Changing the default input for usb steeringwheel

I recently purchased “Genius Twinwheel F1 PC/PS2 compatible joystick”, and I tested it with Sample Assets (Beta) Car project. I noticed right off the bat that the car is driving backward automaticaly without me touching anything.

After doing some search I found the following

and realized that the default value of the steering wheel in fact was at the top left corner of the left axis. (in Sample Assets (Beta) cars scene, the steeringInput and accelBreakInput from CarController.Move was both -1 and 1 (1 because input is inversed))

Because it starts off from -1 on x-axis I have to rotate to the right to control steeringInput between -1 and 1. When I steer to the left, the steeringInput first jumps up to 1 then slowly decreases to 0 as i steer completely to the left.

Same thing happens with accel and break pedal. AccelBreakInput starts off from 1, and when I press break pedal it slowly decreases to the -1. On Accel pedal jumps down to -1 then slowly increases to 0.

How can I make it so the default state is 0 for both steering and accel and break, so I can input left steering as 0 to -1, and right steering as 0 to 1, and accel from 0 to 1 and break as 0 to -1?

Thank you very much

Edit :

After doing some more search I see that others are having similar issue.

http://answers.unity3d.com/questions/757152/thrustmaster-wheel-controller-giving-me-multiple-s.html

This is very discouraging that they were not able to find the solution…

I guess I have to just mess around with the number

Hi!
Is this a solution for that problem?

If wheel center is -1, what happens when you turn the wheel to the left? If there isn’t any change in the value when you turn it left, it sounds like the HID axis information that defines the range for the axis is wrong. I found a few gamepads that have this issue with Unity’s system.

However, if you are able to get some other value when turning left, then the issue is just a simple matter of calibration. Unity’s system doesn’t support it, but you could either build a system on top of it that does or use something like my system Rewired that allows you to calibrate controllers.

Even if the issue isn’t just a calibration problem, you could try Rewired anyway because it has the option to use Raw Input or Direct Input as the input sources on Windows, or custom native input sources on OSX and Linux. If your wheel provides bad HID data, it still may work with Direct Input or my Raw Input implementation because I’ve tried to account for that.

There’s a free trial here. If the issue is calibration, try using Control Mapper to calibrate it and see what happens. Or, if you use Direct Input, you can calibrate in the Windows Control Panel game controller dialog.