As far as i know, the game can't distinguish between normal brake/accel and analogue brake/accel. At least i think this was the case when i tried it in the past.YotaXP wrote:I would like separate analog accel and breaking myself. That's how I'm used to playing most racing games, and I seems to have difficulty drifting without it. (My fault, surely.)
I actually have a custom 360 driver that separates LT and RT, however the game doesn't have separate options for analog accel and breaking, rendering it useless.
TM2 controller support?
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Re: TM2 controller support?
- Knutselmaaster
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Re: TM2 controller support?
Indeed, even if you set it up, it will react as on/off in tm1.
- Trackmaniack
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Re: TM2 controller support?
But how's it going to be in TM2? Is there going to be analog support?
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Re: TM2 controller support?
No information about this till now. But i'll highly doubt it, because then you won't get the mentioned equality between kb and pad.Trackmaniack wrote:But how's it going to be in TM2? Is there going to be analog support?
- Mac_Matrix
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Re: TM2 controller support?
Well, Trackmania has always been to me a fairly arcade racer, and since I 'grew up' in the game series on Nations (Stadium) I learned to drive the car with digital input. I actually use two separate controllers for Trackmania; a beaten up PS2 controller for Stadium, and a 360 controller for everything else - the PS2 pad for the D-pad digital input, as Stadium isn't reliant on analog steering at all as the steering angle of the car is very low.YotaXP wrote:I would like separate analog accel and breaking myself. That's how I'm used to playing most racing games, and I seems to have difficulty drifting without it. (My fault, surely.)Mac_Matrix wrote:So long as they setup support for XBox 360 controllers (so the game recognises LT and RT as separate instead as a single slider as Windows defaults ¬_¬) properly, I won't have any issues.
Simply being able to hold LT and RT down and have the game recognise two separate inputs would be most appreciated. Not for analog acceleration/brake, because I use LB and RB for accelerating/braking ... just for camera changes.
I actually have a custom 360 driver that separates LT and RT, however the game doesn't have separate options for analog accel and breaking, rendering it useless.
I'm not saying I don't know how to drive with analog acceleration input; I also grew up on a lot of simulation racers (such as Gran Turismo) and I play Shift 2 and Grid on a regular basis. Whilst maybe having analog acceleration would be useful for correcting certain mistakes in Trackmania, you have to bear in mind that Trackmania itself isn't in the same genre as these other games - games which really require you to use a control pad or a steering wheel. Trackmania is a game designed for someone to play with a keyboard, and really allowing people to use analog acceleration input would create a huge rift between the casual or low-end player (who maybe can't afford or doesn't want to buy the equipment) and the more dedicated players. The difference in ability with analog steering (with regards to TMS and TMO environments) is big enough as it is.
I'm not trying to gripe here and I apologise for the essay but I just wanted to explain my view on it. I personally see no use for analog acceleration controls in TM2; they would unbalance the game. As far as I'm aware, that's something Nadeo want to avoid.

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As for the drivers ... yes, analog acceleration doesn't work, but you can set them to digital acceleration and brake. Are those drivers 64-bit (rather, would they work on Windows 7 64-bit?) I've failed to find any working tools to get around the LT/RT trigger issue (it's a problem for me even on Nitro Stunt Racing :/)
Re: TM2 controller support?
No matter what method... I only hope that it's a bit more functional like TMN-, rather than like TMU+. I still get incredibly frustrated calibrating my controller constantly for TMF (PS2 controller via adapter, btw), having to tweak the deadzone and steering acceleration in order to drive straight even though I use the d-pad for steering with analog entirely disabled. The only reliable method I've found is using XPadder to re-map the controller buttons to keyboard keys, which is an incredible inconvenience.
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