Vehicle systems lab

Understand every input.
Control every vehicle.

Controls, bindings and interactive input tools for BeamNG.drive. Driving here is the arrow keys — W, A, S and D move the camera — and the same key means different things in different action maps, which is why published lists of this game appear to contradict each other.

Keyboard · Gamepad · Wheel

Structure / example
Velocity
90km/h
Steering
+0.0deg
Throttle
80%
Brake
0%
Physics
RUNNING

Essential controls

The five you arrive wanting.

Explore all controls →
Drive
↑
Throttle
accelerate
Brake
↓
Brake
brake
Steer
← →
Steering
steer_left · steer_right
Repair
Insert
Repair / rewind
recover_vehicle
Pause
J
Pause simulation
pause

Insert repairs and rewinds; it does not recover to a saved position. That is Home, and it only works once Ctrl + Home has recorded somewhere to go back to. The two are swapped in most published guides for this game, including the design brief these pages were built from — which is why every row on this site carries the action id the game uses internally rather than a label somebody typed.

Control → physics

What happens between the key and the car.

Control / physics chain

Hold an arrow key. The chain below is what happens between the key and the car.

Waiting for a key

  1. 01Your inputNo key downread
  2. 02Steering axis0.00read
  3. 03VehicleSteering rackdrawn
  4. 04PhysicsTyre · suspension · chassisdrawn
  5. 05ResponseStraightdrawn

The first two stages are read from your keyboard. The three below them describe what the game does and are not measured here — this site does not model a steering rack, and a diagram that pretended to would be the one thing a page about a physics engine must not do.

What makes BeamNG inputs different

Four device classes, one soft-body simulation.

Digital input

A keyboard gives steering three states and throttle two. The game smooths what arrives, which is why it is drivable, but no setting turns two states into a range.

Analog input

A stick reports a position and a trigger reports a value. The game publishes no default gamepad table, so every pad starts from either a premade configuration or nothing.

Force feedback

Supported on PC-compatible wheels and on the first axis of a joystick. 62 of the 112 tested devices have it; 103 arrive with controls already assigned. Those are two different facts.

Vehicle-specific bindings

Vehicles add their own actions and inputmaps on top of the defaults, so a control that exists in one vehicle can genuinely not exist in another. No complete list is published.

Action maps / 18

A key is not an action here.

The game groups its 160 default bindings into 11 action maps, and 18 keys appear in more than one of them. The arrow keys steer a car, pan the big map, seek a replay and move a selection in the editor. The documentation says so in a single line at the foot of the page; every published control list prints the collisions as duplicate rows and explains none of them.

See every collision →