I think I've misread the "quotes", I thought it was Azrapse mentioning the Attack 3 (since he mentioned joysticks other than logitech somehow not working well with unity).
Not "joysticks other than Logitech". I mentioned in particular Thrustmaster.
I have a Thrustmaster joystick and Unity turns crazy when that thing is plugged. The same seems to happen with other to guys in the team. I have been checking online and it seems that Thrustmaster just does something weird with their raw data that Unity cannot understand.
While in any other joystick, analog axes provide values that go from -1 to +1, with zero as neutral, Thrustmasters seem to send +1 for the entire left/down part of the joystick, then from 0.1 to +1 for the right part. Of course, that makes the ship spin like crazy when at neutral, and impossible to steer otherwise.
We need to test the magnitude of this problem during the testing period, to check if it affects all Thrustmaster devices, or even more brands.
I'm unable to replicate this using Input.GetAxis("Horizontal") and Input.GetAxis("Vertical") with my Thrustmaster T.Flight Stick X. I get the same values using that as I do with my wired XBox 360 controller, which is the normal [-1, +1] range for both axes.