Trueforce For All
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.
Supported wheels
| 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.
FFB and Trueforce Effects
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.
Effects from telemetry
Synthesized from live game data and played over the Trueforce protocol.
- Engine pulse: rumble at the engine’s real firing pattern, from its
cylinder count and crank layout, so a cross-plane V8 does not feel like
an inline six.
- 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: a chirp as the wing opens, and an optional flutter while it
stays open.
- Road bumps: rough ground rumbles through the wheel, read per tire in
Forza for a sharper surface.
- Curb thump: the whack as a wheel first meets a curb, separate from the
rumble that follows while you ride it.
- Implement thud: the hydraulic hum as an implement or loader arm
moves, and the thump as it lands. (Farming Simulator.)
- Traction loss: tire screech when grip breaks, sharpest where the game
reports per-wheel slip.
- Axle slip: understeer and oversteer as two feelings rather than one
blur, a high scrub as the front washes wide, a deeper pulse as the rear
steps out.
- Lockup judder: the coarse judder of a flat-spotted tire skidding
under braking, fading as the car slows.
- Collision: a thud on impact, scaled to the hit.
- Airborne ducking: the effects you choose cut out while the car is in
the air, so jumps feel weightless. On by default.
- Stationary spring: weight at the wheel when parked or crawling,
fading out as speed builds.
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.
Effects from game audio
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.
Trueforce EQ
A parametric equalizer on the plugin’s Trueforce effects. Cut the
frequencies where your rig rattles and boost any that feel weak.
Telemetry Based FFB
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.
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.
Per-game enhancements
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.
iRacing
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.
- Each car’s max force, learned. The plugin watches what a car really
pushes; drive a clean lap, and once the reading holds steady, one press
takes it. Nudge any car heavier or lighter from there.
- Curb strikes and rumble strips, softened. iRacing reports each wheel’s
suspension speed beside the torque, so only the instants a curb lands are
eased; cornering load and weight transfer pass through untouched. On by
default, with a slider for how much to take out.
- A stop where the car’s steering stops. A soft lock built from the sim’s
own steering position and lock, so the wheel no longer turns on past the
car’s lock to its hard stop. On by default.
- 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.
Setup instructions show in the plugin on first launch, or
here.
Assetto Corsa
Shared 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.
- The TF4ALL CSP Bridge hands the force over. A small CSP script the
plugin offers to install, after which your rev lights and the wheel’s
screen run, light patterns can be changed mid-session, and Assetto Corsa
needs no USB capture at all.
Setup instructions show in the plugin when it first sees the game, or
here.
RaceRoom
Telemetry 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.
- Each car’s strength, learned. Drive a couple of clean laps, and once
the reading holds steady one press takes it.
- Engine data for every car in the game. A shipped table covers all 356
with their real cylinder count and crank layout, so a V8 pulses like one.
Setup instructions show in the plugin when it first sees the game, or
here.
Le Mans Ultimate
The 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.
- Each car’s peak force in Nm, learned, and taken with one press, the
same gesture iRacing uses.
Setup instructions show in the plugin when it first sees the game, or
here.
Forza
Telemetry 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.
- Per-tire data. SimHub leaves this out, so reading it from the game
directly is what lets us enhance the surface texture effect, curb strikes
and collisions.
- Telemetry Based FFB, which can replace
Forza’s own force feedback outright.
- SimHub still gets its copy, so dashboards and bass shakers keep
working.
Setup instructions show in the plugin when it first sees the game, or
here and here.
Farming Simulator
Force 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.
- The TF4ALL Enhanced Telemetry mod comes with it, adding ground
texture through the wheel, the thud as an implement drops into work, and
the cut while your wheels are off the ground. The game publishes too
little on its own, so the mod sends it, at up to 100 Hz.
- 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.
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 wheel’s lights
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.
- The pattern can match the car you are driving. 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 the pattern you chose.
- Save as many patterns as you want. The wheel stores five; the plugin’s
library has no limit, and a bound button walks it without taking your hands
off the wheel.
- A pattern maker. Color the ten LEDs one at a time, 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.
- Idle modes. With no game running, or the car sat still, the strip can
run a slow sweep up and back, or meter your computer’s audio so the lights
move with whatever you are listening to. Your revs take the lights back the
moment a game reports them. Off by default.
- 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.
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 wheel’s OLED screen
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.
TF4ALL Dash
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.
- The Drive tab: a big gear and rev strip, plus four info boxes you can
set up how you like, from tire temps and wear, fuel, lap times, a
radar, and more. The dash remembers its layout per game.
- Tune from the seat: effects on and off with their gains, master and
audio capture gain, presets, Telemetry Based FFB and its main knobs, and
a car’s name, redline or engine type. Tap any value to type an exact
number.
- FFB 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.
- An idle card: close the game and the dash becomes your name and number
over moving artwork, with the plugin version and any waiting update along
the foot. Ten backgrounds, and you set the delay.
- Make it yours: eight themes, the option to drop to two info boxes if
four crowd your screen, and the tabs you don’t use can be hidden or
reordered.

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).
- Community preset browser, built into the Presets tab. Browse what
other drivers have shared for any game or car, sorted by votes and
downloads.
- 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, and converge as more drivers
submit agreeing values. 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 is optional. It takes an emailed one-time
code, no password, and 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.
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.
Install
- Download
TrueforceForAll-Setup.exe from the latest release.
- Close SimHub if it’s running.
- Run the installer. It finds SimHub,
copies the plugin files into its install folder, and installs
USBPcap if you don’t
already have it. No SimHub yet? It points you at the download and waits,
so you can install SimHub and press Retry.
- Close Logitech G HUB, and keep it closed while you play: running it
alongside can cause issues.
- Turn on Run as administrator in SimHub’s settings. Reading the
wheel’s USB traffic needs it. Without it the force feedback pass-through
never starts.
- Launch SimHub.
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.
Games with native Trueforce
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 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. 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.
Known limitations
[!IMPORTANT]
Logitech G HUB must stay closed when the plugin is in use. Running it
alongside can cause issues.
- 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. They 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 drives them wherever it can (see
Per-game enhancements). 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, 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, the Forza titles and Farming Simulator are
read directly, so their telemetry runs at its own rate whatever the license.
The others still take their numbers through SimHub.)
Is this anti-cheat safe?
Yes. For every sim TF4ALL supports, the plugin never injects code into a
running game, never reads or modifies game memory, and never hooks the game in
any way. It talks to the wheel over USB (via USBPcap), reads telemetry the game
publishes (SimHub, shared memory, UDP, or a named pipe), 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.
Assetto Corsa and Farming Simulator each load a TF4ALL mod, a Custom Shaders
Patch script and a mod list entry. The game loads it, so nothing is injected.
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.
Is it in my language?
TF4ALL ships in several languages; pick yours in Settings. You can
translate any language from inside the plugin, and your corrections reach
everyone else using it. See
Languages and translating.
Supporting the project
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.
How it works
The detail
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.
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, anonymous usage
statistics) 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. 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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