Advanced Gamepad Assist

Misc Advanced Gamepad Assist 1.5.4

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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%.
In game, open the app and use the author's preference preset (for other settings) and modify the steering rate and the target slip angle as per your preference. The steering rate is the speed at which the wheel moves and the keep the slip angle at 100% for full range. Optionally you can keep it more than 100% if you want to manually control against the understeer. You could also keep a negative value for the steering rate at speed which will make you steer fast when speeding, but it is easy to get unstable.
 
парни помогите пожалуйста срочно. Я играю на этом помощнике очень много времени ,у меня геймпад xbox siries x и когда я захожу поиграть у меня просто на R2 и L2 вибрация в настройках она не где не убирается везде все облазил помогите плиз
 
I really don't understand the vibration complaints.

Yes, the mod sets the default AC rumble to 0 when it's installed, but that doesn't mean you can't get it back. Just click the gear icon in the app for extra settings, and you can enable the default rumble there if you want it back.
You can also turn off the trigger vibrations in the same menu if you have issues with it or something.
If both trigger vibration sliders are at 0, the code will literally not even touch the vibration API, so there should be absolutely no difference compared to not using any Gamepad FX.
Also, I did manage to dig up an old knockoff Xbox controller I used to use, and that one actually shows the issue of a very faint but constant vibration. However, it does the exact same thing with Gamepad FX completely disabled as well, so this is a problem with either AC or CSP, not with my script.

Beyond this I'm really not sure what to make of the complaints. But if anyone has any further insights, let me know.
 
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Бро я менял Gamepade FX и как раз таки нету вибрации ,я пробовал через файлы выключить и не получилось ,через шестеренку я тоже пробовал ,там все выключено я прошу помочь мне так как это очень противно когда нажимаешь газ идет большая вибрация

If your problem is not having rumble then turn it on in the control settings in CSP. At least if I understand this right through google translate.
 
Is there any way you can make a version of this for ACC ?

I don't think ACC allows for mods like this.
Also, ACC already has good enough controller support, it's just a bit hard to set up because the settings for it make no sense. But once you figure out how their settings work, it's possible to make it work well enough.
 
I'm trying to figure out the best settings for rally cars. I'm struggling with it's countersteering, the car always trying to correcting the steer to get the car in straight, even though I've already set the related settings to low or zero. I always lose the momentum while trying to drift/slides on corners. Any idea what's the best settings for rally cars? The drift preset is also always correcting the car on rally cars.
 
I'm trying to figure out the best settings for rally cars. I'm struggling with it's countersteering, the car always trying to correcting the steer to get the car in straight, even though I've already set the related settings to low or zero. I always lose the momentum while trying to drift/slides on corners. Any idea what's the best settings for rally cars? The drift preset is also always correcting the car on rally cars.

It shouldn't correct slides if you set both the max angle and damping to 0.
The drift preset is more for drifting on asphalt, so that won't really work.
In the future I might add a mode that changes the steering based on the surface type, so it would adapt to rally situations better. But I don't have the beta version of CSP with the new offroad physics, so that will have to wait until that stuff is released.
 
It shouldn't correct slides if you set both the max angle and damping to 0.
The drift preset is more for drifting on asphalt, so that won't really work.
In the future I might add a mode that changes the steering based on the surface type, so it would adapt to rally situations better. But I don't have the beta version of CSP with the new offroad physics, so that will have to wait until that stuff is released.
ooh oki doki. No problem, the thing is that apparently it occurs not on all cars. Also, it's a bit better response on the latest version. Few days ago I'm still using the earlier 1.5.1. I reckon that it's not the app that has issue, more like the cars, mate.
Thanks a bunch!
 
is this compatible with PS4 controller?? i´ve been trying for several hours even watched youtube videos and still couldn´t make it work, the content manager detects the controller but i enter a track and nothing works, i cant accelerate neither brake or move the camera. Hopefully it´s me and not that it isn´t compatible with PS4 controllers.
Cheers
 
is this compatible with PS4 controller?? i´ve been trying for several hours even watched youtube videos and still couldn´t make it work, the content manager detects the controller but i enter a track and nothing works, i cant accelerate neither brake or move the camera. Hopefully it´s me and not that it isn´t compatible with PS4 controllers.
Cheers

Yeah it should work fine. Maybe something isn't set up right, like could be Steam input or ds4windows or something. Also check if the input method is set to gamepad in the control settings.
 
I really love your mod, especially the impulse trigger support. Could you please also support trigger feedback for dualsense controller, just like the "Gyrosteer" script does?
 
Hi Adam, first off like I said in my review : amazing work !

Maybe you should get hired by some of those game devs to help them out... I have been playing sims since it is a thing, all those years on gamepad exclusively, so I have countless hours of experience (just looking at Steam alone, way over 5000 hours all titles combined, not counting any non-Steam game), so I hope my feedback will mean something. :)

Having said that though, I have just put a couple of hours in the game today using your script and I do have some questions/queries.
  • Is there any way to use the script and only have the haptic triggers active without any other feature ?
  • Similarly to a user above I am struggling a bit with the self-steering, I find the script to do mini-correction mid corner still with settings in the self-steering section set to 0. Should I also adjust the counter steer and target slip angle ? (i.e. I don't want the script to alter my inputs, but keep the self-centering on stick release)
  • What is the exact meaning of the values from the Steering rate at speed ? "Usually", with quotes, speed linearity or steering rate at higher speed is expressed in % from the normal rang going from 0 to 100. For example a slider set at 68% means you get 68% of the normal input at higher speed. Does it mean your script add more rate when it is set at +10% rather than reducing ?
  • Request 1 : is there a way for you to add an option to limit the steering range of the stick ? For instance in ACC I limit my stick range to 80% via Steam Input and use a secondary layout that I activate via the press of a button if I ever need 100% (useful for sensitive cars like for instance a Porsche). Rennsport is offering a similar feature built-in as well. As we need to disable SteamInput for your script to offer haptic triggers I lose this functionality in AC.
  • Request 2 : if you ever played RaceRoom you might know it is a very well thought sim for gamepad users. There is a functionality that I do not find in other games which is what they call "analog sectors". The jist of it is to have different sensitivity/damping tied to the input level, in other word if you move your stick 10% it will reach that value at a different speed than if you move it to 80%. Do you think that is something feasable within your script ?
Again thank you for your work, looking forward to your response.
Cheers !
 
Hi Adam, first off like I said in my review : amazing work !

Maybe you should get hired by some of those game devs to help them out... I have been playing sims since it is a thing, all those years on gamepad exclusively, so I have countless hours of experience (just looking at Steam alone, way over 5000 hours all titles combined, not counting any non-Steam game), so I hope my feedback will mean something. :)

Having said that though, I have just put a couple of hours in the game today using your script and I do have some questions/queries.
  • Is there any way to use the script and only have the haptic triggers active without any other feature ?
  • Similarly to a user above I am struggling a bit with the self-steering, I find the script to do mini-correction mid corner still with settings in the self-steering section set to 0. Should I also adjust the counter steer and target slip angle ? (i.e. I don't want the script to alter my inputs, but keep the self-centering on stick release)
  • What is the exact meaning of the values from the Steering rate at speed ? "Usually", with quotes, speed linearity or steering rate at higher speed is expressed in % from the normal rang going from 0 to 100. For example a slider set at 68% means you get 68% of the normal input at higher speed. Does it mean your script add more rate when it is set at +10% rather than reducing ?
  • Request 1 : is there a way for you to add an option to limit the steering range of the stick ? For instance in ACC I limit my stick range to 80% via Steam Input and use a secondary layout that I activate via the press of a button if I ever need 100% (useful for sensitive cars like for instance a Porsche). Rennsport is offering a similar feature built-in as well. As we need to disable SteamInput for your script to offer haptic triggers I lose this functionality in AC.
  • Request 2 : if you ever played RaceRoom you might know it is a very well thought sim for gamepad users. There is a functionality that I do not find in other games which is what they call "analog sectors". The jist of it is to have different sensitivity/damping tied to the input level, in other word if you move your stick 10% it will reach that value at a different speed than if you move it to 80%. Do you think that is something feasable within your script ?
Again thank you for your work, looking forward to your response.
Cheers !

You can't have only the vibrations unfortunately, the rest needs to be enabled as well. I've been thinking about adding on/off toggles for different parts of the assist, but I'm not sure yet.

The adjustments mid-corner come from how the steering limit works. In other sims it's usually just a speed-based curve that limits your steering more the faster you go. With my mod the input is mapped to the peak slip angle of the front tires. So 100% input means the front wheels will use 100% of their peak slip angle (or whatever % you have the setting at). Since slip angle is relative to the direction the wheels are traveling in, this will naturally follow changes in the angle of the car (even small ones caused by bumps). Basically instead of your input being treated as a certain steering angle, it is interpreted as you asking for a certain % of the available grip, which the script will then do its best to deliver. You can think of it as being similar to doing small adjustments on a wheel in order to feel out where the best grip is. This is separate from my self-steer option, but it can result in a similar behavior at smaller angles. You can limit the extent to which it tries to follow the travel direction if you lower the dynamic limit reduction setting though, that might be closer to what you want.

The "steering rate at speed" setting at 0% will mean that it always takes the same amount of time to go from 0 to whatever the current steering limit is. Since the steering limit is lower at higher speeds, this means the steering naturally slows down, but again, it will always reach the limit in the same amount of time. If you set this to 100% then this effect is more or less compensated for, meaning the steering will stay the same absolute speed instead, hence reaching the limit much quicker whenever the limit is lower.

Changing the input range might make sense in other sims, since their steering limit is usually just a speed-based curve that might not fit every car equally. But like I explained earlier, my mod always takes into account the actual grip limit of the tires to determine the steering limit, so you don't need to manage the input range yourself. But you can adjust the slip angle target if you want.

As for analog sectors, I don't think they are a good way to set things up. They just add extra complexity for something that is quite strange to begin with. Plus I'm not sure if I want to add something that only a few advanced users want, because it might end up being overwhelming for people who just want to install the mod and drive a car.
 
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Thank you for your comprehensive and quick response, much appreciated and I do understand your point of view. Keep up the good work, the mod is amazing regardless.

One thing I sometimes find useful when trying to get a feel for the steering is to use a view that doesn't show the steering wheel. Either the dashboard view or just hiding the steering wheel in AC's settings. This lets you focus more on how your inputs make the car move, rather than the steering wheel rotation grabbing your attention. Most of the time I still play with the wheel visible, but this can be useful for getting a feel for settings and such.
 
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