Most people who play BeamNG, I believe, are using either a controller or the keyboard to play the game. Small crashes in BeamNG can very easily throw off the alignment of the wheels making it hard to drive straight on these input devices. It is easier to counter the bent wheel alignment using a wheel, but not nearly as easy with a controller or keyboard. It would be real nice if there was an optional assist to automatically add steering input to counteract the bent wheel alignment.
I think that @Diamondback wanted to implement something like this about 2 or so years ago but I don't think we've heard more about it since then
I was just about to mention that. Here's the link to the post: https://www.beamng.com/threads/micro-blog-s-2018-current.51722/#post-1097257
Yea... Priorities... The main problem with this sort of thing is that you add some delay and increase the chance for vibrations within the steering system since some adaptive control logic sits between the user input and the hydro. I really want to work on this in the future again, in the cases where it works correctly, it's really nice and helps a ton, but making it bulletproof is very tricky.
So I made something similar a while ago, and some kind person updated it to the latest version. My version is based on my work figuring out how GTA V did it. Demo vid: The updated version (for 0.24.1.3) is on the person's GitHub Gist. (Press 'Raw' and save the file, backup BeamNG.Drive/lua/vehicle/input.lua and move the saved file there). Should work fairly direct and vibrations are minimal (cutoff speed). Also works for keyboards if you change line 271 to Code: if k == "steering" and (e.filter == FILTER_PAD or e.filter == FILTER_KBD) then I think I suggested this feature to the devs, but I think it got dismissed because it couldn't be bulletproofed. I think it's fine, except for the edge case of the vehicle driving on a moving platform. If "world velocity" could be changed to "[whatever I'm driving on]s world velocity" I think it should be fairly bulletproof.