Experimental Manual Turn Signal Cancelling

Discussion in 'Utilities and programming' started by SineMatic, Dec 19, 2024.

  1. SineMatic

    SineMatic
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    Nov 17, 2022
    Messages:
    60
    manualturnsignal.png

    This mod removes automatic turn signal cancelling.
    Should work with all vehicles (didn't check ¯\_(ツ)_/¯).
    How it works: when the lua code detects that the turn signal has been automatically turned off, it turns it back on.
    Warning: if the vanilla signal key bindings were changed, the mod's bindings (can be found with the "Manual Signals" search term) also have to be changed to the same keys.​
     

    Attached Files:

    #1 SineMatic, Dec 19, 2024
    Last edited: Dec 19, 2024
  2. Willfa

    Willfa
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    Why tho? Irl cars auto cancel so it isn't adding to realism
     
  3. ArsPro

    ArsPro
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    Yeah, but not all cars do that
     
  4. den_chik

    den_chik
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    It's because the game is not IRL and (for example) I have real switches for blinkers which are not "auto cancel". So, this mod is brilliant thing.
     
  5. PublicDark

    PublicDark
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    You can just go to the Beam.ng drive folder itself and edit the electrics.lua file.



    And my apologies for the bump.
     
  6. SF1NX

    SF1NX
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    Auto-cancel is incredibly annoying when playing with a keyboard, because your blinkers will get turned off after the first jerk of the wheel.
     
  7. PublicDark

    PublicDark
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    Jul 22, 2024
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    A Quick and easy way to disable automatic blinkers in Beamn.NG
    ============================================

    Go to your steam file located in Program Files (x86)
    ⮚ C:\Program Files (x86)\Steam\steamapps\common ⮘

    Open "BeamNG.drive>lua>vehicle" & find "electrics.lua"
    ⮚ C:\Program Files (x86)\Steam\steamapps\common\BeamNG.drive\lua\vehicle ⮘

    Note++ or VisualStudioCode is recommended for this step

    Inside the electrics.lua file goto line 111 OR look for A column with the title;
    " --check whether user has steered in the desired direction"

    Change the left & right hasSteered to False, then save and run BeamNG.drive

    Example of what the code looks like & what to edit:

    if signalLeftState and steering > controlPoint then
    hasSteered = true ⮘replace true with "false"
    elseif signalRightState and steering < -controlPoint then
    hasSteered = true ⮘replace true with "false"
    end




    Sorry once again for bumping, But thank you for making it easier to do SineMatic!
     
    #7 PublicDark, Jun 29, 2025 at 5:59 AM
    Last edited: Jun 29, 2025 at 6:06 AM
    • Agree Agree x 1
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