Car steering control

I was doing car tutorial and I found steering control code there …But the problem is it take turn drastically when i take input as
Mathf.Clamp ( Input.GetAxis(“Horizontal”),-0.5,0.5);

Please help me to make it steering proper in my car racing game…Below is the reference code

if (steerInput > 0.0f)

    {

        

        steering += (steerInput * 30) * Time.deltaTime;

        if (steering > steerInput) steering = steerInput;

        m_steerR = steerMax * steering;

        if (m_steerR > m_steerAngleMax) m_steerR = m_steerAngleMax;

        m_steerL = Mathf.Rad2Deg * Mathf.Atan(1.0f / (Mathf.Tan((90 - m_steerR) * Mathf.Deg2Rad) + B / H));

    }

    else if (steerInput < 0.0f)

    {

        steering += (steerInput * 30) * Time.deltaTime;

        if (steering < steerInput) steering = steerInput;

        m_steerL = steerMax * steering;

        if (m_steerL < -m_steerAngleMax) m_steerL = -m_steerAngleMax;

        m_steerR = -Mathf.Rad2Deg * Mathf.Atan(1.0f / (Mathf.Tan((90 + m_steerL) * Mathf.Deg2Rad) + B / H));

    }

    else

    {

        steering = Mathf.Lerp(steering, 0, Time.deltaTime * 30);

        m_steerL = steerMax * steering;

        m_steerR = steerMax * steering;

    }

The ‘30’ value that you’re using around is the intended DAMPING.

So basically, turn that into a variable called

turnspeed

and then assign it a value of 1

and you’ll immediately notice the difference in rotation speed!