have the inputs or know how to get it to work? It's like it doesn't even realise the wheel is there.
     
  4. Sbatula

    Sbatula
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    Here's the fix guys.

    Cancelling out %mm = "joystick" @ %joyNum; with // makes the wheel work in-game. However, I'm not sure if this disabled anything. Works though.

    Copy & Paste of my inputmap:

     
  5. valala

    valala
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    Wow what the heck I got it working. The filename of the inputmap was incorrect and even though I renamed it, it didn't work. I had to rename it to logitechmomoforce.inputmap.cs and it started working.

    Now the wheel works but immediately starts turning to one direction if i don't keep it straight. How to fix?
     

    Attached Files:

    • 2015-02-18_00003.jpg
  6. Zachyd

    Zachyd
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    Maybe the force feedback files?

    I have no actual idea though, just guessing.
     
  7. Jujune

    Jujune
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    Im getting this wheel the next few days.

    Can anybody upload the full input map?

    - - - Updated - - -

    Okay i got it now.

    Can anybody tell me how i get this work with beamng?

    - - - Updated - - -

    Oh saw the input map above, dumb me.

    But i have the same failure that the wheel turns left...
     
  8. Zachyd

    Zachyd
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    ARGHHHH

    - - - Updated - - -

    lol computer spazzed out, sent that while I was typing it, what I meant to say was:

    ARGH I have done everything everyone else has, and it still isn't even RESPONDING to my wheel, there is absolutely nothing when I go in game.

    HELP!

    I'm losing faith in BeamNG!
    I never lose faith in BeamNG!

    im losing faith in beamng....
     
  9. Jujune

    Jujune
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    put this into steam/.../.../beamng/scripts/client/inputmaps
     

    Attached Files:

  10. kruleworld

    kruleworld
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    the force feedback is reversed to what it should be. still trying to find out how to fix it but it should be LUA\hydro.lua
    Code:
    -- The direction of the real wheel's FFB
    M.wheelFFBaxisdir = 0
    
     
    #10 kruleworld, Feb 25, 2015
    Last edited: Feb 25, 2015
  11. Zachyd

    Zachyd
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    Ok...tried the file... still no response, it s like it doesn't even see the wheel.

    I know the wheel is not the problem as i have other games that i use with it.

    what am i doing wrong?
     
  12. JadedbyEx

    JadedbyEx
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    This line, as entered, was causing an issue by itself and good that you commented it out. It should read:

    %device = "<device>" @ %joyNum;

    and <device> is whatever name the Test Input section shows at the top left. In my case it was "unknown0". Yours is likely different.

    I also notice that the command binding the accelerator function is listed twice.\


    Lastly, I have also noticed that the steering will crank all the way left OR right, depending on the terrain, when he vehicle is sitting. I'm thinking this is more a physics and weight/force issue with gravity pulling at angles which are not completely perpendicular/parallel with the ground and there for the weight of the vehicle pushing down on a slightly out of center suspension strut, which is in turn attached to a turning radius not 100% up/down, etc, etc. It's never prevented me from righting the wheels and driving away...
     
  13. Zachyd

    Zachyd
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    Nov 6, 2014
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    Nope, still not working, here is my inputmap.



    // Product Name: Logitech Momo Racing Force Feedback Wheel)
    // GUID: {CA03046D-0000-0000-0000-504944564944}
    // axes:


    //%device = "{CA03046D-0000-0000-0000-504944564944}-" @ %joyNum;
    //%device = "device" @ %joyNum;


    // camera
    %mm.bindCmd(%device, button2, "np_x(1);", "np_x(0);");
    %mm.bindCmd(%device, button3, "np_x(-1);", "np_x(0);");


    // movement
    %mm.bind(%device, xaxis, steer_direct);
    %mm.bind(%device, rzaxis,"RI", brake_direct);
    %mm.bind(%device, yaxis, "RI", accelerate_direct);


    %mm.bind(%device, button9, toggleShifterMode);


    // paddle - left
    %mm.bind(%device, button0, shiftDown);
    // paddle - right
    %mm.bind(%device, button1, shiftUp);




    %mm.bindCmd(%device, button7, "beamNGResetPhysics();", "");
    //%mm.bindCmd(%device, button7, "beamNGTogglePhysics();", "");
    %mm.bind(%device, button8, parkingbrake_toggle);
    %mm.bindCmd(%device, button6, "beamNGSwitchVehicle();", "");
    //%mm.bindCmd(%device, button6, "beamNGZoom(-1);", "");
    //%mm.bindCmd(%device, button7, "beamNGZoom(1);", "");
    %mm.bindCmd(%device, button5, "beamNGResetCamera();", "");
    %mm.bindCmd(%device, button4, "beamNGCameraToggle();", "");
    %mm.bind(%device, xaxis, steer_direct);
    //%mm.bind(%device, btn_back, beamNGControl);
    //%mm.bind(%device, btn_x, toggleFirstPerson);


    debug("Momo FFB mapping loaded");

    - - - Updated - - -

    Trying not to be rude to the devs here, as they are doing an amazing job with this, but why doesn't it have an easy to use input mode, like every other game on this planet?

    If possible, please make this the one of the next priorities, or something easier anyway, as this game is useless without a controller.
     
  14. Zachyd

    Zachyd
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    *bump*

    Does ANYONE have a solution? Or should I stop trying to find an answer?
     
  15. Jujune

    Jujune
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    Mine works fine when turning off force feed back
     
  16. Zachyd

    Zachyd
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    thanks, will try it
     
  17. skullcandy12

    skullcandy12
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    Aug 10, 2013
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    SWEET,SWEET VICTORY, YEAH!!

    I think i figured it out. in the input map folder the file CA03046D.inputmap IS this steering wheels inputmap file.

    NOW for the fix

    Either put "//" before "%device = "joystick" @ %joyNum;"
    or
    download this file
    CA03046D.inputmap.cs and OVERWRITE the file.

    This is the only thing that worked and i tried everything in this thread. It all seems to work but the steering moving one way or the other makes sense since real life driving turns the steering wheel while driving it.
    EDIT:i do have the logitech gaming driver installed. not sure if it makes a difference
     

    Attached Files:

  18. Zachyd

    Zachyd
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    Joined:
    Nov 6, 2014
    Messages:
    18


    STILL ISN'T WORKING!!!

    I cant' express my disappointment and disgust with the devs and this lack of controller support, it really makes this game terrible.
    Please can a dev reply with an idea on why it isn't working?

    Hopefully then my faith in beamng will be restored.
     
  19. skullcandy12

    skullcandy12
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    Aug 10, 2013
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    Maby the update yesterday will fix your issue but i am sorry that you can't use your wheel. iv'e tried everything in this thread and my post was the only thing that worked.

    i looked at your input map and compared it to the recent update and they seem to have gotten rid of the line //%device = "device" @ %joyNum; so im not sure what to do.
     
  20. stenyak

    stenyak
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    Programmer & Global Moderator
    BeamNG Team

    Joined:
    Aug 6, 2012
    Messages:
    1,993
    Please update your BeamNG.Drive and check out the new "Controllers" option in the main menu. You can now modify inputmaps within the game, so it is no longer needed to tinker with inputmap files (which have changed from ".inputmap.cs" format to a new, simpler ".json" format).
     
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