It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
avatar
korell: Does it use XInput to use the left and right triggers for accelerate and brake separately? I know that old games which don't have XInput end up using the Xbox360 controller triggers as one axis so that with both released it's at 50% and not a split z-axis for two functions.
avatar
TrIp13G: They work independently, if I'm not mistaken.

I've been looking at reviews and articles trying to confirm how CMR2005 uses game controllers and I cannot get confirmation that it is XInput. It is at that age where it could be DirectInput or XInput. If it's DirectInput then the Xbox360 controller triggers will be mapped as one combined axis and so at 50% when neither are pressed, which is not good for driving games. If it is XInput then it'll work fine.
DIRT, on the other hand, is a confirmed XInput game and so works fine with the 360 controller.
Yes, the accel and brake could be mapped to buttons, like the shoulder buttons or A and B, or similar, but I prefer analogue triggers for accel and brake as it gives a better control over speed.
If DIRT was on GOG then it'd be a definite buy, but as it's 2005 I'm not so sure. If I can confirm that it'll work fine with my 360 controller, using the triggers as they are meant to be used, then I'll get it. If not then I won't, as I don't want it to give a bad impression in case I ever get DIRT in the future.
I can't find any info on any website to confirm the details, however, not even the Codemasters site. Can anyone point me in the right direction if they know how it handles XInput controllers?
avatar
TrIp13G: They work independently, if I'm not mistaken.
avatar
korell: I've been looking at reviews and articles trying to confirm how CMR2005 uses game controllers and I cannot get confirmation that it is XInput. It is at that age where it could be DirectInput or XInput. If it's DirectInput then the Xbox360 controller triggers will be mapped as one combined axis and so at 50% when neither are pressed, which is not good for driving games. If it is XInput then it'll work fine.
DIRT, on the other hand, is a confirmed XInput game and so works fine with the 360 controller.
Yes, the accel and brake could be mapped to buttons, like the shoulder buttons or A and B, or similar, but I prefer analogue triggers for accel and brake as it gives a better control over speed.
If DIRT was on GOG then it'd be a definite buy, but as it's 2005 I'm not so sure. If I can confirm that it'll work fine with my 360 controller, using the triggers as they are meant to be used, then I'll get it. If not then I won't, as I don't want it to give a bad impression in case I ever get DIRT in the future.
I can't find any info on any website to confirm the details, however, not even the Codemasters site. Can anyone point me in the right direction if they know how it handles XInput controllers?
Well, from what you just described, I suppose it's xinput. They act as two halves of the axis, however the control is spot-on. It's a little sensitive, but it's easy to get used to. Basically, what I'm saying is I've had no issues with the controls, and I've only used a 360 controller. I don't know if that answers your question adequately, but I can tell you that it controls very well, almost flawlessly with that scheme.
Also, the reverse and accelerate axes act as two separate "buttons" so to speak. They are mapped independently, if I'm not mistaken. I can double check, if that's what you really want to know.
Last time I'm editing this post: I just checked, and the inputs act as two separate controls. However, they both are displayed as "Z axis 1". But, like I said before, they work very well. I'll give you an example: For the acceleration tests for upgrades, I was able to regulate the speed by varying the pressure at which I pulled the acceleration trigger (the right one). Again, I hope this helps.
Post edited July 23, 2009 by TrIp13G
avatar
korell: I've been looking at reviews and articles trying to confirm how CMR2005 uses game controllers and I cannot get confirmation that it is XInput. It is at that age where it could be DirectInput or XInput. If it's DirectInput then the Xbox360 controller triggers will be mapped as one combined axis and so at 50% when neither are pressed, which is not good for driving games. If it is XInput then it'll work fine.
DIRT, on the other hand, is a confirmed XInput game and so works fine with the 360 controller.
Yes, the accel and brake could be mapped to buttons, like the shoulder buttons or A and B, or similar, but I prefer analogue triggers for accel and brake as it gives a better control over speed.
If DIRT was on GOG then it'd be a definite buy, but as it's 2005 I'm not so sure. If I can confirm that it'll work fine with my 360 controller, using the triggers as they are meant to be used, then I'll get it. If not then I won't, as I don't want it to give a bad impression in case I ever get DIRT in the future.
I can't find any info on any website to confirm the details, however, not even the Codemasters site. Can anyone point me in the right direction if they know how it handles XInput controllers?
avatar
TrIp13G: Well, from what you just described, I suppose it's xinput. They act as two halves of the axis, however the control is spot-on. It's a little sensitive, but it's easy to get used to. Basically, what I'm saying is I've had no issues with the controls, and I've only used a 360 controller. I don't know if that answers your question adequately, but I can tell you that it controls very well, almost flawlessly with that scheme.
Also, the reverse and accelerate axes act as two separate "buttons" so to speak. They are mapped independently, if I'm not mistaken. I can double check, if that's what you really want to know.
Last time I'm editing this post: I just checked, and the inputs act as two separate controls. However, they both are displayed as "Z axis 1". But, like I said before, they work very well. I'll give you an example: For the acceleration tests for upgrades, I was able to regulate the speed by varying the pressure at which I pulled the acceleration trigger (the right one). Again, I hope this helps.

Thanks TrIp13G, that sounds exactly as it should do. Cheers for testing it out for me. :-)
+1
avatar
TrIp13G: Well, from what you just described, I suppose it's xinput. They act as two halves of the axis, however the control is spot-on. It's a little sensitive, but it's easy to get used to. Basically, what I'm saying is I've had no issues with the controls, and I've only used a 360 controller. I don't know if that answers your question adequately, but I can tell you that it controls very well, almost flawlessly with that scheme.
Also, the reverse and accelerate axes act as two separate "buttons" so to speak. They are mapped independently, if I'm not mistaken. I can double check, if that's what you really want to know.
Last time I'm editing this post: I just checked, and the inputs act as two separate controls. However, they both are displayed as "Z axis 1". But, like I said before, they work very well. I'll give you an example: For the acceleration tests for upgrades, I was able to regulate the speed by varying the pressure at which I pulled the acceleration trigger (the right one). Again, I hope this helps.
avatar
korell: Thanks TrIp13G, that sounds exactly as it should do. Cheers for testing it out for me. :-)
+1
Don't mention it. With the availability of the game winding down, I'm glad I could help you make the decision.
Just to make it known on the forums, as I've now purchased and downloaded CMR2005 I can confirm how it handles the 360 controller.
Firstly, it is DirectInput, not XInput, because the mapping of the z-axis is as a single axis, not a split axis.
However, all is well because of how it handles that single axis. With both triggers released the z-axis is centered and set for zero acceleration/brake. The right trigger then controls the accelerator in an analogue fashion, as required. The only issue is that if you press the brake trigger at the same time it does the same effect as releasing the accelerator trigger, so with both fully pressed it is back at it's center, zero acceleration/brake (this is why the brake lights don't show if you hold both triggers).
The only loss from not having true accelerator+brake functions separately is that you can't really use them both at the same time, so you can't pull off various moves with your vehicles. However, because this game isn't about that, it's about racing against the clock, it doesn't really make any difference.
So, if anyone is wondering how it handles with the 360 controller, it's fine. Not perfect, but it does well enough for what it needs. :-)
Just a somewhat costly recommendation I guess: Joysticks are better than keyboards, but you'll be amazed how much better a driving game is with an actual wheel. The control is so much finer and more natural that there's no comparison. Seriously, it completely turns a game experience around IMO, and opens it up because you can do so much better with a wheel. You'll corner better, come out of spins better, keep a better line, crash less, get better road feel, and run noticeably faster times around a track on your very first go. If you can manage the cost and really enjoy racing games, a decent wheel is wonderful and makes racing games so much more fun.