Analog handbrake being registered as a slider in BeamNG, but acting like a digital button (instant 100% brake)
Hi everyone,
I’m having a frustrating issue with my analog handbrake in BeamNG.drive.
My handbrake is detected as an axis/slider in the controller settings, and I can see the bar moving when I pull the lever. However, as soon as I pull it even a tiny bit, the game treats it like a digital button press—it immediately locks the parking brake to 100%. I cannot get any partial/dosable braking force, even though the game recognizes it as an axis.
Here is what I’ve already tried:
Checked the "Parking Brake" binding (there is no separate "Handbrake" entry).
Verified that "Inverted Axis" is turned off.
Added a deadzone to handle the jittery input, but it still jumps straight to 100% the moment it passes the deadzone.
My gameplay settings are set to "Realistic."
Has anyone experienced this or knows how to fix the input mapping so the game respects the axis value rather than treating it as a binary on/off switch? Any help would be much appreciated!
Posted Jun 23, 2026, 10:32 AM UTC