Ok here is the problem, at the moment LFS has two different input options [keyboard/mouse],[Wheel/joystick].
The LFS manual states that gamepads/joysticks and the full on 900 degrees of a steering wheel are equal; this is obviously insane because the average pad only gives the user ~30 degrees of an axis to work with.
Keyboard - stabilised has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference.
As you can see the stabilised function gives the driver two aids, it limits the movement of the wheel depending on the amount of grip the tyres have, secondly it adds a small amount of automatic countersteering to help balance the car.
I have been looking for a way to translate raw axis data from the gamepad to keyboard input as I want to avail of the 'Stabilised' features of the keyboard which would make driving a whole lot better, but this is where the problem lies The 'joy2Key' program is useless for LFS because it does not recognise the whole axis on the gamepad; it just sees the axis as an on/off switch....which I can understand as it is translating for keyboard input which only opperates on the on/off switch.
Is anyone familliar with editing drivers for input devices?
Is this the right way to try to work around? or could LFS itself be 'tweaked' to give it's stabilised function to the axis that reside in the Wheel/joystick setup?
The LFS manual states that gamepads/joysticks and the full on 900 degrees of a steering wheel are equal; this is obviously insane because the average pad only gives the user ~30 degrees of an axis to work with.
Keyboard - stabilised has two main differences to "keyboard - no help". Firstly, it limits the movement of the wheel depending on the amount of grip the tyres have. This limit is also adjustable. Secondly it adds a small amount of automatic countersteering to help balance the car. While this is a driving aid (and the turn limit can be considered one as well), it is essential for using such a basic input device for a task it obviously would never be used to do in real life. Thankfully the keyboard steering is highly configurable in LFS so you should be able to get it to work to your preference.
As you can see the stabilised function gives the driver two aids, it limits the movement of the wheel depending on the amount of grip the tyres have, secondly it adds a small amount of automatic countersteering to help balance the car.
I have been looking for a way to translate raw axis data from the gamepad to keyboard input as I want to avail of the 'Stabilised' features of the keyboard which would make driving a whole lot better, but this is where the problem lies The 'joy2Key' program is useless for LFS because it does not recognise the whole axis on the gamepad; it just sees the axis as an on/off switch....which I can understand as it is translating for keyboard input which only opperates on the on/off switch.
Is anyone familliar with editing drivers for input devices?
Is this the right way to try to work around? or could LFS itself be 'tweaked' to give it's stabilised function to the axis that reside in the Wheel/joystick setup?