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I find it difficult to believe that SMS intended for PS4 wheel users not to be able to navigate menus using the DS4, but strangely this seems to be the case. How would PC users feel if everytime they plugged in their wheels, their keyboard & mouse were deactivated! Yet this is exactly what us PS4 porpers are having to put up with. It's making the PS4 version feel a little thoughtless imo. This is especially frustrating for Gran Turismo players who've always been able to use both wheel & joypad simultaneously.
Hopefully SMS will see the feedback from the community in the poll & make the needed changes (Project CARS forum thread here).
Apparently you can do this in The Crew, so it is possible on PS4.
EDIT: We have had responses from Richard Steer (User Interface Programmer) & Stephan Viljoen (Game Director/Designer) over at SMS;
Thanks to Richard & Stephan for responding to the issue. If you have anything further to add, then I suggest that you do so respectfully in the thread on the Project CARS forum.
EDIT: This issue will be resolved in Patch 2.0:
Thank you very much indeed SMS!
👍
There are also a lot of things the game simply doesn't allow you to do with the wheel alone. You can't scroll things that require the right analog stick to scroll, like I can't even see some of the lap times the during practice and qualifying because I can't scroll up and down that list. You also can't take photos because you can't move the camera around without the analog sticks.
Hopefully SMS will see the feedback from the community in the poll & make the needed changes (Project CARS forum thread here).
Apparently you can do this in The Crew, so it is possible on PS4.
EDIT: We have had responses from Richard Steer (User Interface Programmer) & Stephan Viljoen (Game Director/Designer) over at SMS;
Yes, it is possible to manage multiple controllers in different contexts, where some keypress on some controller might interfere with another, and handle some kind of hierarchy of input focus, there are many complications to do with how the active controller binds to the OS, and what happens when various controllers are plugged in or unplugged at different times - honestly if I gave you all the details you'd be here for days. And if we were a mature product such as the ones mentioned elsewhere in this thread, which have had vastly more man hours of design and coding time to fine tune and fix these issues, then we would have the setup that you expect. But this is a first generation product. It is shiny new just off the factory floor.
Multiple input controller handling for an interface system fundamentally designed for single input, non hierarchical, focus lead input, on a brand new platform with a new API, for an unreleased title, is NOT 'basic'.
To back up Richard here, it has been on our radar for a good while, from before release, but had to be prioritized for post release. It's not a simple flick-a-switch and it works, as Richard explained very clearly.
As I thought, this issue is already logged on our bug database. I will update the bug report with a link to this thread, so if anyone has any further information they would like to add, do so here and it will be available to the coder who fixes this - likely to be JamesB as he specialises in controller issues; though it could be me if it comes more under GUI specific code.
I will also add in the notes that the task priority needs looking at, given the discussions here!
Thanks to Richard & Stephan for responding to the issue. If you have anything further to add, then I suggest that you do so respectfully in the thread on the Project CARS forum.
EDIT: This issue will be resolved in Patch 2.0:
Added support for the use of all active controllers for menu input. You can for example now use a steering wheel to race, and a gamepad to control the menus and photo mode..
Thank you very much indeed SMS!
👍
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