Reads your own keyboard or controller and shows the value BeamNG would receive. Nothing is
uploaded and nothing is stored.
KM-BNG-LAB
Keyboard
Controller
Waiting
Input monitor
Input history · steering · last 10 seconds
Inspector
Nothing selected yet.
Distinct steering values
0
Steer for a while. It reaches three and stops — full left, nothing, full right. No setting in the game adds a fourth.
Input → response
Input
Centred
Response
No rotation
A drawing of input entering a structure, not a simulation of one. BeamNG solves thousands of nodes; this is twelve of them leaning. It is here to show that the input has somewhere to go.
Response visualisation
A drawing of what a deadzone and a linearity curve do to an input. It changes nothing in BeamNG — the sliders here move this figure and only this figure.
Deadzone0.08
How far the control moves before anything happens. Its one honest purpose is ignoring a control that reports movement at rest; set by taste it costs precision in the middle.
Linearity0.50
Where the travel is spent. Below the middle the curve sags and gives more of it to small corrections; above it bulges toward the far end. Full input reaches full output either way.
How to use it
Pick the device you actually play with.
In keyboard mode, drive with the arrow keys — they are the default driving set in this game,
and W, A, S and D move the camera. In controller mode, press something on the pad first:
browsers deliberately hide a game device until it has been used, so a connected pad nobody
has touched genuinely does not exist yet as far as any web page is concerned.
Every value in the monitor can be selected, and the inspector then says what it is, where
it came from and whether it is digital or analogue. That last field is the one worth
reading twice.
The number that settles it
Three, and it stops at three.
Watch the distinct-value counter while you steer with the keyboard. It reaches three — full
left, nothing, full right — and stays there however long you keep going. That is not a
fault in your keyboard or in this page. It is the reason a keyboard is harder to be smooth
with in a vehicle simulator, stated as a measurement rather than as an opinion.
Switch to a controller and the same counter climbs without limit, because a stick reports a
position rather than a state. Nothing else on this page changes; only the device does.
Device comparison
The same action on two devices.
Measured
Measure
Keyboard
Controller
Steering
Three values
Continuous, −1.00 to +1.00
controller
Throttle
Two values
Continuous on a trigger
controller
Partial input
Not available
The normal case
controller
Parking brake
A key, instantly
A button, instantly
even
Physics controls
One key each
Usually unbound by default
keyboard
The last row is the one that goes the other way, and it is worth knowing before switching
device. The physics controls this game is built around — repair, recover, reset, pause, the
node grabber — are keyboard actions with one key each. A pad has fewer buttons than this game
has things to do with them.
The driving set
What the lab is listening for.
Up Arrow
Throttle
accelerate
Down Arrow
Brake
brake
Left Arrow
Steering (left button)
steer_left
Right Arrow
Steering (right button)
steer_right
Space
Parking Brake
parkingbrake
P
Parking Brake (toggle)
parkingbrake_toggle
V
Toggle Ignition State
activateStarterMotor
H
Horn
horn
B
Toggle Nitrous Oxide Injection
toggleNitrousOxide
Ctrl + Q
Toggle ESC/TC Mode
toggleESCMode
Ctrl + Alt + Space
Toggle line lock
toggleLineLock
Shift + Ctrl + Alt + Space
Toggle transbrake
toggleTransbrake
Verified against the publisher's own documentation on 2026-09-22, game version 0.39.4.
New: ask me anything about this siteWhich test to run, a game's default keybinds, what a result means.
KayeeKeymap Labs assistant
I answer from this site only — the 28 browser tests, the controls library for 46 games, the sensitivity converters and the two games. I can tell you which page to open, how a tool works and what its result means.
I will not guess. If something is not on the site, I will say so.