Rotary encoders for TC, ABS, engine map or something else

Huge ask.
They can't even solve a simple problem like having an ignition switch with 2 positions.
i.e. one button event to switch on and one to switch off.

(not that other sims have it, they're all in awe of a task like this)
 
Its been that long since I requested this that I no longer have the fanatec wheel! This issue still need fixing though.
Yeah, bunch of wheels that support it, and iRacing already proved doable, so deffo a relevant and achievable feature request
 
Huge ask.
They can't even solve a simple problem like having an ignition switch with 2 positions.
i.e. one button event to switch on and one to switch off.

(not that other sims have it, they're all in awe of a task like this)
Indeed. S397 is more like a 😂🤣
enough said
 
The more I use this sim, the more I realize it's completely unfinished. How do they make it all about endurance racing, but they can't even set up the use of steering wheel knobs that every single race car these days has?!
 
Why is proper rotary encoder support still missing from Le Mans Ultimate?

Almost every other modern racing simulator supports rotary encoders properly. Each encoder can be assigned to functions such as TC, ABS, engine map, brake bias, and other in-car adjustments.

Yet LMU still does not provide proper support for them. Because of this, a significant number of controls on my wheel are effectively useless whenever I play LMU.

This is not some obscure or highly specialised feature. Rotary encoders are standard equipment on countless sim-racing wheels, particularly GT and prototype-style wheels—the exact categories this game is built around.

As far as I know, players have been raising this issue for quite a long time. So why has there been no visible progress, update, or even meaningful communication about it? Is implementing proper rotary encoder support really that difficult?

How can a simulator focused on modern endurance racing still lack such basic input functionality? LMU has been available for more than long enough for this to be addressed. Players should not have to leave half the controls on their wheels unused simply because the game still fails to support hardware features that competing simulators have handled properly for years.

Please stop ignoring this issue, implement proper rotary encoder support.
 
We can only surmise it goes back to the original ISI code. The very same functionality was requested for rF2 for years & was never produced. I have no knowledge of how much time & money it would cost, but it must be more than just adding a few new lines to the controller ini.
 
I'm just amazed I couldn't find an existing thread with the word "encoder" in the title. I'm sure there's one on this topic but a good title is worth keeping.

We can only surmise it goes back to the original ISI code. The very same functionality was requested for rF2 for years & was never produced. I have no knowledge of how much time & money it would cost, but it must be more than just adding a few new lines to the controller ini.
There was a lot of stuff in rF2 that never happened, doesn't make it impossible. Remember some people said racing against cars you don't own would be impossible, and then it happened.


*Ah, rotary encoders. Gotta love exact text search...
 
Each encoder can be assigned to functions such as TC, ABS, engine map, brake bias, and other in-car adjustments.

Yet LMU still does not provide proper support for them
They work for me on my humble Simagic Neo. I even have enough to accommodate all 3 TC elements :geek:
 
They work for me on my humble Simagic Neo. I even have enough to accommodate all 3 TC elements :geek:
are you able to ASSIGN levels to each click? Or do you just raise or lower the value depending upon which way you rotate?
If the first, is there a Simagic app that allows this?
 
are you able to ASSIGN levels to each click? Or do you just raise or lower the value depending upon which way you rotate?
If the first, is there a Simagic app that allows this?
Assign levels, wouldn't that just mess up when you load in a setup that has different values?
 
Assign levels, wouldn't that just mess up when you load in a setup that has different values?
Yeah, the physical mismatch is definitely a potential error. So there's a tendency these days to do it with a soft approach, like showing the level on a HUD and just using the +/-, or for a more expensive option having LEDs (around the encoders) that do the indicating and driven by game telemetry. So you could say this is a less pressing need than it once was, especially when we finally got the required telemetry from LMU.
 
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