Greetings, I want to discuss an enhanced way for the loading of vehicle specific bindings to archive a more modder friendly handling. The problem: for a modder it is not possible to add new bindings for custom inputmaps, without to overwrite the default binding file. Current situation: ge\extensions\core\input\actions.lua:readActions reads all "input_action*.json" files relative to the vehicle name and adds them to the game, eg.: vehicles/fullsize/input_action_speedtrapmod.json (nice) ge\extensions\core\input\bindings.lua:getBindings on the other hand only reads all "deviceName" .json (& .diff) binding files for the given vehicle name and input type informations and applies them, eg.: vehicles/fullsize/inputmaps/xinput.json (not so nice) I suggest something like this: "core_input_bindings" extension should also load all files in the subfolder with a given pre- or suffix like currently "core_input_actions" does, eg.: vehicles/fullsize/inputmaps/xinput-speedtrapmod.json all characters after a specified delimiter gets ignored all files where merged together, with the standard files at first position to be able to overwrite the default bindings