So as you can see, I am calling up the pause menu from the player controller using the ESC/Q keys , the mouse cursor shows up and I can press on my one button, but the cursor stays until I move my mouse or press my mouse buttons.
I mean it helps in this case, but then it messes up menu. When you pause again you must press mouse button to start hovering menu.
It takes two clicks to open (or resume game on Resume button click) menu.
You could try using Set Input Mode Game Only and Set Input Mode UI Only:
To start your Starting Menu without clicking one time to control the mouse cursor, in the Level Blueprint where you create the Starting Menu.:
(2) The pit lane/limiter led options for the base seem to be adjusted in the FanaLab application, but the default setting (2 yellow + 2 blue in my case) is always shown when I have a pit-in in the game regardless of the FanaLab's setting. To be specific, changing led colors, disabling them by pressing x button, or trying both did not work and could not change anything in the game. Interestingly, if you disable the pit lane/limiter leds by pressing x button, the leds (that are turned on when you pit in) are not turned off after you pit out. They are gone when you enter the pause menu.
(*) For who wants to disable the base rev leds, I found a temporary solution. Find your profile file, open it using a text editor, locate "XXXX" under (not under ), change "False" to "True" and XXXX to 0, save the file, and re-load it in the FanaLab.
Sounds like with your overclock you broke something in your Windows installation. Did you created a restore point before overclocking? If yes, I would load that system restore point. If not..... Then its bad and you might have to reinstall Windows.
Mine rev as per normal up to the default blue then they start flashing and go backwards and forwards. When you change gear they are normal again until you hit the blue colour again and it repeats the glitch again, does it in each gear.
That sounds like a conflict between FanaLab LEDs and native in game LEDs. Did you disabled the Fanatec LED option in the AMS options? Otherwise they interfere with what FanaLab outputs and results in exactly your issue.
Go Into the game, Options/Controls/Configuration. On the very bottom there is a setting called "RPM/Gear Display" which has to be set to disabled to not interfere with FanaLab. Its set to on by default which results in the conflict you are having.
You have to change ITM screens on the BME with the button combination: Tuning Menu Button + turning the Funky Switch left or right. The selection inside of FanaLab is currently disabled which is mentioned in the changelog
I followed install instructions for DD2, PBM, Podium hub. All firmware upgrades and software drivers as well. All works except I am not getting speed telemetry on either PBM or DD2 Base. I get the gear shift and then 000 on podium button module and base. All other telemetry functions work so far. Running 1.47 Fanalab and upgraded drivers to beta PC 372.
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I have a question, perhaps a newbie one as I'm still learning the ropes - I would like to create a custom pause menu using my own graphics, i.e. I'd like to completely override the graphics that come with AC, while still keeping the functionality. Could anyone share any advice on how I might get on track for doing that?
Each of the Menus that make up the default interface can be changed or replaced by editing them in the Menu Manager. Selecting a menu, e.g. "Pause", will give you a list of properties as well as the elements (e.g. Buttons, Labels) that populate it.
When set to Adventure Creator, all appearance options (e.g. background texture, fonts etc) are presented there in the Menu Manager, and you can preview the Menu by keeping the Game window open while working. This can often be the more convenient option for trying out new ideas quickly.
The Unity Ui Prefab option, however, offers much more in the way of stylistic control - as this makes use of Unity's own UI system to render the menu. When using this option, a Linked Canvas prefab property becomes available, which can be used to connect your menu to a Unity UI canvas prefab.
Each of the menus that make up AC's default interface work with both settings - so if you opted to use "Adventure Creator" for your interface when using the New Game Wizard, you can still change your mind and switch to Unity UI for any of your menus. If you want to play with your Pause menu's appearance, I'd recommend switching its Source to Unity Ui Prefab, then opening up the PauseUI prefab it lists below to restyle it to suit.
Mesmo problema aqui, acompanho todos os dias aguardando uma resposta da EA dizendo que vai corrigir, mas infelizmente parece que estamos sendo ignorados, no acredito que a soluo para a EA seja to difcil assim
Basically, it's hard explain over message.. you have to go into the game. Or even a track. Then pause the game. Hit the home xbox button that brings up the menu to the left. You'll feel the wheel gwt stiff and won't freely move when you do. Now, unplug the wheel and plug it back in. You should feel the wheel be able to freely move again. Go into the game and test it out. If I don't do it that way. I either don't have track feeling and strong ffb at med to low speeds. Or I have very light feeling of the normal way. This way I said. Did the trick for me to have strong ffb and feel the track imperfections and curbs.
Hello friends I don't know if anyone has discovered this but a temporary fix I just discovered last night - go into calibration I'm the 'controls, vibration & force feedback' menu and set the Steering Rate from 100% to 160%. It doesn't feel exactly like it did on F1 22 but it's very close to - an instant 4 tenths faster after doing this ??
I can understand why the wheel feels so weak and strange without the TrueForce feature currently working. I have played Assetto Corsa with TrueForce and the feeling is very different. Having the feature not activating is probably leaving the wheel with only basic FFB functions.
There is a nice little mod for X-Plane 11 that addresses this when you pause it it ramps down the resources XP11 uses, very handy if you need to step away from PC for a while and dont want the GFX card going full bore needlessly.
I hope this is addressed in MSFS and we see something similar. There are times we need to pause the game (using the true pause from Dev menu) and at this time I wish 3D tasks were also ramped down to save energy.
Hm for some reason I would love the get some Windows XP green hills as background with some asphalt parking space (or maybe a desert background), with the airplane standing on it. The camera in front of the plane.
The only animated thing should be a windsock, and a day/night cycle.
You cannot Currently TAXI out of the hanger, and look around, BUT, (here is the funny thing), if you are in a BOAT, the boat will slowly move out of the hangar, and you can see the surrounding scenery.
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