@kutyafal - I think what you are asking for can already be done by using my first code example, not the stalk one.
That way you would use [ ] like you have been:
Turn Left = Quick flick & centre - Games 'auto cancel' will turn it off or you'd have to do another quick flick to manually do it.
Comfort Left = Flick all the way to the permanent position and then back to centre - The code will cancel it after 2 seconds.
Turn Right = Quick flick & centre - Games 'auto cancel' will turn it off or you'd have to do another quick flick to manually do it.
Comfort Right = Flick all the way to the permanent position and then back to centre - The code will cancel it after 2 seconds.
Note:
'Quick flick' should be < 0.5 seconds (490 in code).
'Long flick' should be > 0.5 seconds (500 in code).
You can change those values, if required, to suit the time it takes to move the stalk rather than just pressing a button.
I don't use extra software but from what you describe it seems that you'll have to keep using it to output [ ].
Usually when you plug in a usb device its detected by the game and is available in the drop down at the top of controls menu and then it would appear in the controls.sii file:
config_lines[2]: "device joy `di8.'{D4625940-F711-11E8-8001-444553540000}|{028E045E-0000-0000-0000-504944564944}'`" <-- xbox360
config_lines[3]: "device ui_joy ``"
config_lines[4]: "device phys_mouse ``"
config_lines[5]: "device joy2 ``" <-- another device etc
config_lines[6]: "device joy3 ``"
config_lines[7]: "device joy4 ``"
config_lines[8]: "device joy5 ``"
config_lines[9]: "device joy6 ``"
Then each device would have its usable buttons as 'joy2.b1?0', 'joy4.b8?0' etc
If your stalk can be detected by the game then it would probably be, for example, 'joy2.b1?0' & 'joy2.b2?0'
Where to find the controls.sii info --> https://modding.scssoft.com/wiki/Docume ... ration#Mix
Note: It's just basic, you have to be creative to join functions together to suit your requirements.
How I make changes:
Open the controls.sii file with notepad.
Edit the mix lines to suit the function I'm trying to create.
Save but don't close the file.
Load game and at the launch menu open the console and check there's no RED text which would highlight a problem with one or more of the lines last edited - Exit game and re-check the controls.sii file and repeat.
Once at the driving screen, test your functions.
Note: Keeping the controls.sii open will prevent the game from resetting it, if it encountered an error - See the bottom of the first post for more error info.
Example:
"mix lblinker `long_press(keyboard.lbracket?0, 600 | semantical.lblinker?0`" <-- Wrong, RED text warning, missing ')'.
"mix lblinker `long_press(keyboard.lbracket?0, 600) | semantical.lblinker?0`" <-- correct, no warning in console.
You can't comment things out and it's really easy to get the syntax wrong or miss a bracket etc.
Controls.sii file changes to enhance the trucking experience. First post Updated 20/02/2025
Re: Controls.sii file changes to enhance the trucking experience. First post Updated 20/02/2025
multimon_config.sii files: viewtopic.php?p=17658#p17658
controls.sii edits: viewtopic.php?p=24744#p24744
Driving Enhancements: viewtopic.php?p=67254#p67254
TrackIR Driving Enhancements: viewtopic.php?p=46613#p46613
controls.sii edits: viewtopic.php?p=24744#p24744
Driving Enhancements: viewtopic.php?p=67254#p67254
TrackIR Driving Enhancements: viewtopic.php?p=46613#p46613