Released Arcade Steering Mod

Discussion in 'Utilities and programming' started by lmaoxd, Mar 27, 2022.

  1. lmaoxd

    lmaoxd
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    BeamNG.drive: Arcade Steering Mod
    This is an extensive modification of BeamNG.drive's steering input system for controller and keyboard.

    The mod is hosted on Github where you'll find much more information, a full configuration guide, and the files themselves of course.

    The purpose of this mod is to overhaul the game's steering input system so that it's more on par with what you would find in most other driving games. The main features are:
    • Dynamic, slip angle-based steering limit
    • Ability to properly countersteer in a slide or drift
    • Forces acting on the steered wheels can feed back into the steering rack
    • Cars naturally countersteer to an extent, simulating the effect of their caster angle
    • Highly customizable config file
    This mod makes input processing much more aware of the underlying driving physics, making driving more intuitive and making it easier to get a feel for what your car is doing.

    Here's a quick video highlighting the main differences from the stock input system:



    Despite the "arcade" name, the steering logic implemented by this mod is actually much closer to real-life driving mechanics than the default input system is.

    I have plans to make this even more sophisticated in the future by taking tire load into account, but that needs more work.

    I won't go into further explanations here, but feel free to ask questions below.

    Have fun!
     
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  2. Nivracer

    Nivracer
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    Really loving this! Been using the one that used to be on the repository since it was released, while that one was a major improvement it still had some minor issues. And I've got to say, your steering mod mixed all the complaints I had about the other one. Another thing I've noticed is I'm able to take medium and high speed corners faster compared to the other one I've been using. Definitely looking forward to some updates. Awesome work!
     
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  3. gsk11740

    gsk11740
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    Is there a on/off switch? It would be good to have one like the other input mod had.
     
  4. lmaoxd

    lmaoxd
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    If you edit the config file, you can set enableCustomSteering to false to disable the mod completely. You might need to run your text editor as admin.

    Reload your car in-game with Ctrl+R to apply config changes.
     
    #4 lmaoxd, Mar 30, 2022
    Last edited: Mar 30, 2022
  5. gsk11740

    gsk11740
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    I was thinking along the lines of a UI app on screen that does it or maybe some hot key combination.
     
  6. S.Ali.M

    S.Ali.M
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    The installation process is not standard at all. I can help you to edit your mod and make it to work just by dropping it in the mods folder. I can also help you to make a on/off switch with a binding.
    I'll start working on the mod if you give me permission.
     
  7. lmaoxd

    lmaoxd
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    The problem is that you have to modify the game's own input handling code in order to make something like this, and I haven't seen a way to do that through a regular mod package.
    Sure, I could make an accompanying UI app (this is what the Forza steering mod does), but that would just make for even more stuff to install. It wouldn't avoid having to overwrite the original input.lua file.
    It would change things if it was possible to overwrite the game's existing lua files by installing a normally packaged mod, but to my knowledge you can't do that.
     
    #7 lmaoxd, Mar 30, 2022
    Last edited: Mar 30, 2022
  8. Kevinkawaiix

    Kevinkawaiix
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    does it work with a wheel?
    --- Post updated ---
    oh nevermind it doesn't

    tho, will you make it compatible for wheel users?
     
  9. D-Serious

    D-Serious
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    I didn't try it but this seems a wonderful gift for keyboard users. However, I use a mouse to accelerate/brake and steer, very effective to me, and I was wondering if it is possible to have just the force-feedback effect (the last thing shown in the video) without all the rest
     
  10. S.Ali.M

    S.Ali.M
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    You can
    I also know a way to overwrite the original input.lua file via another lua file. So your mod will also be able to be uploaded on the repo.
    Also, I didn't mean a ui app, I meant a control key to on/off the arcade mode.
    You haven't told me I have permission or not btw
     
  11. lilexjecto

    lilexjecto
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    this is so progressive! now i can countersteer properlly in a drift!
    --- Post updated ---
    it even countersteers when wheel bent!
     
  12. lmaoxd

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    Thanks, but I'll do it myself. I just assumed it wasn't possible, but I'll look into it.
    --- Post updated ---
    It's easy to enable for wheel users too by changing a few "if" statements, but it wouldn't be ideal.

    The reason the mod takes the forces at the wheels and mixes it back into the input (which is what causes cars to countersteer) is because a key or thumb stick does not have force feedback. With a force feedback wheel, the car is able to "steer itself", therefore this is not needed. So what this mod does with the countersteer force is basically what FFB should be doing on a wheel.

    That said, the FFB implementation in this game is really basic. As far as I've looked at the code, it just uses the steering hydro's position and nothing more. The best solution would be to expand this mod so that it overwrites the default FFB logic, and instead of mixing the countersteer force with the input, it would use it as a basis for FFB whenever you play on a wheel.

    However, I don't have a steering wheel, so I can't develop anything wheel-related without being able to test it.
     
    #12 lmaoxd, Mar 31, 2022
    Last edited: Apr 1, 2022
  13. Xupaun

    Xupaun
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    Well, I just added the input file to a zip file and it worked for me
     
  14. lmaoxd

    lmaoxd
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    Yeah, I didn't think that would work lol. I'll make a proper mod package when I have time.
     
  15. Yash_gamin144

    Yash_gamin144
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    i wanna try it, but i dont know much about "technical" stuff, i saw that tutorial you wrote there on how to use this mod, but i didnt understand it, so can you make a video tutorial please :D
     
  16. lmaoxd

    lmaoxd
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    Just back up your input.lua file and copy in the two files from the mod, that's about it.
    The setup part is just to double check your settings, but I think the defaults should be right anyway.
    But like I said above, I'm going to turn this into a more conventional mod (zip file) when I have some time, so I guess you could wait for that too.
     
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  17. default0.0player

    default0.0player
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    This is because if there are two identical files, one in your user folder the other in the game folder, the game will prioritize the use of file in your user folder
     
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  18. default0.0player

    default0.0player
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    This mod works in(and recommended to use) Wheel(direct) mode.
    --- Post updated ---
    Note: For drifting, the "maxAngle" needs to be increased a lot
     
  19. lilexjecto

    lilexjecto
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    Sorry for bump, but max angle for what?
     
  20. lmaoxd

    lmaoxd
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    Probably the maxAngle setting in my config file. It only affects the amount of countersteering the car does on its own though, and you can always countersteer more by hand.

    On another note, I'm pretty busy lately so I'm not sure when I'll be able to make this mod into a proper package. Haven't forgotten though, I just have to find some time.
     
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