How to make car wheels return to initial position?

I have a script that gets input from a Joystick. It works great for turning the wheels left or right, but I want the wheels to return to the initial position when I release the joystick. Any ideas?

if (joySteer.position.x != 0) {

		float i = joySteer.position.x;													
		
		if(i < 0){
			if(wheelAngle > -maxAngle){					
				wheelAngle -= turnSpeed*Time.deltaTime;	
			}else{
				wheelAngle = -maxAngle;			
			}
		}
		
		if(i > 0){
			if(wheelAngle < maxAngle){						
				wheelAngle += turnSpeed*Time.deltaTime;	
			}else{
				wheelAngle = maxAngle;				
			}
		}
		
		frontRight.steerAngle = wheelAngle;	
		frontLeft.steerAngle = wheelAngle;				
	}

if (joySteer.position.x != 0) {

       float i = joySteer.position.x;                                                  
 
       if(i < 0)
       {
            if(wheelAngle > -maxAngle){                    
                wheelAngle -= turnSpeed*Time.deltaTime;    
            }else{
                wheelAngle = -maxAngle;            
            }
       }
       else if(i > 0) // use "else if" because if i was less than 0, how could it also be more than 0? 
       {
            if(wheelAngle < maxAngle){                      
                wheelAngle += turnSpeed*Time.deltaTime;    
            }else{
                wheelAngle = maxAngle;              
            }
        }
        else // i == 0 means steering is centered
        {
             // bring wheelAngle closer to 0 to straighten wheels
             float centeringAmount = turnSpeed*Time.deltaTime;
             if (wheelAngle > 0) 
             {
                 wheelAngle -= centeringAmount;
                 if (wheelAngle < 0) wheelAngle = 0; // prevent correcting too much
             }
             else if (wheelAngle < 0)
             {
                 wheelAngle += centeringAmount;
                 if (wheelAngle > 0) wheelAngle = 0;
             } 
        }
 
        frontRight.steerAngle = wheelAngle;    
        frontLeft.steerAngle = wheelAngle;              
    }