Input & response analyser

Reads your own keyboard or controller and shows the value BeamNG would receive. Nothing is uploaded and nothing is stored.

KM-BNG-LAB

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.

    1.00.0input 01
    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
    MeasureKeyboardController
    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.