Disable input from other controllers



  • Hello, is there a way to disable input from joysticks and wheels in the game?
    i have a steering wheel connected, and when i start playing, my character constantly spins. i have to disconnect the wheel in order to play normally.

    Please fix this :)



  • Either You can Unplug it,<br /> or You can, <br />(if you think you know what you are doing)<br /> erase all the Xbox Controls from the Engine Config-BaseInput , <br />or maybe put (a) infront of Xbox controls- it says in config.<br /><br />Save a virgin copy of Engine Config-BaseInput to your Desktop first.<br /><br />Mines at PF/steam/steamapps/common/chivarly/engine /config<br /><br />Hit Control F, search for XBOX-Delete<br /><br /><br />It would be nice to have disable XBOX joystick support like Valve games (One button) for Users playing with Custom Controller Users.<br /><br />If you have the other controllers mapped to Keyboard buttons the game picks up the XBOX Config and messes up your controls with double inputs. <br /><br />1. Like cant run Forward when you hit W- you stop<br />2. Use A/D on Control makes You look up/down.<br /><br />EtC.<br /><br />I will post a XBOX Free Config soon, been to busy playing.<br /><br />Engine Config-BaseInput <br />(XBOX-less Edition)<br />–-------------------------<br />[Engine.PlayerInput]<br />MoveForwardSpeed=1200<br />MoveStrafeSpeed=1200<br />LookRightScale=300<br />LookUpScale=-250<br />MouseSensitivity=60.0<br />DoubleClickTime=0.250000<br />bEnableMouseSmoothing=false<br />; –- General bindings<br />Bindings=(Name=“Fire”,Command=“Button bFire | StartFire | OnRelease StopFire”)<br />Bindings=(Name=“AltFire”,Command=“StartAltFire | OnRelease StopAltFire”)<br />Bindings=(Name=“MoveForward”,Command=“Axis aBaseY Speed=1.0”)<br />Bindings=(Name=“MoveBackward”,Command=“Axis aBaseY Speed=-1.0”)<br />Bindings=(Name=“TurnLeft”,Command=“Axis aBaseX Speed=-200.0 AbsoluteAxis=100”)<br />Bindings=(Name=“TurnRight”,Command=“Axis aBaseX Speed=+200.0 AbsoluteAxis=100”)<br />Bindings=(Name=“StrafeLeft”,Command=“Axis aStrafe Speed=-1.0”)<br />Bindings=(Name=“StrafeRight”,Command=“Axis aStrafe Speed=+1.0”)<br />Bindings=(Name=“Jump”,Command=“Jump | Axis aUp Speed=+1.0 AbsoluteAxis=100”)<br />Bindings=(Name=“Duck”,Command=“Button bDuck | Axis aUp Speed=-1.0 AbsoluteAxis=100”)<br />Bindings=(Name=“Look”,Command=“Button bLook”)<br />Bindings=(Name=“Pause”,Command=“Pause”)<br />Bindings=(Name=“LookToggle”,Command=“Toggle bLook”)<br />Bindings=(Name=“LookUp”,Command=“Axis aLookUp Speed=+25.0 AbsoluteAxis=100”)<br />Bindings=(Name=“LookDown”,Command=“Axis aLookUp Speed=-25.0 AbsoluteAxis=100”)<br />Bindings=(Name=“CenterView”,Command=“Button bSnapLevel”)<br />Bindings=(Name=“Walking”,Command=“Button bRun”)<br />Bindings=(Name=“Strafe”,Command=“Button bStrafe”)<br />Bindings=(Name=“NextWeapon”,Command=“NextWeapon”)<br />Bindings=(Name=“ViewTeam”,Command=“ViewClass Pawn”)<br />Bindings=(Name=“TurnToNearest”,Command=“Button bTurnToNearest”)<br />Bindings=(Name=“Turn180”,Command=“Button bTurn180”)<br />Bindings=(Name=“W”,Command=“MoveForward”)<br />Bindings=(Name=“S”,Command=“MoveBackward”)<br />Bindings=(Name=“A”,Command=“StrafeLeft”)<br />Bindings=(Name=“D”,Command=“StrafeRight”)<br />Bindings=(Name=“F”,Command=“FreezeRendering”)<br />Bindings=(Name=“MouseX”,Command=“Count bXAxis | Axis aMouseX”)<br />Bindings=(Name=“MouseY”,Command=“Count bYAxis | Axis aMouseY”)<br />Bindings=(Name=“LeftMouseButton”,Command=“Fire”)<br />Bindings=(Name=“RightMouseButton”,Command=“AltFire”)<br />Bindings=(Name=“LeftControl”,Command=“Jump”)<br />Bindings=(Name=“SpaceBar”,Command=“Jump”)<br />Bindings=(Name=“BackSpace”,Command=“Jump”)<br />Bindings=(Name=“Escape”,Command=“CloseEditorViewport | onrelease ShowMenu”)<br />Bindings=(Name=“E”,Command=“Use”)<br />Bindings=(Name=“MouseScrollUp”,Command=“PrevWeapon”)<br />Bindings=(Name=“MouseScrollDown”,Command=“NextWeapon”)<br />Bindings=(Name=“C”,Command=“DoDuck”)<br />Bindings=(Name=“P”,Command=“TogglePhysicsMode”)<br />Bindings=(Name=“B”,Command=“ToggleSpeaking true | OnRelease ToggleSpeaking false”)<br />Bindings=(Name=“T”,Command=“Talk”)<br />Bindings=(Name=“Y”,Command=“TeamTalk”)<br />Bindings=(Name=“Up”,Command=“MoveForward”)<br />Bindings=(Name=“Down”,Command=“MoveBackward”)<br />Bindings=(Name=“Left”,Command=“TurnLeft”)<br />Bindings=(Name=“Right”,Command=“TurnRight”)<br />Bindings=(Name=“LeftShift”,Command=“Walking”)<br />Bindings=(Command=“RECOMPILESHADERS CHANGED”,Name=Period,Control=True,Shift=True)<br />; — Camera binds<br />Bindings=(Name=“Delete”,Command=“Camera Default”)<br />Bindings=(Name=“End”,Command=“Camera FirstPerson”)<br />Bindings=(Name=“PageDown”,Command=“Camera ThirdPerson”)<br />Bindings=(Name=“PageUp”,Command=“Camera Fixed”)<br />Bindings=(Name=“Home”,Command=“Camera FixedTracking”)<br />Bindings=(Name=“Insert”,Command=“Camera FreeCam”)<br />Bindings=(Name=“R”,Command=“STARTMOVIECAPTURE”,Alt=True)<br />Bindings=(Name=“R”,Command=“STOPMOVIECAPTURE”,Shift=True)<br /><br />[GameFramework.DebugCameraInput]<br />Bindings=(Name=“MoveUp”,Command=“Axis aUp Speed=1.0”)<br />Bindings=(Name=“MoveDown”,Command=“Axis aUp Speed=-1.0”)<br />Bindings=(Name=“MoveForward”,Command=“Axis aBaseY Speed=1.0”)<br />Bindings=(Name=“MoveBackward”,Command=“Axis aBaseY Speed=-1.0”)<br />Bindings=(Name=“TurnLeft”,Command=“Axis aBaseX Speed=-200.0 AbsoluteAxis=100”)<br />Bindings=(Name=“TurnRight”,Command=“Axis aBaseX Speed=+200.0 AbsoluteAxis=100”)<br />Bindings=(Name=“StrafeLeft”,Command=“Axis aStrafe Speed=-1.0”)<br />Bindings=(Name=“StrafeRight”,Command=“Axis aStrafe Speed=+1.0”)<br />Bindings=(Name=“Q”,Command=“MoveDown”)<br />Bindings=(Name=“E”,Command=“MoveUp”)<br />Bindings=(Name=“W”,Command=“MoveForward”)<br />Bindings=(Name=“S”,Command=“MoveBackward”)<br />Bindings=(Name=“A”,Command=“StrafeLeft”)<br />Bindings=(Name=“D”,Command=“StrafeRight”)<br />Bindings=(Name=“F”,Command=“FreezeRendering”)<br />Bindings=(Name=“MouseX”,Command=“Count bXAxis | Axis aMouseX”)<br />Bindings=(Name=“MouseY”,Command=“Count bYAxis | Axis aMouseY”)<br />Bindings=(Name=“Left”,Command=“TurnLeft”)<br />Bindings=(Name=“Right”,Command=“TurnRight”)<br />Bindings=(Name=“c”,Command=“ToggleDebugCamera”,Control=False,Shift=False,Alt=True)<br />Bindings=(Name=“LeftShift”,Command=“MoreSpeed | OnRelease NormalSpeed”,Control=False,Shift=False,Alt=False)<br /><br />[UnrealEd.EditorViewportInput]<br />Bindings=(Command=“MODE WIDGETMODECYCLE”,Name=SpaceBar)<br />Bindings=(Command=“MODE WIDGETCOORDSYSTEMCYCLE”,Name=Tilde)<br />Bindings=(Command=“DELETE”,Name=Delete)<br />Bindings=(Command=“SELECT BUILDERBRUSH”,Name=F2)<br />Bindings=(Command=“EDCALLBACK SELECTEDPROPS”,Name=F4)<br />Bindings=(Command=“QUIT_EDITOR”,Name=F4,Alt=True)<br />Bindings=(Command=“EDCALLBACK SURFPROPS”,Name=F5)<br />Bindings=(Command=“EDCALLBACK LEVELPROPS”,Name=F6)<br />Bindings=(Command=“ACTOR SELECT ALL”,Name=A,Shift=True)<br />Bindings=(Command=“POLY SELECT MATCHING BRUSH”,Name=B,Shift=True)<br />Bindings=(Command=“POLY SELECT ADJACENT COPLANARS”,Name=C,Shift=True)<br />Bindings=(Command=“DUPLICATE”,Name=D,Shift=True)<br />Bindings=(Command=“ACTOR SELECT MATCHINGSTATICMESH”,Name=E,Shift=True)<br />Bindings=(Command=“POLY SELECT ADJACENT FLOORS”,Name=F,Shift=True)<br />Bindings=(Command=“EDCALLBACK FITTEXTURETOSURFACE”,Name=F,Control=True,Shift=True)<br />; Bindings=(Command=“POLY SELECT MATCHING GROUPS”,Name=G,Shift=True)<br />Bindings=(Command=“POLY SELECT MATCHING ITEMS”,Name=I,Shift=True)<br />Bindings=(Command=“POLY SELECT ADJACENT ALL”,Name=J,Shift=True)<br />Bindings=(Command=“POLY SELECT MEMORY SET”,Name=M,Shift=True)<br />Bindings=(Command=“ACTOR LEVELCURRENT”,Name=M)<br />Bindings=(Command=“ACTOR MOVETOCURRENT”,Name=M,Control=True)<br />Bindings=(Command=“SELECT NONE”,Name=N,Shift=True)<br />Bindings=(Command=“POLY SELECT MEMORY INTERSECT”,Name=O,Shift=True)<br />Bindings=(Command=“POLY SELECT REVERSE”,Name=Q,Shift=True)<br />Bindings=(Command=“POLY SELECT MEMORY RECALL”,Name=R,Shift=True)<br />Bindings=(Command=“POLY SELECT ALL”,Name=S,Shift=True)<br />Bindings=(Command=“POLY SELECT MATCHING TEXTURE”,Name=T,Shift=True)<br />Bindings=(Command=“POLY SELECT MEMORY UNION”,Name=U,Shift=True)<br />Bindings=(Command=“POLY SELECT ADJACENT WALLS”,Name=W,Shift=True)<br />Bindings=(Command=“POLY SELECT MEMORY XOR”,Name=X,Shift=True)<br />Bindings=(Command=“POLY SELECT ADJACENT SLANTS”,Name=Y,Shift=True)<br />Bindings=(Command=“ACTOR SELECT MATCHINGSTATICMESH ALLCLASSES”,Name=Z,Shift=True)<br />Bindings=(Command=“EDIT COPY”,Name=C,Control=True)<br />Bindings=(Command=“EDIT PASTE”,Name=V,Control=True)<br />Bindings=(Command=“DUPLICATE”,Name=W,Control=True)<br />Bindings=(Command=“EDIT CUT”,Name=X,Control=True)<br />Bindings=(Command=“TRANSACTION REDO”,Name=Y,Control=True)<br />Bindings=(Command=“TRANSACTION UNDO”,Name=Z,Control=True)<br />Bindings=(Command=“BRUSH ADD”,Name=A,Control=True)<br />Bindings=(Command=“BRUSH SUBTRACT”,Name=S,Control=True)<br />Bindings=(Command=“BRUSH FROM INTERSECTION”,Name=I,Control=True)<br />Bindings=(Command=“BRUSH FROM DEINTERSECTION”,Name=D,Control=True)<br />Bindings=(Command=“PREFAB SELECTACTORSINPREFABS”,Name=P,Shift=True)<br />Bindings=(Command=“ACTOR ALIGN SNAPTOFLOOR ALIGN=0”,Name=End)<br />Bindings=(Command=“ACTOR ALIGN MOVETOGRID”,Name=End,Control=True)<br />Bindings=(Command=“CAMERA ALIGN”,Name=Home)<br />Bindings=(Command=“CAMERA ALIGN ACTIVEVIEWPORTONLY”,Name=Home,Shift=True)<br />Bindings=(Command=“CAMERA ALIGN NEXT”,Name=Add)<br />Bindings=(Command=“CAMERA ALIGN NEXT”,Name=Equals,Shift=True)<br />Bindings=(Command=“CAMERA ALIGN PREVIOUS”,Name=Subtract)<br />Bindings=(Command=“CAMERA ALIGN PREVIOUS”,Name=Underscore,Shift=True)<br />Bindings=(Command=“MAP BRUSH GET”,Name=P,Control=True)<br />Bindings=(Command=“ACTOR FIND KISMET”,Name=K,Control=True)<br />Bindings=(Command=“ACTOR SELECT ALL FROMOBJ”,Name=A,Control=True,Shift=True)<br />Bindings=(Command=“ACTOR SYNCBROWSER”,Name=B,Control=True)<br />;Bindings=(Command=“ACTOR SYNCBROWSERTEXTURE”,Name=,Control=,Shift=,Alt=)<br />Bindings=(Command=“ACTOR SYNCBROWSERMATERIAL”,Name=B,Control=True,Shift=True)<br />;Bindings=(Command=“ACTOR SYNCBROWSERMATERIALINSTANCE”,Name=,Control=,Shift=,Alt=)<br />Bindings=(Command=“ACTOR DESELECT”,Name=Escape)<br />Bindings=(Command=“CTRLTAB SHIFTDOWN=FALSE”,Name=Tab,Control=True)<br />Bindings=(Command=“CTRLTAB SHIFTDOWN=TRUE”,Name=Tab,Control=True,Shift=True)<br />Bindings=(Command=“ACTOR LINKSELECTED”,Name=L,Control=True,Shift=True)<br />Bindings=(Command=“ACTOR UNLINKSELECTED”,Name=U,Control=True,Shift=True)<br />Bindings=(Command=“BUILDLIGHTING”,Name=Semicolon,Control=True,Shift=True)<br />Bindings=(Command=“RECOMPILESHADERS CHANGED”,Name=Period,Control=True,Shift=True)<br />Bindings=(Command=“ACTOR ATTACH”,Name=B,Alt=True)<br />Bindings=(Command=“ACTOR ADDTOATTACHEDITOR”,Name=A,Alt=True)<br />Bindings=(Command=“PARTICLE RESET SELECTED”,Name=Slash)<br />Bindings=(Command=“PARTICLE RESET ALL”,Name=Slash,Shift=True)<br />Bindings=(Command=“GROUPS REGROUP”,Name=G,Control=True)<br />Bindings=(Command=“GROUPS UNGROUP”,Name=G,Shift=True)<br />Bindings=(Command=“GROUPS TOGGLEMODE”,Name=G,Shift=True, Control=True)<br /><br />[UnrealEd.ObjectEditorViewportInput]<br />Bindings=(Command=“TRANSACTION REDO”,Name=Y,Control=True)<br />Bindings=(Command=“TRANSACTION REDO”,Name=Z,Control=True,Shift=True)<br />Bindings=(Command=“TRANSACTION UNDO”,Name=Z,Control=True)<br /><br />[Engine.Console]<br />ConsoleKey=Tilde<br />TypeKey=ScrollLock<br />MaxScrollbackSize=1024<br />HistoryBot=-1<br />ManualAutoCompleteList=(Command=“Exit”,Desc=“Exit (Exits the game)”)<br />ManualAutoCompleteList=(Command=“DebugCreatePlayer 1”,Desc="")<br />ManualAutoCompleteList=(Command=“FreezeAt”,Desc=“Locks the player view and rendering time.”)<br />ManualAutoCompleteList=(Command=“SSSwapControllers”,Desc="")<br />ManualAutoCompleteList=(Command=“Open”,Desc=“Open <MapName> (Opens the specified map)”)<br />ManualAutoCompleteList=(Command=“DisplayAll”,Desc=“DisplayAll <ClassName> <PropertyName> (Display property values for instances of classname)”)<br />ManualAutoCompleteList=(Command=“DisplayAllState”,Desc=“DisplayAllState <ClassName> (Display state names for all instances of classname)”)<br />ManualAutoCompleteList=(Command=“DisplayClear”,Desc=“DisplayClear (Clears previous DisplayAll entries)”)<br />ManualAutoCompleteList=(Command=“FlushPersistentDebugLines”,Desc=“FlushPersistentDebugLines (Clears persistent debug line cache)”)<br />ManualAutoCompleteList=(Command=“GetAll “,Desc=“GetAll <ClassName> <PropertyName> <Name=ObjectInstanceName> <OUTER=ObjectInstanceName> <SHOWDEFAULTS> <SHOWPENDINGKILLS> <DETAILED> (Log property values of all instances of classname)”)<br />ManualAutoCompleteList=(Command=“GetAllState”,Desc=“GetAllState <ClassName> (Log state names for all instances of classname)”)<br />ManualAutoCompleteList=(Command=“Obj List “,Desc=“Obj List <Class=ClassName> <Type=MetaClass> <Outer=OuterObject> <Package=InsidePackage> <Inside=InsideObject>”)<br />ManualAutoCompleteList=(Command=“Obj ListContentRefs”,Desc=“Obj ListContentRefs <Class=ClassName> <ListClass=ClassName>”)<br />ManualAutoCompleteList=(Command=“Obj Classes”,Desc=“Obj Classes (Shows all classes)”)<br />ManualAutoCompleteList=(Command=“Obj Refs”,Desc=“Name=<ObjectName> Class=<OptionalObjectClass> Lists referencers of the specified object”)<br />ManualAutoCompleteList=(Command=“EditActor”,Desc=“EditActor <Class=ClassName> or <Name=ObjectName> or TRACE”)<br />ManualAutoCompleteList=(Command=“EditDefault”,Desc=“EditDefault <Class=ClassName>”)<br />ManualAutoCompleteList=(Command=“EditObject”,Desc=“EditObject <Class=ClassName> or <Name=ObjectName> or <ObjectName>”)<br />ManualAutoCompleteList=(Command=“ReloadCfg “,Desc=“ReloadCfg <Class/ObjectName> (Reloads config variables for the specified object/class)”)<br />ManualAutoCompleteList=(Command=“ReloadLoc “,Desc=“ReloadLoc <Class/ObjectName> (Reloads localized variables for the specified object/class)”)<br />ManualAutoCompleteList=(Command=“Set “,Desc=“Set <ClassName> <PropertyName> <Value> (Sets property to value on objectname)”)<br />ManualAutoCompleteList=(Command=“Show BOUNDS”,Desc=“Show BOUNDS (Displays bounding boxes for all visible objects)”)<br />ManualAutoCompleteList=(Command=“Show BSP”,Desc=“Show BSP (Toggles BSP rendering)”)<br />ManualAutoCompleteList=(Command=“Show COLLISION”,Desc=“Show COLLISION (Toggles collision rendering)”)<br />ManualAutoCompleteList=(Command=“Show COVER”,Desc=“Show COVER (Toggles cover rendering)”)<br />ManualAutoCompleteList=(Command=“Show DECALS”,Desc=“Show DECALS (Toggles decal rendering)”)<br />ManualAutoCompleteList=(Command=“Show FOG”,Desc=“Show FOG (Toggles fog rendering)”)<br />ManualAutoCompleteList=(Command=“Show LEVELCOLORATION”,Desc=“Show LEVELCOLORATION (Toggles per-level coloration)”)<br />ManualAutoCompleteList=(Command=“Show PATHS”,Desc=“Show PATHS (Toggles path rendering)”)<br />ManualAutoCompleteList=(Command=“Show POSTPROCESS”,Desc=“Show POSTPROCESS (Toggles post process rendering)”)<br />ManualAutoCompleteList=(Command=“Show SKELMESHES”,Desc=“Show SKELMESHES (Toggles skeletal mesh rendering)”)<br />ManualAutoCompleteList=(Command=“Show TERRAIN”,Desc=“Show TERRAIN (Toggles terrain rendering)”)<br />ManualAutoCompleteList=(Command=“Show VOLUMES”,Desc=“Show VOLUMES (Toggles volume rendering)”)<br />ManualAutoCompleteList=(Command=“Show SPLINES”,Desc=“Show SPLINES (Toggles spline rendering)”)<br />ManualAutoCompleteList=(Command=“ShowSet”,Desc=“Sets a show flag to enable it”)<br />ManualAutoCompleteList=(Command=“ShowClear”,Desc=“Clears a show flag to disable it”)<br />ManualAutoCompleteList=(Command=“Stat FPS”,Desc=“Stat FPS (Shows FPS counter)”)<br />ManualAutoCompleteList=(Command=“Stat UNIT”,Desc=“Stat UNIT (Shows hardware unit framerate)”)<br />ManualAutoCompleteList=(Command=“Stat LEVELS”,Desc=“Stat LEVELS (Displays level streaming info)”)<br />ManualAutoCompleteList=(Command=“Stat GAME”,Desc=“Stat GAME (Displays game performance stats)”)<br />ManualAutoCompleteList=(Command=“Stat MEMORY”,Desc=“Stat MEMORY (Displays memory stats)”)<br />ManualAutoCompleteList=(Command=“Stat XBOXMEMORY”,Desc=“Stat XBOXMEMORY (Displays Xbox memory stats while playing on PC)”)<br />ManualAutoCompleteList=(Command=“Stat PHYSICS”,Desc=“Stat PHYSICS (Displays physics performance stats)”)<br />ManualAutoCompleteList=(Command=“Stat STREAMING”,Desc=“Stat STREAMING (Displays basic texture streaming stats)”)<br />ManualAutoCompleteList=(Command=“Stat STREAMINGDETAILS”,Desc=“Stat STREAMINGDETAILS (Displays detailed texture streaming stats)”)<br />ManualAutoCompleteList=(Command=“Stat COLLISION”,Desc=“Stat COLLISION”)<br />ManualAutoCompleteList=(Command=“Stat PARTICLES”,Desc=“Stat PARTICLES”)<br />ManualAutoCompleteList=(Command=“Stat SCRIPT”,Desc=“Stat SCRIPT”)<br />ManualAutoCompleteList=(Command=“Stat AUDIO”,Desc=“Stat AUDIO”)<br />ManualAutoCompleteList=(Command=“Stat ANIM”,Desc=“Stat ANIM”)<br />ManualAutoCompleteList=(Command=“Stat NET”,Desc=“Stat NET”)<br />ManualAutoCompleteList=(Command=“Stat LIST”,Desc=“Stat LIST Groups/Sets/Group (List groups of stats, saved sets, or specific stats within a specified group)”)<br />ManualAutoCompleteList=(Command=“Stat splitscreen”,Desc=””)<br />ManualAutoCompleteList=(Command=“ListTextures”,Desc=“ListTextures (Lists all loaded textures and their current memory footprint)”)<br />ManualAutoCompleteList=(Command=“ListUncachedStaticLightingInteractions”,Desc=“ListUncachedStaticLightingInteractions (Lists all uncached static lighting interactions, which causes Lighting needs to be rebuilt messages)”)<br />#placed here so we can type res<tab> to restartlevel as we often do that<br />ManualAutoCompleteList=(Command=“RestartLevel”,Desc=“RestartLevel (restarts the level)”)<br />#from UnAudio.cpp<br />ManualAutoCompleteList=(Command=“ListSounds”,Desc=“ListSounds (Lists all the loaded sounds and their memory footprint)”)<br />ManualAutoCompleteList=(Command=“ListWaves”,Desc=“ListWaves (List the WaveInstances and whether they have a source)”)<br />ManualAutoCompleteList=(Command=“ListSoundClasses”,Desc=“ListSoundClasses (Lists a summary of loaded sound collated by class)”)<br />ManualAutoCompleteList=(Command=“ListSoundModes”,Desc=“ListSoundModes (Lists loaded sound modes)”)<br />ManualAutoCompleteList=(Command=“ListAudioComponents”,Desc=“ListAudioComponents (Dumps a detailed list of all AudioComponent objects)”)<br />ManualAutoCompleteList=(Command=“ListSoundDurations”,Desc=“ListSoundDurations”)<br />ManualAutoCompleteList=(Command=“PlaySoundCue”,Desc=“PlaySoundCue (Lists a summary of loaded sound collated by class)”)<br />ManualAutoCompleteList=(Command=“PlaySoundWave”,Desc=“PlaySoundWave”)<br />ManualAutoCompleteList=(Command=“SetSoundMode”,Desc=“SetSoundMode <ModeName>”)<br />ManualAutoCompleteList=(Command=“DisableLowPassFilter”,Desc=“DisableLowPassFilter”)<br />ManualAutoCompleteList=(Command=“DisableEQFilter”,Desc=“DisableEQFilter”)<br />ManualAutoCompleteList=(Command=“IsolateDryAudio”,Desc=“IsolateDryAudio”)<br />ManualAutoCompleteList=(Command=“IsolateReverb”,Desc=“IsolateReverb”)<br />ManualAutoCompleteList=(Command=“ResetSoundState”,Desc=“ResetSoundState (Resets volumes to default and removes test filters)”)<br />ManualAutoCompleteList=(Command=“ModifySoundClass”,Desc=“ModifySoundClass <SoundClassName> Vol=<new volume>”)<br />ManualAutoCompleteList=(Command=“DisableAllScreenMessages”,Desc=“Disables all on-screen warnings/messages”)<br />ManualAutoCompleteList=(Command=“EnableAllScreenMessages”,Desc=“Enables all on-screen warnings/messages”)<br />ManualAutoCompleteList=(Command=“ToggleAllScreenMessages”,Desc=“Toggles display state of all on-screen warnings/messages”)<br />ManualAutoCompleteList=(Command=“CaptureMode”,Desc=“Toggles display state of all on-screen warnings/messages”)<br />ManualAutoCompleteList=(Command=“ShowDebug NET”,Desc=””)<br />ManualAutoCompleteList=(Command=“ShowDebug PHYSICS”,Desc=””)<br />ManualAutoCompleteList=(Command=“ShowDebug COLLISION”,Desc=””)<br />ManualAutoCompleteList=(Command=“ShowDebug AI”,Desc=””)<br />ManualAutoCompleteList=(Command=“ShowDebug CAMERA”,Desc="")<br />ManualAutoCompleteList=(Command=“ShowDebug WEAPON”,Desc="")<br />ManualAutoCompleteList=(Command=“ShowDebug ANIMATION”,Desc="")<br />ManualAutoCompleteList=(Command=“ShowDebug INPUT”,Desc="")<br />ManualAutoCompleteList=(Command=“memleakcheck”,Desc="")<br />ManualAutoCompleteList=(Command=“togglehdwarning”,Desc="")<br />ManualAutoCompleteList=(Command=“Stat SOUNDWAVES”,Desc=“Stat SOUNDWAVES (Shows active SoundWaves)”)<br />ManualAutoCompleteList=(Command=“Stat SOUNDCUES”,Desc=“Stat SOUNDCUES (Shows active SoundCues)”)<br />ManualAutoCompleteList=(Command=“Stat SOUNDS”,Desc=“Stat SOUNDS <?> <sort=distance|class|name|waves|default> <-debug> <off> (Shows active SoundCues and SoundWaves)”)<br />ManualAutoCompleteList=(Command=“STARTMOVIECAPTURE”,Desc=“STARTMOVIECAPTURE”)<br />ManualAutoCompleteList=(Command=“STOPMOVIECAPTURE”,Desc=“STOPMOVIECAPTURE”)<br />ManualAutoCompleteList=(Command=“DoMemLeakChecking 30”,Desc=“Sets a timer to do a MemLeakCheck every N seconds”)<br />ManualAutoCompleteList=(Command=“StopMemLeakChecking”,Desc=“Stops the periodic MemLeakCheck that was started via DoMemLeakChecking”)<br /> <br />[GameFramework.DebugCameraController]<br />PrimaryKey=LeftMouseButton<br />SecondaryKey=RightMouseButton<br />UnselectKey=Escape<br />bShowSelectedInfo=true<br /><br /><br />[Scaleform.KeyMap]<br />FullKeyboard=1<br /><br /><br /><br />[Scaleform.GamepadMouse]<br />X=None<br />Y=None<br />–-------------------------



  • woah, that’s some long comment over there :)
    thx for the help, but i don’t want to tamper with the game files too much. my post was meant for the developers to make an ingame fix for that. I guess i’ll just have to keep unplugging it in the meantime :)



  • Hi,

    I had the same problem. I have Logitech Force 3D Pro joystick connected, and I just kept spinning. The first thing I did was, of course, to unplug the joystick, but it didn’t help at all. I asked about this here in forums, and someone suggested that if unplugging didn’t work you should disable the driver via the Control Panel.
    So I opened the control panel, and for some reason there was two entries in “HID devices” for Force 3D: “Logitech Force 3D Pro” and one that read “Logitech Force 3D Pro (HID)”. I disabled the latter one and my problems were solved! Quite a harsh thing to do, but I didn’t figure out anything else.

    If I want to go and play Rise of Flight or anything that requires joystick, I just have to remember to check the control panel ;)