From the v0.8.23 readme (out tomorrow I guess): "Steering revised quite a bit - the controls for steering left/right now use degrees, instead of being normalized. This changed some things inside the physics engine to use rotation more directly. The idea: set your controller's lock correctly. With cars that have a steering lock that is smaller or equal to that of the controller lock, the steering is direct (1:1). If a car has more lock defined in its car.ini, scaling will occur on the controller's steering output (now in degrees) to let it use the full range of the car's steering wheel. This all targeted a bit for 900 degrees where you no longer then have to tweak for a lot of cars. The controller setup screen is being worked on to visually check the lock (press F5 twice in the setup screen to show the 'Wheel' page). Why was a car.ini's steer.linearity needed again? I see no need anymore." It's getting along nicely, hope to finish it today, but one question remains: if I have a controller that has 'linearity' applied (not 1.0) for its steering, and the controller can output >= the angle that the car's steering wheel requires, should I also disable linearity? Example: G27 with 900 degrees of steering. Car1 has 720 steering lock. I want a 1:1 mapping. Although the Logitech G27 can go to 900 still, the virtual car's wheel only will go to 720 (clamped to the virtual car's capability). Car2 has 1280 degrees of steering; v0.8.23 will then scale the 900 degrees to 1280 to use the full steering range, and apply linearity (which might be useful since you now steer more in the virtual car's steering wheel than in your physical real-life wheel). Should Car1 disable linearity? I have a hunch it should, since real cars don't really have linearity applied in their steering system, do they?