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The ultimate companion for a Trueforce-enabled Logitech wheel. Trueforce haptics in any game, rev light enhancements, the Dynamic OLED screen, a phone dash, and community presets.
Free and open source, for SimHub. Contributors welcome.
Official Trueforce support keeps growing, but many major titles are still waiting and some will never get it. This plugin fills the gap, and then some.
Tip
Something not working? Please open an issue or say so in the Discord.
| Wheel | Haptics + FFB | Rev lights | OLED screen |
|---|---|---|---|
| Logitech G PRO Racing Wheel (Xbox/PC and PS/PC) | ✅ | ✅ | ✅ |
| Logitech RS50 | ✅ | ✅ | ✅ |
| Logitech G923 (Xbox/PC and PS/PC) | ✅ | ✅ | None |
Note
The plugin can add rev light support and control the Dynamic OLED screen in games with Telemetry Based FFB, in iRacing, RaceRoom and Le Mans Ultimate, and in Assetto Corsa with the CSP Bridge. LIGHTSYNC car pattern matching works in every game the pattern data covers.
The plugin layers Trueforce haptics over the game's built-in FFB. In most games it reads the force off the wire and adds to it.
Some games go further. iRacing, RaceRoom, Le Mans Ultimate and Assetto Corsa hand their force straight to the plugin, with no USB capture involved. In the Forza titles and Farming Simulator, Telemetry Based FFB can build the whole force instead. In these games the wheel's rev lights and screen are unlocked too, and Per-game enhancements covers what each one gets.
Save your tunings per game and per car, and use the preset browser to manage your presets and share with the community.
Synthesized from live game data and played over the Trueforce protocol.
Which effects a game can drive depends on the telemetry it publishes, so the plugin shows the ones your game supports and hides the rest.
The game's own audio, captured from its process and fed to the wheel as haptics. It catches what telemetry never exposes, and works in games that publish none at all.
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.
It also unlocks the wheel's rev lights and screen, with the lights filling and flashing with the engine.
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.
Some games get enhancements of their own, whether that is a faster telemetry stream, sharper effects, a force feedback overhaul, or the sim handing its forces straight to the plugin. None of it needs a SimHub license.
iRacingReads the sim's telemetry at 1 kHz. iRacing keeps publishing the steering torque it wants the wheel to hold even with its own force feedback off, so the plugin carries that to the wheel with its effects on top, and the rev lights and the wheel's screen come with it.
Setup instructions show in the plugin on first launch, or here.
Assetto CorsaShared memory read at the game's own 333 Hz physics rate, which makes curb collisions, road bumps and traction loss noticeably sharper than a 60 Hz feed can deliver.
Setup instructions show in the plugin when it first sees the game, or here.
RaceRoomTelemetry read from the game's shared memory, far above SimHub's 60 Hz max, carries the steering force RaceRoom computes to the wheel with the plugin's effects on top, and the rev lights and the wheel's screen come with it.
Setup instructions show in the plugin when it first sees the game, or here.
Le Mans UltimateThe official shared memory its SDK documents, read at 100 Hz, carries the torque on the steering shaft to the wheel with the effects on top, and the rev lights and the wheel's screen come with it.
Setup instructions show in the plugin when it first sees the game, or here.
ForzaTelemetry read straight from the game over UDP, output at the game's frame rate, which is often much higher than SimHub's 60 Hz cap.
Setup instructions show in the plugin when it first sees the game, or here and here.
Farming SimulatorForce feedback in Farming Simulator is notoriously basic. The game gives the wheel a centering spring and little else, so Telemetry Based FFB replaces it with a force of its own, built from the ground under the tires, the weight of the machine as it turns and an implement dragging harder as it fills.
Setup instructions show in the plugin when it first sees the game, or here.
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.
The LIGHTSYNC tab takes over the rev strip on a G PRO or RS50. The G923's strip has a fixed layout, so the tab stays hidden there.
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.
Three modes, remembered per game. Normal (everything), Lightsync only (the plugin leaves the game's force feedback and Trueforce alone and only sets the light pattern for the car you are in), or Off. Games that bring their own Trueforce start on Lightsync only.
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.
Bind a button to step through your screens without letting go of the wheel.
The plugin ships its own SimHub dashboard, made for a phone or tablet kept next to you or mounted on the rig: what you need at a glance while you drive, and a way to change things mid-session without alt-tabbing out of the game.
Installs with the plugin and appears in SimHub's dashboard list.
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).
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 grant matching roles there.
The ? in the panel's header opens the guides: setup for the games that need it (iRacing, RaceRoom, Le Mans Ultimate, Assetto Corsa, Forza, Farming Simulator), what to do when something is wrong, and the questions people ask most. The guides can also be found here: mhytee.github.io/Trueforce-For-All.
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.
Some titles already ship Trueforce on PC, so the plugin starts on Lightsync only 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.
Why a slider at 0 is not offMany 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. 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 |
| Le Mans Ultimate | Settings > Controls > Force Feedback: Vendor Specific Force Feedback off | Yes, through the handover: tick "Take over force feedback for Le Mans Ultimate" on the FFB tab |
Not tested yet: BeamNG.drive, F1 22 through 25, EA Sports WRC (2023), WRC 10, WRC Generations, Project CARS 3 and Test Drive Unlimited Solar Crown.
AMS2 is a special case: per Reiza's devs it loads the Logitech SDK but never implements Trueforce, so the channel sits live with nothing on it. The disableTF launch option should let the plugin take over, but I haven't confirmed it on hardware.
Note
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.
Important
Logitech G HUB must stay closed when the plugin is in use. Running it alongside can cause issues.
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, RaceRoom, Le Mans Ultimate, 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, RaceRoom, Le Mans Ultimate, 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, RaceRoom and Le Mans Ultimate, 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. Games that hand their force over (iRacing, RaceRoom, Le Mans Ultimate, and Assetto Corsa with the bridge) and games running Telemetry Based FFB need no capture at all.
Do I need Logitech G HUB?No, and it has to stay closed while you play: running it alongside can cause issues.
My normal force feedback disappeared, or the plugin says pass-through is not running.Run the self-test in the Settings tab's Diagnostics section. It checks the whole chain and names the part that is missing, USBPcap's capture driver included. The usual cause is SimHub not 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.
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.
The plugin is free and stays that way. It is primarily built by one person, and a Patreon is there for anyone who wants to keep that going. Supporters get cross-device backup and sync of their full setup, and a spot on the supporters wall in the plugin. Manual export and import stay available to everyone.
The plugin opens the wheel, runs the Trueforce init sequence, and streams haptics to endpoint 3 at 1 kHz. The effects themselves are synthesized from telemetry or from the game's own audio, with per-game tuning on top.
A USBPcap-based tap reads the game's own force feedback off the USB connection. Its plain force is mirrored into bytes 6-9 of that stream, which the wheel takes as its motor torque target, with the rolling window riding on top as an additive overlay. The game's DirectInput effects, its spring, damper, friction, inertia and waveforms, are decoded from the same traffic and rendered into the stream alongside it.
In some games Telemetry Based FFB is an alternative to capturing. The force is built from the telemetry itself, from per-axle grip and slip and the load through the corner, and some prefer that to what their game sends. For the games that send nothing usable, Farming Simulator among them, it is the only route. Where a sim publishes its own steering torque, that torque is reshaped rather than synthesized.
Some games need no tap at all. Assetto Corsa, iRacing, RaceRoom and Le Mans Ultimate publish their own force values, so the plugin reads them from there and leaves the wheel's HID++ pipe alone, which is what lets the rev lights and the screen run alongside the force.
The rev lights and the wheel base's screen take a different path, the wheel's HID++ control pipe rather than the haptic stream: level and slot writes for the lights, frames for the screen. That pipe carries one writer at a time, so the plugin watches what else is writing to it and stands down while a game is driving the lights itself.
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.
GPL-2.0-only. See LICENSE.
The wire protocol and init sequence are derived from the mescon Linux driver project, also GPL-2.0.
Logitech, Trueforce, LIGHTSYNC, G PRO, RS50, and G923 are trademarks of Logitech. This project is not affiliated with, endorsed by, or sponsored by Logitech. It is original Windows code built on protocols reverse-engineered by the community and me, and uses or redistributes no Logitech source, firmware or assets.
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