Advanced Gamepad Assist

Misc Advanced Gamepad Assist 1.5.4

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great mod. but there's one small issue i noticed with the v1.5.2. for some reason, the vibrations seem to not work as intended when I'm using it with my 8bido Ultimate controller. with other scripts, the vibrations work on brake and accelaration. but with this, it seems to just be at a constant vibration rate. and once you pause and unpause, the vibration is completely gone. would be cool to get a fix for this

Yeah I've heard about this, but it doesn't happen for me, and it's pretty much impossible to diagnose and fix something that I can't reproduce myself. I wish I could do something, but I'm not even sure what causes it. I can try some fixes in the next update, but it will be a blind attempt.
 
There is a slight issue when shifting in the first 3 gears with the VRC Beamer V12, happens in both manual and automatic mode.


Plus changing the line in carperformance.lua doesn't seem to change the logic for the automatic gears to shift under max rpm :(
 
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There is a slight issue when shifting in the first 3 gears with the VRC Beamer V12, happens in both manual and automatic mode.


Plus changing the line in carperformance.lua doesn't seem to change the logic for the automatic gears to shift under max rpm :(

I checked out that car. The way the engine and gearbox are configured is very strange, never seen this on other cars before. But I'll try to see what I can do to make it work on my end. I should have an update in the next few days.
 
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adam10603 updated Advanced Gamepad Assist with a new update entry:

v1.5.3

  • Added a "Photo mode" option that allows you to leave the front wheels turned while the car is parked, for taking screenshots for example
  • Tweaked the automatic shifting algorithm to better avoid unnecessary downshifts (especially into low gears like 1st or 2nd)
  • Changed how the assist is faded in and out at low speeds, meaning the steering should act better during low speed maneuvers now
  • Tweaked the trigger vibration logic in an attempt to fix some issues that third party...

Read the rest of this update entry...
 
The update fixed the beamer. Thank you very much, it is now fully enjoyable.

However, editing "upshiftRPM = maxShiftRPM" in CarPerformanceData.lua doesn't make the cars shift at redline all the times. This is particularly noticeable in the BMW Z4 which shift at 6.5k RPM in 4th gear if my mind doesn't trick me. Is there something else I need to edit?
 
The update fixed the beamer. Thank you very much, it is now fully enjoyable.

However, editing "upshiftRPM = maxShiftRPM" in CarPerformanceData.lua doesn't make the cars shift at redline all the times. This is particularly noticeable in the BMW Z4 which shift at 6.5k RPM in 4th gear if my mind doesn't trick me. Is there something else I need to edit?

That should work. Maybe it's possible you have the mod installed in multiple places and you're not editing the right one. For example if you drag and dropped the zip into CM instead of manually installing then I think it installs in a different location. I'm not sure what it is, but if you make that change in the correct file then it should work.
The right one should be here:
Code:
assettocorsa\extension\lua\joypad-assist\Advanced Gamepad Assist

EDIT:
Actually there appears to be a bug around this, although I don't think that's the reason it doesn't work for you. I might just have to push another update though.
 
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great mod. but there's one small issue i noticed with the v1.5.2. for some reason, the vibrations seem to not work as intended when I'm using it with my 8bido Ultimate controller. with other scripts, the vibrations work on brake and accelaration. but with this, it seems to just be at a constant vibration rate. and once you pause and unpause, the vibration is completely gone. would be cool to get a fix for this

In the new update I changed some things about the vibrations back to how they were before, so you could try to see if that helped.
 
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I would need to have one of those controllers to be able to add gyro or even adaptive triggers, but I only have an Xbox controller.
I believe that by using similar implementations made by other members in the past and the costum shaders basic gamefx scripts, you could get the data needed to develop adaptive trigger feedback or even gyro control for dualsense type controllers.

There is one for adaptive trigger via @kirbyguy22

DualSenseXLink - DualSense Adaptive Trigger and LED Effects 0.1

https://www.overtake.gg/threads/dualsensexlink-dualsense-adaptive-trigger-and-led-effects.220243/

I think he abandoned his project, so it's not really compatible with the latest game fx features offered by content manager and it causes bugs with dualsensex and udp port communication. There is superb if this function work without any thrid party application or communication like your script.

This is a basic gamepad fx which has gyroscopic steering and is available to anyone in the extension folder

1729628746068.png


Custume Shader Gamepad FX Lua Scripts can redefine the way light bar and LEDs and even haptics feedback work for DualSense.
I'll be happy to donate to you to help for your work, so that you can use and test more controllers in the future.
Thank you for your advance assist
!
 
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I believe that by using similar implementations made by other members in the past and the costum shaders basic gamefx scripts, you could get the data needed to develop adaptive trigger feedback or even gyro control for dualsense type controllers.

There is one for adaptive trigger via @kirbyguy22

DualSenseXLink - DualSense Adaptive Trigger and LED Effects 0.1

https://www.overtake.gg/threads/dualsensexlink-dualsense-adaptive-trigger-and-led-effects.220243/

I think he abandoned his project, so it's not really compatible with the latest game fx features offered by content manager and it causes bugs with dualsensex and udp port communication. There is superb if this function work without any thrid party application or communication like your script.

This is a basic gamepad fx which has gyroscopic steering and is available to anyone in the extension folder

View attachment 793111


Custume Shader Gamepad FX Lua Scripts can redefine the way light bar and LEDs and even haptics feedback work for DualSense.
I'll be happy to donate to you to help for your work, so that you can use and test more controllers in the future.
Thank you for your advance assist
!

The problem isn't with the implementation, I can do that. I'm just unable to test it since I don't have a Dualsense, and I don't want to release things I can't test beforehand.
I can't afford to get a new controller either, and even if someone were to donate its value I would probably have to spend it on food instead so I don't starve, so don't bother.
 
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Yeah I've heard about this, but it doesn't happen for me, and it's pretty much impossible to diagnose and fix something that I can't reproduce myself. I wish I could do something, but I'm not even sure what causes it. I can try some fixes in the next update, but it will be a blind attempt.
thanks a lot for the update. unfortunately it did not fix the issue. I tried a lot of differnt methods to get it to work. but none seem to work. the setXbox does not seem to update the vibrations after the initial few seconds for some reason. escaping out of the game and resuming it makes the constant stuck vibration go away. for some reason, the vibraions work perfectly when not using any scripts at all(as in disabling the gamepad script. I don't know if that helps or not. I'll try looking around a bit more to see if i can get a more comprehensive reason as to why this seems to happen around this weekend. Hope a fix for this sometime soon.

If you have any other suggestions that could help with the debug, please do tell. thanks
 
thanks a lot for the update. unfortunately it did not fix the issue. I tried a lot of differnt methods to get it to work. but none seem to work. the setXbox does not seem to update the vibrations after the initial few seconds for some reason. escaping out of the game and resuming it makes the constant stuck vibration go away. for some reason, the vibraions work perfectly when not using any scripts at all(as in disabling the gamepad script. I don't know if that helps or not. I'll try looking around a bit more to see if i can get a more comprehensive reason as to why this seems to happen around this weekend. Hope a fix for this sometime soon.

If you have any other suggestions that could help with the debug, please do tell. thanks

From my experience it can cause very similar issues if the vibration updates are sent too quickly. The standard rate limit for these updates is usually 20Hz, whereas the physics thread in AC runs at 333Hz most of the time. So far I assumed that this rate limiting is taken care of internally by CSP, but that might not be the case. So I guess one more thing I can try in the next update is implementing a rate limit for the vibration updates myself.
 
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From my experience it can cause very similar issues if the vibration updates are sent too quickly. The standard rate limit for these updates is usually 20Hz, whereas the physics thread in AC runs at 333Hz most of the time. So far I assumed that this rate limiting is taken care of internally by CSP, but that might not be the case. So I guess one more thing I can try in the next update is implementing a rate limit for the vibration updates myself.
I tried adding a cusom timer/delay for the vibration updates , it did not seem to help much(i might have either done something wrong or the issue might lie elsewhere).
So as an alternative, i tried commenting out the whole if block for the vibration settings in the extras lua. this seems to give me back the default ac vibration (idk. maybe the default script and the AGA script were both trying to set the vibration at the same time and this is what caused the issue?). though it's not the greatest, it's better than not having anything at all. looking at all the logic that's added for the vibration, it's a shame to be missing out on that but this seems like a working alternative for third party controller vibrations until a proper fix for this in the future updates.
 
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Hello! I just wanted to say that your creation has made my experience a lot more enjoyable. However, I’m facing a minor issue: the controller vibration isn’t working. I’m not sure if it’s because I’m using a controller that isn’t a PS/Xbox one. It vibrates fine without using GamepadFX, so if there’s a workaround for this, it would be much appreciated. Thanks!
 
Hello! I just wanted to say that your creation has made my experience a lot more enjoyable. However, I’m facing a minor issue: the controller vibration isn’t working. I’m not sure if it’s because I’m using a controller that isn’t a PS/Xbox one. It vibrates fine without using GamepadFX, so if there’s a workaround for this, it would be much appreciated. Thanks!

Have you tried turning the rumble back on in the extra settings menu? It's disabled by default when you first install the mod.
But some people with 3rd party controllers are having issues with vibrations now anyway, so no guarantees. But I'm trying to work out a fix.
 
Do I need to change the controller settings in Content Manager (or the base game) for this to work optimally? Cause when I activate the assist I cannot turn the wheel fully. Which makes me not being able to take the corners good at all... I notice I do not steer as fast and not fully when speeding.
Right now I have controller settings in CM as follows: Speed sensitivity: 70%, Steering speed: 1%, Steering gamma: 140%, Steering filter 5%, Steering deadzone: 12%, Rumble effects: 70%.
 
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Do I need to change the controller settings in Content Manager (or the base game) for this to work optimally? Cause when I activate the assist I cannot turn the wheel fully. Which makes me not being able to take the corners good at all... I notice I do not steer as fast and not fully when speeding.
Right now I have controller settings in CM as follows: Speed sensitivity: 70%, Steering speed: 1%, Steering gamma: 140%, Steering filter 5%, Steering deadzone: 12%, Rumble effects: 70%.

Yeah this maps your inputs to the ideal steering amount, that's basically the whole point. Any game that drives well on controller does that. Otherwise if you steered more then you'd be pushing the front tires over their limit and getting understeer.
You can keep an eye on the grip usage of the front tires if you set the graphs to live, it should be around 90-100% when you give max steering input in a corner. That's the range that makes the car corner the best, and going too much over 100% will just give you understeer.
The settings in CM either don't matter or the ones that do can also be adjusted from the app, as explained on the landing page.
 
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