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Analog Controls for TRACKED and WHEELED vehicles can not be bound/used in parallel
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Description

Player is forced have the left/right binds bound for //**track or wheeled only one at a time**// (not as in picture supplied for exemplary purposes).

If player uses analog/granular controls (fe joysticks) the player is foreced to REBIND his keybinds when switching vehicle assets during any OP/campaign/game activity.

While the thus necessary rebind only takes a few seconds and a player can get used to it, this is highly unusual, also a little bit of nuisance being preventive/discouraging of ground vehicle category swapsof the kind which are a standard function of the game product.

If both controls in the current workaround (so that analog controls work both for tracked and wheeled vehicles AT THE SAME TIME) are bound (as done in the snipped picture for visual purposes only), vehicles cannot be used (due to behaviour and input bugs as described). So player is in a either/or situation having to constantly rebind keybinds during gameplay when changing fe from a car to a bulldozer or from a wheeled APC to a tracked tank.

Noticed as described for any non-MKB peripheral but noticed longterm (1 year +) with the following peripherals connected:

  • Saitek/Logitech x52 HOTAS (silver version, not black "pro") in dual setup (2x HOTAS) both on USB, both never changing USB port, both always connected before OS start (drivers updated to Logitech version)
  • PS/2 Keyboard HP
  • Logitech G502 Mouse (with drivers updated up to 88.2.17)

alternate peripherals connected in EXCHANGE where bug also occurred but not tested longterm (only for about 10 session in duration 2 month)

  • Microsoft Sidewinder x4 Keyboard USB (drivers updated)

The controls for the vehicle category IN GENERAL are MISSING cohesive bindings for analog inputs (apart from the fact that not all vehicle categories react to the bindings present - different bug).
This results in the following keybind scenario:

  • car left right present in (analog) - could alternatively be one axis bind
  • no (analog) bind for car forward / car back or alternatively an (anlog) axis bind
  • "car" string misleading as bind now applies to various categories and typed of vehicles - most of which are not cars in character

IF the player tries to unify keybinds for tracked and vehicles an attempt of a workaround using the seemingly intended bindings this will result in the following problems:

  • yes you can turn a tank via using the analog input just on car left/right
  • yes you can also use it for a wheeled apc
  • NO that is not granular control-- you just have the progressive input as soon as there is an input on the axis.. aka it does not matter how u move the joystick, the tank turns progressively like with the a/d command
  • NO you do not have full tank traverse / wheel steering input - if you look at the yoke fe in the vanilla wheeled APC the yoke does not fully turn.. because you have no analog input into the "car more left/more right" command - which is bad if you try to maneuver in tight spots
  • NEVER ALSO assign the granular input (the js axis) to the "car more left/more right" command - it will lead to jitter or random "stuck" or "no inputs" when steering a vehicle.

IF the player is using keybinds in the currently viable workaround (fe shown in snipped below) he will also notice the following issues:

  • tracked vehicle will have slower MAX traverse in standstill / neutral steering with analog input than with using keyboard A/D boolean input
  • tracked vehicle will have no precision control left/right in forward movement (fe following a road, navigating terrain) with analog inputs or A/D boolean keyboard inputs and making only sudden, leaping turns. For following a road player has to switch to mouse input default bind ("car more left", "car more right")
  • tracked vehicle control turn granularity in forward motion can not be achieved in any combination when trying to use the intended binds "car left (analog)" & "car right (analog)" or assign analog controls additionally or exclusively to "car more left" & "car more right"

EDIT - additional bug behaviour as noticed in May 2020:
any tracked vehicles suddenly stopped taking any input from the analog bind, while ONLY working off the car boolean bind ("car left" & "car right" as described in descriptiona nd shown in snipped) with analog granularity but the different asset behavior reactive turn threshold (aka less turning, less turning speed)

From this point out UNIFIED analog binding for the two vehicle categories had become impossible as a constant bindswitch was the ONLY option avaialable to the player.
This achieved an analog neutral steer traverse turn on the spot for tracked vehicles but only by conincidence as as a happy mistake. "a neutral steer traverse on the spot" prior was not possible without forward input for a tracked vehicle

Details

Severity
Major
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Operating System Version
19041.867
Category
General
Steps To Reproduce
  • player uses analog controls (fe joysticks, HOTAS, wheel, pedals)
  • player is using wheeled and tracked vehicles
  • player has controls bound for both categories (in the currently working WORKAROUND, different bug)
  • player has to unbind/delete the controls for the categoy he is currently not using (to avoid non-responsive input or random inputs, stuck inputs, stugger jigging)

Exemplary snippet showing controls bound in parallel (resulting in blockage, stutters, inusablity) - highlighting how controls have to be switched around (so only either red or green present).

Additional Information

this may be a downflow from a more fundamental source issue as fe one asset category can entirely ignore any values from the input keybinds designed for the peripheral while //messing up //the input values taken from a different keybind.

This may be something inconspicuous as a coding oversight , a typo or even a repo-merge oversight or bug - and as not easily udnerstood for a random player probably never that was never properly/sufficiently reported.

Be advized that this is in bug character unrelated to the control binds in itself not making sense, not following a cohesive structure, not applying globally **//AND (ANALOG) KEYBIND NOT RESPONDING/NOT WORKING WITH MANY ASSET CATEGORIES FOR VEHICLES!!!!//**

Event Timeline

RogoRogo created this task.Mar 29 2021, 5:47 AM

Addendum for clarity:

bu changed a character maker as noticed per May 30th, 2020:
any tracked vehicles suddenly stopped taking any input from the analog bind, while ONLY working off the car boolean bind ("car left" & "car right" as described in descriptiona nd shown in snipped) with analog granularity but the different asset behavior reactive turn threshold (aka less turning, less turning speed)

From this point out UNIFIED analog binding for the two vehicle categories had become impossible as a constant bindswitch was the ONLY option avaialable to the player.
This achieved an analog neutral steer traverse turn on the spot for tracked vehicles but only by conincidence as as a happy mistake. "a neutral steer traverse on the spot" prior was not possible without forward input for a tracked vehicle

RogoRogo updated the task description. (Show Details)Mar 29 2021, 6:44 AM
This comment was removed by dedmen.
RogoRogo updated the task description. (Show Details)Mar 29 2021, 8:52 AM
dedmen added a subscriber: dedmen.Mar 31 2021, 10:27 AM

Addendum.
BOATS also do NOT accept the granular left/right controls and only work in granularity forward/back by coindicence (keyinbind "fast forward" on throttle, "car back" and "car forward" on left stick).

To make BOATS turn in granularity with an analog input device they would again have to be assigned the "car left" and "car right" bind, while UNBINDING the actual "car left (analog)" and "car right (analog)" binds .

So there is something fundamentally amiss here.