Grass sliding with analog acceleration?
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Grass sliding with analog acceleration?
Is it possible to do this trick in Stadium using analog acceleration? The problem I'm having is that with digital acceleration and brake, holding both buttons has you both accelerating and braking. With analog, holding both triggers has you doing neither of those, so you don't slide. There's also the problem of using digital brakes causing the game to not register analog acceleration, which is also really annoying. Help, please?
Re: Grass sliding with analog acceleration?
Hi, I don't know much about it, but I have a friend who runs a grass slide server. I'm asking him about it. I'll let you know what I find out.
Former QC Manager at Ubisoft Nadeo.
My tracks on: Mania Exchange (TM2) | TrackMania Exchange (TMUF)
For the devs: Ryzen 7 1800X / 32GB RAM / GTX 1080 (477.22) @ 3840x2160 / Win10 64bit
My tracks on: Mania Exchange (TM2) | TrackMania Exchange (TMUF)
For the devs: Ryzen 7 1800X / 32GB RAM / GTX 1080 (477.22) @ 3840x2160 / Win10 64bit
Re: Grass sliding with analog acceleration?
Thank you, but I'm actually thinking that this is something more for the developers to know about, who can change how the game handles analog accelerating so that you can use digital controls at the same time as analog, or so that holding both the analog accelerate and brake triggers will have you both brake and accelerate.eyebo wrote:Hi, I don't know much about it, but I have a friend who runs a grass slide server. I'm asking him about it. I'll let you know what I find out.
Re: Grass sliding with analog acceleration?
To be honest, I didn't think analog acceleration truly existed in TM. Yes, there's an option for it, but whenever I've tried using it, the accelerator seems to activate suddenly at a certain point and go full throttle. There doesn't seem to be a curve to the acceleration like you would expect in a normal car or in a racing sim. So in that sense, it offers no real advantage over simply using a button for your accelerator.
Your issue is in regards to using the analog accelerator and brakes at the same time, which seems to be causing some issue. That is indeed a question for the devs. What controller do you use?
Your issue is in regards to using the analog accelerator and brakes at the same time, which seems to be causing some issue. That is indeed a question for the devs. What controller do you use?
Former QC Manager at Ubisoft Nadeo.
My tracks on: Mania Exchange (TM2) | TrackMania Exchange (TMUF)
For the devs: Ryzen 7 1800X / 32GB RAM / GTX 1080 (477.22) @ 3840x2160 / Win10 64bit
My tracks on: Mania Exchange (TM2) | TrackMania Exchange (TMUF)
For the devs: Ryzen 7 1800X / 32GB RAM / GTX 1080 (477.22) @ 3840x2160 / Win10 64bit
Re: Grass sliding with analog acceleration?
I'm using a "HORI FPS Assault Pad." I think my computer just treats it like a normal 360 controller. I know that the analog acceleration doesn't have much of a curve, it's very weird. For me, it's jut because holding down the triggers on my controller is way more comfortable than holding down the bumpers or face buttons. I also think I understand part of the issue happens, kinda.
I tested this with a regular 360 controller, it also has the same issue. Even in TMU.
I tested this with a regular 360 controller, it also has the same issue. Even in TMU.
Re: Grass sliding with analog acceleration?
it is really strange, maybe with xpadder to help, but that's really specific (no analaog acceleration)
and if I read MouldyK, does not the wheel support separation of axis brought you a solution for this?
and if I read MouldyK, does not the wheel support separation of axis brought you a solution for this?
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