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Trueforce For All

Unlock everything your Logitech wheel can do, and more. Trueforce haptics in any game, rev lights, the Dynamic OLED screen.

Two channels. Stable builds are the ones marked "Latest" on the releases page. The beta channel runs ahead of them and is open to anyone: install the newest build marked "Pre-release". Anything marked Beta below is in the beta channel and has not reached stable yet. Something not working? Please open an issue or say so in the Discord.

Official Trueforce support keeps growing, but many major titles are still waiting and some will never get it. This plugin brings Trueforce to any game, building the haptics from telemetry or from the game's own audio.

Original Windows code, built on a wire protocol reverse-engineered by the mescon Linux driver project and, for the wheel's OLED screen, on protocol work by PeposCJ. No Logitech source, firmware or assets are used or redistributed.

Supported wheels

Wheel Haptics + FFB Rev lights OLED screen
Logitech G PRO Racing Wheel (Xbox/PC and PS/PC) Yes Yes Yes
Logitech RS50 Yes Yes Yes
Logitech G923 (Xbox/PC and PS/PC) Yes Yes No screen

Rev lights, the OLED screen and the LIGHTSYNC tab are Beta features. The plugin can add rev light support and control the Dynamic OLED screen in games with Telemetry Based FFB, in iRacing, and in Assetto Corsa with the CSP Bridge. LIGHTSYNC car pattern matching works in every game the pattern data covers.

What it does

The plugin runs inside SimHub and drives the wheel's Trueforce haptic motor in real time. The steering force underneath the effects comes from one of three places:

  • FFB pass-through (most games). Driving the Trueforce motor would otherwise silence the game's own force feedback, so the plugin taps that signal off the USB bus and folds it back into the Trueforce stream. Your real cornering load, weight transfer and curb forces keep coming through underneath every effect, in any game whose force feedback uses standard HID++ (effectively all of them on these wheels).
  • Handed over directly (Beta). iRacing, and Assetto Corsa with the TF4ALL CSP Bridge, give the plugin their force feedback with no capture involved.
  • Built from telemetry (Beta). In some games the plugin can fully replace the game's force feedback using telemetry (Telemetry Based FFB). Currently supported: Forza Horizon 4, 5 and 6, Forza Motorsport, and Farming Simulator 22 and 25.

On top of that force it mixes:

  • Telemetry-derived haptic effects, synthesized from live game data and played over the Trueforce protocol.

    • Engine pulse: rumble at the engine's firing pattern, derived from RPM and cylinder count (auto-detected per car when possible). Idle gives a gentle hum; higher RPM lifts both pitch and intensity.
    • Gear shift: a short low-frequency thud whenever the gear changes.
    • ABS click: configurable haptic when ABS engages.
    • Pit limiter: configurable pulsing buzz while the limiter is engaged.
    • Redline buzz: a hard buzz when you enter the redline. On by default.
    • DRS: short chirp on the rising edge when the wing opens, plus an optional sustained flutter while DRS stays active. Silent on games that don't expose the flag.
    • Road bumps: rough terrain rumbles through the wheel. On Forza, the per-tire surface rumble is read directly for a richer, more accurate road feel.
    • Implement thud (Beta): lower, raise or extend an implement, or work a loader or crane arm yourself, and you feel the hydraulic hum while it moves and the thump as it lands. (Farming Simulator.)
    • Traction loss: tire-screech haptics when grip breaks (wheelspin, lockup, drift), sharpest in games that report per-wheel slip (AC and the Forza titles). In Farming Simulator, Axle slip covers this instead.
    • Axle slip (Beta): understeer and oversteer as two distinct feelings instead of one blur: a high scrub texture as the front washes wide, a deeper pulse as the rear steps out. (Per-tire telemetry: the Forza titles, Assetto Corsa and Farming Simulator.)
    • Lockup judder (Beta): when a wheel locks under braking, a coarse pulsing judder kicks in, the feel of a flat-spotted tire skidding rather than rolling, fading as the car slows. A locked wheel becomes something you feel and can correct instead of a silent loss of grip. (Per-tire telemetry: the Forza titles and Assetto Corsa.)
    • Collision: a thud on impact, scaled to the hit.
    • Airborne ducking: when the car leaves the ground, the chosen effects cut out so jumps feel weightless, then return on landing. Detected from wheel load / suspension (AC, the Forza titles and Farming Simulator). On by default.
    • Stationary spring: centering force so a parked or crawling car has some weight at the wheel instead of going limp, fading out as speed builds (AC).
    • And more, with the set still growing. Which effects a game can drive depends on the telemetry it publishes, so the plugin shows you the ones your current game supports and hides the rest.
  • Audio-derived effects: WASAPI loopback captures the game's audio output (engine, tire, impact sounds) and feeds it into the wheel as low-latency haptics. Lets you feel things the telemetry doesn't expose, and works even for games which do not output telemetry data since capture targets the game process directly.

All of it is configurable per-game, per-car, from the plugin's tabbed panel inside SimHub: master gain, individual effect tuning, precise typed values on every slider, sidechain ducking between continuous and transient effects, and a preset library with community sharing built in. The library and the sharing are Beta.

The wheel's lights (Beta)

A G PRO or RS50 stores lighting patterns for its rev strip, and until now the only way to choose between them was the wheelbase's own menu or G HUB. The LIGHTSYNC tab takes that over. The G923's strip has a fixed layout, so the tab stays hidden there.

  • The pattern can match the car you are driving. Tick "Match my wheel to the car I'm driving" and the strip takes on each car's own colors and fill direction as you get in, lighting where the real car lights. The data comes from Lovely Sim Racing (CC BY-NC-SA 4.0); a car they have not covered keeps whatever pattern you chose.
  • Save as many patterns as you want. The wheel itself stores five; the plugin's library has no limit, and a bound button walks the whole library without taking your hands off the wheel.
  • A pattern maker. Ten LEDs, click one and color it, with the wheel showing the whole pattern as you work. Thirteen hand-made patterns come built in, yours to copy and edit.
  • Color trim, pre-tuned. The three colors inside an LED are not equally bright, so an even mix of red and green can reach the rim looking lime. Three sliders correct the balance, shipped already set from measurements on a G PRO.
  • A car can remember its own. One click on "Remember for this car" and the pattern comes back whenever that car loads.
  • The TF4ALL Dash's rev strip can match the wheel's, colors, fill direction and switch-on points included.

Picks apply immediately, in and out of game. In a game whose force feedback passes through the USB capture, changing the pattern interrupts that force for a moment, so it is best done parked; where the plugin carries the force itself, there is nothing to interrupt.

Three modes, remembered per game. The switch at the top of the panel is Normal (everything), Lightsync only (the plugin leaves the game's force feedback and Trueforce completely alone and only sets the wheel's light pattern for the car you are in) or Off. Games that bring their own Trueforce start on Lightsync only.

The wheel's OLED screen (Beta)

The G PRO and RS50 have a small display in the middle of the wheel. The plugin takes it over, and you choose what goes on it.

  • Eleven ready-made screens. Speed over gear and gear over speed, captioned or not; speed alone or gear alone; a big gear with the speed beside it, and the reverse; and three that carry your lap delta. Or pick Nothing and keep the wheel's own display, with shifts, finished laps and warnings still taking the screen for a moment.
  • Or build your own. Pick a layout, then choose what goes in each slot: gear, speed, lap delta, position, lap of total, last lap time, or your own text. The editor gives each slot's size and character limit, and shows the screen on the wheel as you build it.
  • It reacts as you drive. Shift and it flashes the gear, unless your screen already shows it. Cross the line and it puts up the lap time with your delta underneath, and tells you when it was a personal best.
  • It reports changes as they happen, like a preset loading or a gain you just nudged, and warns you if the game is still sending its own force feedback.

Bind a button to step through your screens without letting go of the wheel.

Install

The easiest path is the bundled installer:

  1. Download TrueforceForAll-Setup.exe from the releases page. The build marked "Latest" is stable. For anything marked Beta in this README, take the newest build marked "Pre-release" instead; the in-app updater then keeps you on that channel.
  2. Close SimHub if it's running.
  3. Run the installer. It detects SimHub, copies the plugin files into the SimHub install folder, and (if USBPcap isn't already installed) runs the bundled USBPcap setup automatically.
  4. Close Logitech G HUB (it claims the wheel's HID interface).
  5. Launch SimHub. The plugin auto-enables on first run.

The ? in the panel's header opens the guides: setup for the games that need it (iRacing, Assetto Corsa, Forza, Farming Simulator), what to do when something is wrong, and the questions people ask most. Search reads the guides themselves, so typing G HUB, app.ini or 5300 lands on the one that explains it. (Beta)

The installer is conservative on uninstall: it removes our files but leaves SimHub, USBPcap, and shared dependencies (HidSharp, NAudio) alone, so other plugins that share those keep working.

Requirements

  • Windows 10 / 11
  • SimHub
  • A supported Logitech wheel (table above)
  • USBPcap, bundled with our installer if you don't already have it. Used to mirror the game's existing FFB signal into the Trueforce stream so the two coexist.
  • Logitech G HUB closed while playing (it claims the HID interface and blocks us from talking to the wheel)
  • SimHub running as administrator. Reading the wheel's USB traffic needs it, so without it the force feedback pass-through never starts. Turn on Run as administrator in SimHub's own settings, then restart SimHub.

Telemetry Based FFB (Beta)

In supported games the plugin builds the entire steering force itself, instead of passing the game's own force feedback through. Today that means the Forza titles (Forza Motorsport and Forza Horizon 4, 5, and 6) and Farming Simulator 22 and 25.

In Forza you get a real sense of the grip limit: the wheel goes light as the front washes wide, loads up through a corner, and pulls into a countersteer as the rear steps out. Farming Simulator gets a model built for heavy machinery instead: see Farming Simulator.

It tunes itself as you drive, and the optional Auto strength levels cars out so you stop retuning at every swap. (Forza only.)

In the Forza titles it can replace the game's force feedback wholesale, so it is off by default. Farming Simulator is the other way round: there it is the only thing making real force feedback, so it arms itself as soon as the game is running.

Like iRacing and Assetto Corsa with the bridge, it also unlocks the wheel's rev lights and screen: the rev lights fill and flash with the engine, honoring the car's real redline where the community has confirmed one.

iRacing (Beta)

iRacing keeps publishing the steering torque it wants the wheel to hold even with its own force feedback switched off. The plugin reads that torque straight from the sim and carries it to the wheel at 1 kHz, so the force you feel is iRacing's own, with the plugin's effects layered on top, and the rev lights and the wheel's screen come with it.

  • Each car keeps its own max force. Cars follow the max-force number iRacing already holds for them. The plugin also watches what a car really pushes as you drive: drive a clean lap, and once the reading holds steady, one press takes it. Nudge any car heavier or lighter from there.
  • Incident points, announced. The dash shows your count against the session's limit, and the wheel's screen flashes what each new one cost.
  • Engines sound like themselves. iRacing states each car's cylinder count, and a shipped table adds the crank layout, so a cross-plane V8 pulses like one.

Four steps, once, and a first-launch notice walks you through them: set loadTrueForceAPI=0 in app.ini and turn iRacing's own force feedback off (off, not strength zero), then set the mode to Normal and tick "Take over force feedback for iRacing". Until then the plugin sits on Lightsync only in iRacing and leaves the sim alone. Running MAIRA alongside the plugin is not supported.

Assetto Corsa (Beta)

Assetto Corsa can hand the plugin its force feedback directly through a small CSP script, the TF4ALL CSP Bridge. The plugin offers to install it the first time it sees the game, and the Game Mods section in Settings installs or removes it any time after. It needs Custom Shaders Patch, one restart of the game, and Content Manager closed while it installs.

  • The wheel feels exactly as you have tuned it. The bridge hands over the game's finished force, after your in-game gain and every CSP FFB tweak, and the plugin carries it to the wheel with the effects on top.
  • The screen stops costing force. With the bridge carrying the force, the wheel's screen runs in Assetto Corsa, and LIGHTSYNC patterns can be switched mid-session.
  • No USB capture needed. With the bridge installed, Assetto Corsa no longer depends on USBPcap. Without it, everything keeps working through the capture as before; there is no setting to manage.

Farming Simulator (Beta)

Farming Simulator 22 and 25 normally drive the wheel with one basic centering spring. Every machine feels the same, and none of the ground you are driving over comes through the wheel. Telemetry Based FFB builds the force from the game's own telemetry instead: the ground under the tires, the weight of the machine as it turns, and an implement dragging harder as it fills.

The TF4ALL Enhanced Telemetry mod comes with it. The game does not publish enough telemetry on its own, so the plugin installs a mod that reports implement state, fill and mass, hydraulic motion and wheel speed. It finds your mods folder even if you have moved it. Leave SimHub's own Telemetry Interface mod in place alongside it; this one adds a channel rather than replacing it.

Baked-in engine data for all 153 Farming Simulator 25 base-game vehicles, so the engine effects know what they are driving without being told. Vehicle names come from the game itself, through the mod.

FFB spike reduction

Some games (Assetto Corsa being the worst offender we've seen) deliver curb and collision FFB spikes wildly out of proportion to what's safe or comfortable. On a strong wheelbase they can ruin a racing line or cause real wrist strain over a session. iRacing has a built-in softener; most other games don't. The plugin attenuates spikes only, so curbs land as confident pushes instead of yanks while sustained cornering load and weight transfer pass through untouched. Useful on its own, even with all our other effects turned off.

TF4ALL Dash (Beta)

The plugin ships its own SimHub dashboard, made for a phone or tablet kept next to you or mounted on the rig: something to read while you drive, and a way to change things mid-session without alt-tabbing out of the game.

  • Drive tab: a race-ready view. Gear, speed and revs in the middle with pedals and steering around them, and the rest of the screen is boxes you arrange yourself. Keep one layout for everything, or a different one per game.
  • Set a car's name, redline start or engine type.
  • Turn individual effects on and off and set their gain.
  • Adjust master and audio capture gain.
  • Switch presets.
  • On-screen rev lights across the top of every screen, the dash's own strip rather than the wheel's. Fill left to right or outside in, your pick in Settings.
  • Visualizer: scrolling waveforms of the game's steering force and the haptic layer, as sent to the wheel. Clipping turns the trace red, and a yellow SPIKE badge marks where spike reduction stepped in.
  • Telemetry Based FFB: turn it on or off for the game you are in, and tune its main knobs from the rig. Tap any value to type an exact number instead of stepping to it.
  • Idle mode: go idle or close the game and the dash becomes an ambient card, your name and number over moving artwork, with the plugin version and any waiting update along the foot. Ten backgrounds, and you set how long it waits before dropping into idle.
  • Themes: eight palettes, applied to the running dash without a reload. Colors that carry meaning, like a red warning or a green best lap, are left alone.
  • Make it yours: hide the tabs you don't use and reorder the rest, in Settings > TF4ALL Dash.

TF4ALL Dash

Installs with the plugin and appears in SimHub's dashboard list.

Community features (Beta)

Once one driver figures out a car's redline, fixes its name, or picks its engine layout, everyone driving that same car gets it automatically. Community features are on by default and anonymous: car facts need no account. Turn them off in Settings and the plugin works fully offline (see Privacy).

  • Community preset browser, built into the Presets tab. Browse what other drivers have shared for any game or car, sorted by votes and downloads, and download one to try it.
  • Share your own. Game presets, car presets, custom engines, and multi-preset packs can all be shared, with a description attached.
  • Car facts flow back automatically. Correct a redline, fix a car's name, or pick an engine layout, and the fact is shared anonymously. The next driver loading the same car gets the correction applied without ever opening a panel. Sharing follows your community settings and can be turned off.
  • Downloaded presets stay current. When a curator updates a preset you downloaded, an "updates available" chip surfaces it; apply updates manually or automatically.
  • No account needed; sign-in adds extras. Car facts work anonymously; an optional sign-in (an emailed one-time code, no password) unlocks preset sharing and the Account tab, where you can set a display name, see how your shared presets are doing, export your data, or delete your account.

No single bad submission wins out: presets are surfaced by votes, and car facts converge as more drivers submit agreeing values.

There is also a Discord server: a place to hang out, swap tunes, ask for help, and get involved. Link your Discord account in the plugin and the achievements you earn for contributing (sharing presets, getting downloads, submitting car facts other drivers end up using) grant matching roles in the server.

Feedback is welcome there, or on GitHub issues.

Per-game enhancements

A few titles are read directly rather than through SimHub, at a much higher rate than SimHub's 60 Hz cap. That makes their effects sharper and more responsive, and it needs no SimHub license:

Assetto Corsa has a dedicated path: shared memory is read directly at AC's native 333 Hz physics rate, which makes curb collisions, road bumps, traction loss and the other haptic effects noticeably sharper than SimHub's 60 Hz feed can deliver. With the TF4ALL CSP Bridge installed (Beta), the game's force feedback arrives the same way.

iRacing (Beta) is read through the sim's own SDK at 1 kHz: the steering torque it wants the wheel to hold, plus the session data behind incident points, per-car max force and engine layout. See iRacing.

Forza Motorsport and Forza Horizon 4, 5, and 6 (Motorsport is Beta) also have a direct UDP Data Out reader that picks up per-tire fields for the surface-texture, curb-strike and collision effects, and feeds Telemetry Based FFB. The Horizon games send this telemetry once per rendered frame, so it tracks your frame rate, often well above 60 Hz. All four are auto-detected from SimHub's game profile.

Farming Simulator 22 and 25 (Beta) are read through the TF4ALL Enhanced Telemetry mod the plugin installs for you, at up to 100 Hz. The game publishes almost nothing on its own, so the mod is what makes Farming Simulator force feedback possible at all.

Every other SimHub-supported game runs through SimHub's universal telemetry feed instead. The plugin works there without a SimHub license, but unlicensed that feed is capped at 10 Hz, which makes the effects feel coarse. A licensed copy of SimHub (a small one-time payment) lifts it to 60 Hz, a big step up in feel.

Forza setup

Forza needs its telemetry pointed at the plugin (Data Out to 127.0.0.1, port 5300 by default), and the plugin can pass a copy on to SimHub so dashboards and bass shakers keep working. Both are walked through in the in-app guides (the ? in the panel's header): Forza setup, and Forwarding to SimHub.

Games with native Trueforce

Some titles already ship Trueforce on PC, so the plugin starts on Lightsync only (Beta) for them: their force feedback and Trueforce are left alone, and only the wheel's light pattern is set. Switch off the game's native Trueforce and set the plugin to Normal mode to take over, tuning the feel yourself rather than taking whatever the game hardcodes (and on Automobilista 2, adding Trueforce that was never really there).

The catch: a slider at 0 is not off. Many games keep the Trueforce API live even at 0, so the plugin fights a channel the game is still driving and the wheel whines. Only a real on/off switch or a config-file setting fully releases the wheel.

The plugin catches this itself (Beta). The USB capture sees every Trueforce packet on the wheel, so when a game streams beside the plugin, the plugin drops to Lightsync only for that game session within a couple of seconds (the log and the status panel say why) instead of whining beside it. Set the plugin to Normal mode to try again once the game's Trueforce is off. Without USBPcap there is nothing to watch, and nothing changes.

Running MAIRA and the plugin at the same time is not supported: with MAIRA's RPM lights on, the plugin steps aside for it. Close MAIRA, then set the mode to Normal.

Game How to disable native Trueforce Plugin takes over?
iRacing Set loadTrueForceAPI=0 in app.ini Yes
Dirt Rally 2.0 In-game Trueforce on/off switch Yes
GRID (2019) In-game Trueforce on/off switch Yes
Forza Motorsport (2023) Not tested Yes, through Telemetry Based FFB. Set the mode to Normal first
Automobilista 2 Steam launch option disableTF (try -disableTF if that fails) Likely, untested
Assetto Corsa Competizione Slider only, no off switch found No, stays live
Assetto Corsa EVO Slider only, no off switch found No, stays live
Assetto Corsa Rally Slider only, no off switch found No, stays live
BeamNG.drive Not tested Not tested
F1 22, 23, 24 and 25 Not tested Not tested
EA Sports WRC (2023) Not tested Not tested
WRC 10 Not tested Not tested
WRC Generations Not tested Not tested
Project CARS 3 Not tested Not tested
Test Drive Unlimited Solar Crown Not tested Not tested
Le Mans Ultimate Not tested Not tested

AMS2 is a special case: per Reiza's devs it loads the Logitech SDK but never actually implements Trueforce, so it behaves like a non-Trueforce game with the channel left live. The disableTF launch option falls back to legacy mode and should let the plugin take over, but I haven't confirmed it on hardware. (Steam launch options: right- click the game, Properties, General, Launch Options.)

I don't own some of these titles, so this table grows from user reports. If you find an off switch or config setting for one of the ones still marked "no", or get the plugin working on a native-Trueforce game that isn't listed here at all, please open an issue and let me know.

Auto-discovery

On startup the plugin finds the wheel and its USB capture interface by itself and starts the FFB tap and the Trueforce stream. If the wheel isn't detected (G HUB still running, USBPcap not installed, wheel unplugged) it says so in its status and stands down.

Known limitations

  • Logitech G HUB must stay closed the entire time the plugin is in use, not just at launch. G HUB claims the wheel's HID interface and blocks us from talking to it. If G HUB is opened mid-session, close it and reload the SimHub plugin to reattach.
  • The Trueforce level dial on the wheel doesn't apply while the plugin is driving Trueforce: the wheel's own intensity scaling stops responding to it. Use the plugin's Master Gain and per-effect Gain controls to set intensity instead.
  • Rev lights and the screen depend on who carries the force. The wheel's lights and screen share a control channel with the game's force feedback, and writing to them while the game's force passes through the USB capture cuts that force. So the plugin only adds rev lights and drives the screen where it carries the force itself: Telemetry Based FFB, iRacing, and Assetto Corsa with the CSP Bridge. For the same reason, changing a LIGHTSYNC pattern in a pass-through game interrupts the force for a moment, so it is best done parked. A custom driver that lifts this is in development.
  • The plugin cannot run alongside a game's own Trueforce. The wheel's Trueforce stream has room for one sender, so in a native-Trueforce game the plugin stays on Lightsync only unless the game's Trueforce is switched off (see the table above). Running MAIRA at the same time is not supported for the same reason.

FAQ

Which games does it work with? The audio-derived effects work in any game at all, since the plugin captures the game's audio directly with no SimHub support needed. Games that SimHub supports additionally get the telemetry-derived effects (engine pulse, gear shifts, ABS, and so on). Assetto Corsa, iRacing, Forza Motorsport, the Forza Horizon games and Farming Simulator go further with a higher-fidelity direct path (see Per-game enhancements).

Do I need to pay for SimHub? SimHub itself is free, and the plugin works without a SimHub license. The difference is the telemetry rate: unlicensed, games the plugin doesn't read directly run at only 10 Hz, which makes the effects feel coarse. A licensed copy lifts that to 60 Hz, which is a big step up in feel. SimHub is cheap and well worth it. (Assetto Corsa, iRacing, the Forza titles and Farming Simulator are read directly, so they run at their full rate regardless of license.)

Is this anti-cheat safe? Yes. The plugin operates entirely outside the game. It never injects code, reads or modifies game memory, or hooks the game in any way. It only talks to the wheel over USB (via USBPcap), reads telemetry the game already broadcasts (SimHub, shared memory, or UDP), and captures game audio through Windows' own loopback. Switching off a game's native Trueforce is done by editing a config file or flipping an in-game setting before launch, never by touching the running game.

Will it change or replace my normal force feedback? Not unless you ask it to. By default the plugin preserves your existing force feedback and layers haptic effects on top of it; your wheelbase's own FFB still comes through, with all your usual settings intact. The exception is Telemetry Based FFB, which deliberately builds the steering force from telemetry instead. In the Forza titles that is opt-in and stays off until you turn it on. In Farming Simulator it runs automatically, because the centering spring it replaces is all the game offers. In iRacing, and in Assetto Corsa with the bridge, the force is the sim's own, carried by the plugin, so it feels exactly as you tuned it.

Why does it need USBPcap, and is that safe? USBPcap is an open-source USB capture driver. The plugin uses it to read the wheel's own force-feedback traffic off the USB bus so it can mirror that into the Trueforce stream (this is the FFB pass-through that keeps your normal force feedback alive). It only looks at the wheel's traffic, it's widely used and bundled with our installer, and you can uninstall it separately at any time.

Do I need Logitech G HUB? Some wheels need G HUB launched once to switch into PC mode and expose their full HID interfaces. If the wheel isn't detected, open G HUB once, let it recognize the wheel, then close it completely before launching SimHub. G HUB claims the wheel's HID interface, so it must stay closed while you play. The wheel can drop out of PC mode after a PC restart or when you unplug it, so you may need to repeat the open-once-then-close step after each reboot.

My normal force feedback disappeared, or the plugin says pass-through is not running. Check that SimHub is running as administrator. Reading the wheel's USB traffic needs it, and without it the pass-through cannot start. Use SimHub's own Run as administrator setting rather than right-clicking the exe, then restart SimHub.

The effects feel weak or light. Raise Master Gain and the per-effect Gain in the plugin settings. The Trueforce dial on the wheel itself does nothing while the plugin is running, so all intensity is set in the plugin. The G923 is a quieter gear-driven wheel and usually needs more gain than the G PRO or RS50.

Can I use this in games that already support Trueforce? By default the plugin starts on Lightsync only for native-Trueforce titles, since the game already provides it, and if both end up streaming at once it steps aside by itself. But you can switch off the game's native Trueforce and run the plugin instead, which lets you tune the feel yourself. See Games with native Trueforce for which titles allow this and how.

Supporting the project

The plugin is free and stays that way. For anyone who wants to support it, there is a Patreon. It covers the real costs behind the project: hosting for the community backend, the code-signing certificate for the upcoming driver, and the time that goes into building all this. As a thank-you, supporters get cross-device backup and sync of their full setup (sign in on another PC and your tuning rides with you) and a spot on the supporters wall in the plugin. Manual export/import stays available to everyone.

Community coverage

How it works

The wire protocol (init sequence and ep3 streaming format) was reverse-engineered by the mescon Linux driver project. This repo is the Windows-side glue on top of that: a SimHub plugin that opens the wheel, synthesizes the telemetry/audio-derived effects, handles per-game tuning, and runs the USBPcap-based FFB tap that mirrors the game's HID++ output into bytes 6-9 of the Trueforce ep3 stream. That mechanism (bytes 6-9 as the motor torque target, the rolling window as an additive overlay on top) has since been independently confirmed by the mescon driver's own implementation on RS50 hardware.

Privacy

Community features are on by default and anonymous; turn them off in Settings and the plugin runs fully offline. What the online features (community presets, car data, sign-in, cloud backup) store, who processes it, and how to export or delete it is covered in PRIVACY.md.

License

GPL-2.0-only. See LICENSE.

The wire protocol and init sequence are derived from the mescon Linux driver project, also GPL-2.0.

Acknowledgments

  • mescon/logitech-trueforce-linux-driver: reverse-engineered the wheel's driver and wire protocol, and later the light-slot protocol (the staging and commit sequence behind the LIGHTSYNC tab). This project would not exist without their work.
  • PeposCJ/LogiDynamicDash: worked out how the wheel base's OLED screen is driven and documented it publicly. The wheel screen support here is built on that work, and PeposCJ's captures settled when the wheel's own pattern selection has to be left alone.
  • Lovely Sim Racing's car data: the per-car light patterns, per-gear redlines and blink rates behind "Match my wheel to the car", shared under CC BY-NC-SA 4.0.
  • Andrew Boersma: built the telemetry-based force feedback engine and the axle slip, curb thump, and lockup judder effects. The headline features of the 0.2.0 release are his work.
  • USBPcap by Tomasz Mon: the kernel-mode USB filter that lets us tap the wheel's bus traffic for FFB pass-through.
  • mdjarv/assettocorsasharedmemory: community reference for AC's shared-memory layout, used to validate our SPageFilePhysics field offsets.
  • HidSharp: cross-platform HID library used for the control-side of wheel communication.
  • NAudio: audio I/O library used for the per-process loopback capture pipeline.
  • ManteoMax's Forza Horizon 5 spreadsheet: the canonical community catalog mapping Forza CarOrdinal to year/make/model and engine specs. Our FH5 lookup (engine cylinder / layout / electric detection plus auto-named per-car presets) is built from this data.
  • SimHub: the host application. This plugin is unofficial and not affiliated with the SimHub project.
  • Armando Ramirez: produced a video walkthrough of the plugin in Forza Horizon 6 and tuned his own presets for it.
  • Revasio: produced a French-language installation tutorial on TikTok, helping French-speaking drivers get set up.
  • Svenmoor: tested the plugin against a range of native-Trueforce titles and mapped which ones have a true Trueforce off switch (so the plugin can take over cleanly) versus which only expose an intensity slider, which populated the "Games with native Trueforce" table above.

Logitech, Trueforce, LIGHTSYNC, G PRO, RS50, and G923 are trademarks of Logitech. This project is not affiliated with, endorsed by, or sponsored by Logitech.

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Trueforce haptics, Telemetry Based FFB, Rev lights and a customizable wheelbase OLED screen. Unofficial reverse-engineered implementation of Logitech's Trueforce and OLED protocols, not affiliated with Logitech. Supports G PRO, RS50 and G923; the screen is G PRO and RS50 only.

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