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Do you think there might be complications, implementing this feature?
Maybe. There is a speed=sensitivity function in the game, to allow for accurate steering across different driving speeds.
I assume this 360 degree of enabled input would not conflict with that, only add extra double accuracy.
But maybe the feature will have to come with an option enable disable or adjust the speed=sensitivity function. The amount of steering available depending on speed.
But other than that, its simple.
In an fps game you can turn the camera to any direction, 360 degrees. Simply apply that to the steering wheel. and you have 360 degree of steering.
What is even extra good is that the f1 cars already by their very nature have 360 degree steering. A roadcar would have 900 degree. But 360 is a perfect for f1 or f2.
So in that sense I simply see allot of compatibility of this feature with this game. I highly doubt it will be difficult to design a functional 360 degree steering.
Altho at the bottom max degree of steering, there might be a conflict between left and right. They could either add a deadzone to make it 350 degree, or simply code it to not be possible to cross the 180 degree limit from left to right or from right to left.
Yeah the bottom left and bottom right will have to be seperated by some artificial blockage when accidentally going over the limit, like 181 degrees to the left becoming 179 degrees to the right. There would have to be some two way barrier that limits oversteering from crossing the border.
Yeah like a mandatory neutral before allowing change of direction?
Nah, that doesnt seem logical. You gotta think about easy engineering.
When the Y-axis has a negative value, the x axis is not allowed to move from negative to positive value, or from positive to negative value.
And when the Y-axis has a positive value. The x-axis is allowed to change from positive to negative or from negative to positive.
That way you have full 360 degrees of freedom with a blockage or lock at the max steering, bottom left/right.
Yes that is genius! So logical.
Y=180, X=0 neutral and positive value of Y allows X to change from positive or negative value.
to the left anti clockwise.
Y=179, X=-1
Y=0, X=-180 halfway left
Y=-1, X=-179
Y=-179, X=-1
Y=-180, X=0 full left
Y=-179, X=+1 limitted to x=0 or -1 because y has a negative value (the change of x to positive value when Y is negative, is blocked or limitted to X=0 or X=-1)
Maybe limit both to 179 for total of 358 degrees.
Indeed
I am by no means an expert. but it seems logical. Otherwise just copy fps game camera coding and use it for steering application.
Y=0, X=-180 half left
Y=-1, X=-179 more than half left
Y=+1, X=-179 less than half left.
No transitional issues on 90 degree left or right. It can easily go further or retreat to more or less steering.
The only issue is bottom max Y=negative values. 180 degree lock. when X=0 and Y=-180. Has to block X values from crossing/transitioning state(positive/negative). So Y=-179 and X=+1 has to be blocked somehow when steering left.
So if Y is negative X cannot change between positive or negative values. Otherwise it would go from max left to instant max right by accident.
What about the inaccurate values?
For example X=-50 and Y=65
Or the almost accurate values. As we cannot assume that all thumbsticks on all gamepads are accurate to produce precise values around the outer edges of the thumbstick.
@ivun3
Why cant I reply anymore?EDIT:
Yes HAHA! Your post was also deleted right after you added calcules. Oh man! We are trying to post a way to calculate/convert thumbstick input to steering degrees! Please let us post the actual math?
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