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Annoying Steering control (KEYBOARD)

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Snaapop, Aug 5, 2013.

  1. Snaapop

    Snaapop
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    Joined:
    Aug 5, 2013
    Messages:
    67
    So...Yeah. if theres even the tiniest overlap between the left and right arrow keys, the steering sticks in the middle.:mad:

    For instance, if I hold the Left Arrow to steer, than hold the Right arrow to steer the other direction, it will go to the middle, and stick. so i have to depress the button then press it again to make it do a full turn.

    really rather annoying when a high speed turn is coming up /:
    i suppose this hasn't been properly addressed before now because the Devs use an Xbox controller?

    anyone else get this?
    Heres a Video i made showing it:


    BeamNG Steering in a nutshell video i made :p


    BTW, this is not my keyboard, i can press all 4 of my arrow keys at one time on other games, and they respond independently.
    Thanks,

    John
     
    #1 Snaapop, Aug 5, 2013
    Last edited by a moderator: Oct 21, 2015
  2. 4chanster

    4chanster
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    Joined:
    Aug 4, 2013
    Messages:
    14
    yeah, happens to me all the time, really annoys me when drifting, I'm pretty sure gabe is working on it though.
     
  3. Wierzbak

    Wierzbak
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    Joined:
    Aug 6, 2012
    Messages:
    39
    It is not happening to me. Maybe it is about the keyboard? Is this an USB keyboard?
     
  4. Cwazywazy

    Cwazywazy
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    Joined:
    Dec 1, 2012
    Messages:
    1,245
    It happens to me sometimes. It's usually while drifting but that's about it.
     
  5. pulley999

    pulley999
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    Joined:
    Jan 21, 2013
    Messages:
    825
    +1 here, wrecked accidentally more than once due to this.
     
  6. Snaapop

    Snaapop
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    Joined:
    Aug 5, 2013
    Messages:
    67
    USB or PS2 wouldnt really make a difference.

    Mine is PS2, but this never happens on other games, and at least 3 of my arrow keys can run at one time in any layout
     
  7. TheFastRacer

    TheFastRacer
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    Joined:
    Nov 29, 2012
    Messages:
    534
    Happends to me sometimes. Hopefully this gets fixed, however, I don't think the priority is too big for this
     
  8. Snaapop

    Snaapop
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    Joined:
    Aug 5, 2013
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    Really? its a big turn off for me! i cant play their game properly because the controls are messed up!

    Rather big priority...
     
  9. TheFastRacer

    TheFastRacer
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    Joined:
    Nov 29, 2012
    Messages:
    534
    I think some people have this problem less often than others do. You can't play the game because of that, I have this problem once in 3 min. For me, it isn't a high priority. For others it is maybe. So overall, let's say the priority to fix it is high :D
     
  10. gabester

    gabester
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    Vehicle Director
    BeamNG Team

    Joined:
    Jun 6, 2012
    Messages:
    2,653
    Hopefully it's some small input logic bug to do with T3D where it doesn't "notice" that you've let go of one of the keys if you have both pressed at any point. We will definitely look into it.
     
  11. Snaapop

    Snaapop
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    OK, Thanks Gabe :)
     
  12. Snaapop

    Snaapop
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    67
    A little update, it seems to only happen from Left arrow key to Right arrow key. not from right to left.

    Thanks
     
  13. TheFastRacer

    TheFastRacer
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    Nov 29, 2012
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    534
    -EDIT- Please remove this post devs, I didn't read before posting. My apologies!
     
  14. Mr.Hankey

    Mr.Hankey
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    Joined:
    Aug 9, 2012
    Messages:
    29
    This pretty much seems to be the case. I assume the input logic is event based? Because I think what happens is that whenever either left or right key is released the steering is reset to 0.

    You can reproduce this pretty easily: First press and hold left, then press and hold right, then release left. You will see that when you release the left key the steering will reset to 0 even though the right key is still pressed. This obviously also works vice versa.

    You should be able to fix this by only resetting the steering back to 0 when the key that was released == the one that was pressed last.

    Edit:
    I just hacked away a quick fix for this. If you want to use it go to the scripts/clients/ folder and replace the content of beamng.cs with the following:
    Code:
    // BeamNG specific scripts
    
    exec("./inputmaps/keyboard.inputmap.cs"); // always load the keyboard
     
    ////////////////////////////////////////////////
    //// Joystick or Gamepad Controller bindings
    
    
    // no more deadzone, etc in here: the code moved to the Lua side
    
    
    $lastSteeringDir = "";
    
    
    function steer_left( %val ) {
        if ( %val == 0 && $lastSteeringDir !$= "left" ){
            return;
        }
        else {
            $lastSteeringDir = "left";
        }
        
       vlua("input.analogue=false;input.axisX=" @ %val);
       //$mvLeftAction = %val; // for the editor movements
    }
    
    
    function steer_right( %val ) {
        if ( %val == 0 && $lastSteeringDir !$= "right" ){
            return;
        }
        else {
            $lastSteeringDir = "right";
        }
            
       vlua("input.analogue=false;input.axisX=" @ -%val);
       //$mvRightAction = %val; // for the editor movements
    }
    
    
    function joy_steer( %val ) {
       vlua("input.analogue=true;input.axisX=" @ -%val);
    }
    
    
    function accelerate( %val ) {
       vlua("input.axisY=" @ %val);
       //$mvForwardAction = %val; // for the editor movements
    }
    
    
    function parkingbrake_toggle( %val ) {
       if(%val) vlua("input.toggleParkingbrake()");
    }
    
    
    function parkingbrake( %val ) {
       vlua("input.parkingbrakeInput=" @ %val);
    }
    
    
    function brake( %val ) {
       vlua("input.axisY2=" @ %val);  
       //$mvBackwardAction = %val; // for the editor movements
    }
    
    
    function clutch( %val ) {
       vlua("input.clutchAxis=" @ %val);  
    }
    
    
    function shiftUp( %val ) {
       if(%val)
          vlua("drivetrain.shiftUp()");
    }
    
    
    function shiftDown( %val ) {
       if(%val)
          vlua("drivetrain.shiftDown()");
    }
    
    
    function shiftToGear( %val ) {
       vlua("drivetrain.shiftToGear(" @ %val @ ")");
    }
    
    
    function toggleShifterMode( %val ) {
       if(%val)
          vlua("drivetrain.toggleShifterMode()");
    }
    
    
    function reloadInputMaps()
    {
       echo(" *** loading input map *** ");
       vlua("input.rawDevices = {}");
        // dynamically load joystick maps
        if( !isJoystickDetected() )
        {
           echo("no joysticks or gamepads detected.");
        }
        // thid might detect new devices:
        //restartDirectInputSystem();
       enableJoystick();
       %joyCount = getJoystickCount();
       
       %devices = getRegisteredDevices();
       %count = getWordCount(%devices);
       for (%i = 0; %i < %count; %i++)
       {
         %device = getWord( %devices, %i );
         echo("*** " @ %device @ " ***");
         if ( strstr(%device, "mouse") == -1 && strstr(%device, "keyboard") == -1)
         {
            // unbind joysticks and gamepad and so on
            echo(" (unbinding...)");
            if(!moveMap.unbindDevice(%device))
               echo(" *** unbinding failed!");
         }
         %guid = getProductGUID(%device);
         %productName = getProductName(%device);
         %vidpid = getVendorIDProductID(%device);
         %vid = getWord( %vidpid, 0 );
         %pid = getWord( %vidpid, 1 );
         echo(" - Product ID: " @ %pid);
         echo(" - Vendor ID: " @ %vid);
         echo(" - Product Name: " @ %productName);
         echo(" - GUID: " @ %guid);
         %features = getFeaturesString(%device);
         echo(" - " @ %features);
         
         // update lua
         vlua("input.rawDevices['"@%device@"'] = {}");
         vlua("input.rawDevices['"@%device@"']['product_id'] = '"@%pid@"'");
         vlua("input.rawDevices['"@%device@"']['vendor_id'] = '"@%vid@"'");
         vlua("input.rawDevices['"@%device@"']['product_name'] = '"@%productName@"'");
         vlua("input.rawDevices['"@%device@"']['guid'] = '"@%guid@"'");
         vlua("input.rawDevices['"@%device@"']['features'] = '"@%features@"'");
    
    
         // try 1: custom : the guid     
         %basedir = "scripts/client/inputmaps";
         %joyMap = %basedir@"/custom/" @ strlwr(%guid) @ ".inputmap.cs";
         %joyMap = stripChars(%joyMap, "{}-");
         if (isFile(%joyMap)) {
           echo("  - trying to load mapping " @ %joyMap);
           exec("" @ %joyMap);
           vlua("input.rawDevices['"@%device@"']['loaded_fn'] = '"@%joyMap@"'");
           continue;
         } else {
           echo("  - joystick specific mapping file not found: " @ %joyMap);
         }
    
    
         // try 2: custom : the name
         %mapName = stripChars(strlwr(%productName), "+*!@#$%^&_[]|\/<>=~`\"',.;:?() {}-");
         %joyMap = %basedir@"/custom/" @ %mapName @ ".inputmap.cs";
         if (isFile(%joyMap)) {
           echo("  - trying t`o load mapping " @ %joyMap);
           exec("" @ %joyMap);
           vlua("input.rawDevices['"@%device@"']['loaded_fn'] = '"@%joyMap@"'");
           continue;
         } else {
           echo("  - joystick specific mapping file not found: " @ %joyMap);
         }
         
         // try 3: default : the guid     
         %joyMap = %basedir@"/" @ strlwr(%guid) @ ".inputmap.cs";
         %joyMap = stripChars(%joyMap, "{}-");
         if (isFile(%joyMap)) {
           echo("  - trying to load mapping " @ %joyMap);
           exec("" @ %joyMap);
           vlua("input.rawDevices['"@%device@"']['loaded_fn'] = '"@%joyMap@"'");
           continue;
         } else {
           echo("  - joystick specific mapping file not found: " @ %joyMap);
         }
         vlua("input.rawDevices['"@%device@"']['filename_a'] = '"@%joyMap@"'");
    
    
         // try 4: default : the name
         %mapName = stripChars(strlwr(%productName), "+*!@#$%^&_[]|\/<>=~`\"',.;:?() {}-");
         %joyMap = %basedir@"/" @ %mapName @ ".inputmap.cs";
         if (isFile(%joyMap)) {
           echo("  - trying to load mapping " @ %joyMap);
           exec("" @ %joyMap);
           vlua("input.rawDevices['"@%device@"']['loaded_fn'] = '"@%joyMap@"'");
           continue;
         } else {
           echo("  - joystick specific mapping file not found: " @ %joyMap);
         }
         vlua("input.rawDevices['"@%device@"']['filename_b'] = '"@%joyMap@"'");
       }
       echo(" *** loading input map DONE *** ");
    
    
       // now bind the connect event to the above function
       moveMap.bindCmd(joystick0, connect, "reloadInputMaps();", "");
       moveMap.bindCmd(joystick1, connect, "reloadInputMaps();", "");
       moveMap.bindCmd(joystick2, connect, "reloadInputMaps();", "");
       moveMap.bindCmd(joystick3, connect, "reloadInputMaps();", "");
       moveMap.bindCmd(joystick4, connect, "reloadInputMaps();", "");
       moveMap.bindCmd(gamepad0, connect, "reloadInputMaps();", "");
       moveMap.bindCmd(gamepad1, connect, "reloadInputMaps();", "");
       moveMap.bindCmd(gamepad2, connect, "reloadInputMaps();", "");
       moveMap.bindCmd(gamepad3, connect, "reloadInputMaps();", "");
       moveMap.bindCmd(gamepad4, connect, "reloadInputMaps();", "");
       //moveMap.save("input-save.cs");
       
       vlua("input.mapsReloaded()");
    }
    
    
    reloadInputMaps();
    
    
    echo("### beamng.cs loaded");
    
    
    
     
    #14 Mr.Hankey, Aug 7, 2013
    Last edited: Aug 7, 2013
  15. NRacer

    NRacer
    Expand Collapse

    Joined:
    Aug 4, 2013
    Messages:
    9
    Thanks for the fix! I had the problem, too.
    It works now fine for me :)
     
  16. ivankio

    ivankio
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    Joined:
    Aug 18, 2013
    Messages:
    37
    Unfortunately it does not work nowadays. Thanks for the initiative, Mr Hankey.
     
  17. Mr.Hankey

    Mr.Hankey
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    Joined:
    Aug 9, 2012
    Messages:
    29
    I sadly don't have access to a machine that is in any way capable of running DRIVE atm so I couldn't make a fix for the new version yet. I will do it as soon as I get back to my own PC.

    However if you can't wait I could try fixing it "blindly" without testing if someone can provide me an up-to-date beamng.cs file.
     
  18. pulley999

    pulley999
    Expand Collapse

    Joined:
    Jan 21, 2013
    Messages:
    825
    Your fix still works, I copied the lines you added into the new file.

    Here is the fixed beamng.cs for 0.3.02

    Code:
    // BeamNG specific scripts
    
    ////////////////////////////////////////////////
    // always load the keyboard
    %mm = moveMap;
    exec("./inputmaps/keyboard.inputmap.cs");
    %mm = "";
    ////////////////////////////////////////////////
    
    ////////////////////////////////////////////////
    //// Joystick or Gamepad Controller bindings
    
    // no more deadzone, etc in here: the code moved to the Lua side
    function steer_left( %val, %inputType ) {
        if ( %val == 0 && $lastSteeringDir !$= "left" ){
            return;
        }
        else {
            $lastSteeringDir = "left";
        }
        
       vlua("input.event(\'axisx0\', " @ -%val @ ", " @ %inputType @ ")");
    }
    
    function steer_right( %val, %inputType ) {
        if ( %val == 0 && $lastSteeringDir !$= "right" ){
            return;
        }
        else {
            $lastSteeringDir = "right";
        }
            
       vlua("input.event(\'axisx0\', " @ %val @ ", " @ %inputType @ ")");
    }
    
    function steer( %val, %inputType ) {
       vlua("input.event(\'axisx0\', " @ %val @ ", " @ %inputType @ ")");
    }
    
    function steer_direct( %val ) {
       vlua("input.event(\'axisx0\', " @ %val @ ", 2)");
    }
    
    function accelerate( %val, %inputType ) {
       vlua("input.event(\'axisy0\', " @ %val @ ", " @ %inputType @ ")");
    }
    
    function accelerate_direct( %val ) {
       vlua("input.event(\'axisy0\', " @ %val @ ", 2)");
    }
    
    function brake( %val, %inputType ) {
       vlua("input.event(\'axisy1\', " @ %val @ ", " @ %inputType @ ")");
    }
    
    function brake_direct( %val ) {
       vlua("input.event(\'axisy1\', " @ %val @ ", 2)");
    }
    
    function parkingbrake_toggle( %val, %inputType ) {
       vlua("input.toggleEvent(\'axisy2\', " @ %val @ ", " @ %inputType @ ")");
    }
    
    function parkingbrake( %val, %inputType ) {
       vlua("input.event(\'axisy2\', " @ %val @ ", " @ %inputType @ ")");
    }
    
    function parkingbrake_direct( %val ) {
       vlua("input.event(\'axisy2\', " @ %val @ ", 2)");
    }
    
    function clutch( %val, %inputType ) {
       vlua("input.event(\'axisy3\', " @ %val @ ", " @ %inputType @ ")");
    }
    
    function clutch_direct( %val, %inputType ) {
       vlua("input.event(\'axisy3\', " @ %val @ ", 2)");
    }
    
    function shiftUp( %val ) {
       if(%val)
          vlua("drivetrain.shiftUp()");
    }
    
    function shiftDown( %val ) {
       if(%val)
          vlua("drivetrain.shiftDown()");
    }
    
    function shiftToGear( %val ) {
       vlua("drivetrain.shiftToGear(" @ %val @ ")");
    }
    
    function toggleShifterMode( %val ) {
       if(%val)
          vlua("drivetrain.toggleShifterMode()");
    }
    
    function BeamNGVehicle::activate(%this, %mode)
    {
       %mm = %this.getActionMap();
       if(%mode == "1")
       {
          //vehicle was activated
          moveMap.pop();
          %mm.push();
       } else
       {
          // vehicle was deactivated
          %mm.pop();
          moveMap.push();
       }
    }
    
    function BeamNGVehicle::tryLoadMappingFromDir(%this, %mm, %device, %basedir, %guid, %productName, %vidpidstr)
    {
       %kbdMap = %basedir@"/keyboard.inputmap.cs";
       %lstr = "  - trying to load keyboard mapping: " @ %kbdMap;
       if (isFile(%kbdMap)) {
          exec(%kbdMap);
          echo(%lstr @ " - SUCCESSFUL");
       } else {
          echo(%lstr @ " - file not existing");
       }
       
       // try 1: The Vendor ID and Product ID combined
       %joyMap = %basedir@"/" @ strlwr(%vidpidstr) @ ".inputmap.cs";
       %joyMap = stripChars(%joyMap, "{}-");
       %lstr = "  - trying to load mapping via VendorID/ProductID: " @ %joyMap;
       if (isFile(%joyMap)) {
          exec(%joyMap);
          %this.lua("input.rawDevices['"@%device@"']['loaded_fn'] = '"@%joyMap@"'");
          echo(%lstr @ " - SUCCESSFUL");
          return true;
       } else {
          echo(%lstr @ " - file not existing");
       }
       %this.lua("input.rawDevices['"@%device@"']['filename_a'] = '"@%joyMap@"'");
    
       // try 2: the name
       %mapName = stripChars(strlwr(%productName), "+*!@#$%^&_[]|\/<>=~`\"',.;:?() {}-");
       %joyMap = %basedir@"/" @ %mapName @ ".inputmap.cs";
       %lstr = "  - trying to load mapping via name: " @ %joyMap;
       if (isFile(%joyMap)) {
          exec(%joyMap);
          %this.lua("input.rawDevices['"@%device@"']['loaded_fn'] = '"@%joyMap@"'");
          echo(%lstr @ " - SUCCESSFUL");
          return true;
       } else {
          echo(%lstr @ " - file not existing");
       }
       %this.lua("input.rawDevices['"@%device@"']['filename_b'] = '"@%joyMap@"'");
    
       /*
       // try 3: the full guid     
       %joyMap = %basedir@"/" @ strlwr(%guid) @ ".inputmap.cs";
       %joyMap = stripChars(%joyMap, "{}-");
       if (isFile(%joyMap)) {
          echo("  - trying to load mapping via full GUID: " @ %joyMap);
          exec(%joyMap);
          %this.lua("input.rawDevices['"@%device@"']['loaded_fn'] = '"@%joyMap@"'");
          return true;
       } else {
          echo("  - joystick specific mapping file not found: " @ %joyMap);
       }
       %this.lua("input.rawDevices['"@%device@"']['filename_a'] = '"@%joyMap@"'");     
       */
    }
    
    function reloadInputMaps()
    {
       %obj = LocalClientConnection.getControlObject();
       if (!isObject(%obj)) return;
       if( %obj.isMethod( "reloadInputMaps" ) )
          %obj.reloadInputMaps();
    }
    
    function BeamNGVehicle::init( %this, %vehiclePath )
    {
       %this.vehiclePath = %vehiclePath;
       %this.reloadInputMaps();
    }
    
    function BeamNGVehicle::reloadInputMaps( %this )
    {
       echo(" *** initializing vehicle (T3D side) *** ");
       %mm = %this.getActionMap();
       //echo(" %this.getActionMap()" @ %mm);
       %this.lua("input.rawDevices = {}");
        // dynamically load joystick maps
        if( !isJoystickDetected() )
        {
           echo("no joysticks or gamepads detected.");
        }
        // thid might detect new devices:
        //restartDirectInputSystem();
       enableJoystick();
       %joyCount = getJoystickCount();
       
       %devices = getRegisteredDevices();
       %count = getWordCount(%devices);
       for (%i = 0; %i < %count; %i++)
       {
         %device = getWord( %devices, %i );
         echo("*** " @ %device @ " ***");
         if ( strstr(%device, "mouse") == -1 && strstr(%device, "keyboard") == -1)
         {
            // unbind joysticks and gamepad and so on
            echo(" (unbinding...)");
            if(!moveMap.unbindDevice(%device))
               echo(" *** unbinding failed!");
         }
         %guid = getProductGUID(%device);
         %productName = getProductName(%device);
         %pidvid = getVendorIDProductID(%device);
         %pid = getWord( %pidvid, 0 );
         %vid = getWord( %pidvid, 1 );
         %vidpidstr = %pid@%vid; // same thing without the space in the middle
         echo(" - Product Name: " @ %productName);
         echo(" - Product ID: " @ %pid);
         echo(" - Vendor ID: " @ %vid);
         echo(" - GUID: " @ %guid);
         %features = getFeaturesString(%device);
         echo(" - " @ %features);
    
         %this.lua("input.rawDevices['"@%device@"'] = {}");
         
         %basedir = "scripts/client/inputmaps/custom";
         if(!%this.tryLoadMappingFromDir(%mm, %device, %basedir, %guid, %productName, %vidpidstr))
         {
            // try the normal dir
            %basedir = "scripts/client/inputmaps";
            if(!%this.tryLoadMappingFromDir(%mm, %device, %basedir, %guid, %productName, %vidpidstr))
            {
               echo("--- unable to find mapping for this controller ---");
            }
         }
         
         // then load all vehicle specific maps
         %basedir = %this.vehiclePath @ "inputmaps";
         %this.tryLoadMappingFromDir(%mm, %device, %basedir, %guid, %productName, %vidpidstr); 
         
         // update lua
         %this.lua("input.rawDevices['"@%device@"']['product_id'] = '"@%pid@"'");
         %this.lua("input.rawDevices['"@%device@"']['vendor_id'] = '"@%vid@"'");
         %this.lua("input.rawDevices['"@%device@"']['product_name'] = '"@%productName@"'");
         %this.lua("input.rawDevices['"@%device@"']['guid'] = '"@%guid@"'");
         %this.lua("input.rawDevices['"@%device@"']['features'] = '"@%features@"'");
       }
       echo(" *** loading input map DONE *** ");
    
       // now bind the connect event to the above function
       moveMap.bindCmd(joystick0, connect, "reloadInputMaps();", "");
       moveMap.bindCmd(joystick1, connect, "reloadInputMaps();", "");
       moveMap.bindCmd(joystick2, connect, "reloadInputMaps();", "");
       moveMap.bindCmd(joystick3, connect, "reloadInputMaps();", "");
       moveMap.bindCmd(joystick4, connect, "reloadInputMaps();", "");
       moveMap.bindCmd(gamepad0, connect, "reloadInputMaps();", "");
       moveMap.bindCmd(gamepad1, connect, "reloadInputMaps();", "");
       moveMap.bindCmd(gamepad2, connect, "reloadInputMaps();", "");
       moveMap.bindCmd(gamepad3, connect, "reloadInputMaps();", "");
       moveMap.bindCmd(gamepad4, connect, "reloadInputMaps();", "");
       //moveMap.save("input-save.cs");
       
       %this.lua("input.mapsReloaded()");   
       
       echo(" *** done intializing vehicle (T3D side) *** ");
    }
    
    //reloadInputMaps();
    
    echo("### beamng.cs loaded");
    
    
    And an attached version for those who can't be bothered to copypaste the text.

    I take no credit for the fix, all I did was copy the 10 relevant lines of Mr.Hankey's fix into the new file.
     

    Attached Files:

  19. SleepyPickup

    SleepyPickup
    Expand Collapse

    Joined:
    Aug 22, 2013
    Messages:
    441
    Huge thanks to Mr. Hankey, and Pulley for making it drop-and-go.

    Steering 'bug' is fixed, and with that a fairly annoying quirk is now gone.
     
  20. Mr.Hankey

    Mr.Hankey
    Expand Collapse

    Joined:
    Aug 9, 2012
    Messages:
    29
    I posted this on the bugtracker as well so let's hope this gets merged into the next official update :)
     
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