Everything your Logitech wheel can do, in games that never supported it. Trueforce, rev lights, the 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 fills those gaps, 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.
| 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 and the OLED screen are Beta features, and both need Telemetry Based FFB switched on. They share a control channel with the wheel's force, so they can only run when the plugin is generating that force itself.
The G923 is a quieter gear-driven wheel than the G PRO and RS50, so if it feels light, raise master or Trueforce gain.
The plugin runs inside SimHub and drives the wheel's Trueforce haptic motor in real time. Everything rides on top of your real force feedback, which it preserves via FFB pass-through. It mixes:
-
FFB pass-through (the foundation). 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 below, in any game whose force feedback uses standard HID++ (effectively all of them on these wheels).
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Telemetry-derived effects synthesized from live game data.
- 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: triggered by vertical acceleration so rough terrain rumbles through the wheel. On Forza, the per-tire surface-rumble field is read directly for a richer, more accurate continuous road feel on top of the heave channel.
- 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). Read directly from per-wheel slip in games that expose it (AC and the Forza titles), weighing each tire by load so it reflects how much of the car is actually losing grip; inferred on the SimHub universal path from wheel-vs-ground speed plus a yaw-rate / lateral-G discrepancy check. 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: amplitude-scaled thud on impact, with a soft-knee curve so harder hits feel stronger without becoming unsafe, plus a refractory window so multi-frame crashes don't stutter.
- 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.
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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 panel inside SimHub: master gain, individual effect tuning, sidechain ducking between continuous and transient effects, and a savable preset library. The tabbed layout, typed values on every slider, and community sharing in the preset library are Beta.
Four pairs of controls can be bound to anything SimHub can see, a wheel button, a button box, a keyboard key, so the things worth changing mid-stint do not cost you a hand: Trueforce gain up and down, Telemetry Based FFB strength up and down, the wheel's screen forward and back, and dash tabs forward and back. The two gain controls report their new value on the dash and on the wheel's screen at the same time. (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. Support is planned for more titles over time.
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. Still being dialed in, so feedback on how it feels is welcome.
It also unlocks the wheel's lights and its screen. The rev lights fill and flash with the engine, honoring the car's real redline where the community has confirmed one, and on a G PRO or RS50 the OLED screen comes to life (below). Both share a control channel with the game's force feedback, so they can only run while the plugin is generating that force itself. (A custom driver that lifts this restriction in every game is in progress; Microsoft has to sign it before it can ship.)
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 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. Like the rev lights, the screen needs Telemetry Based FFB.
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.
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 taps the game's outgoing FFB on the USB bus and 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.
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.
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, 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.
The plugin is in active development and functional today. Feedback is welcome there, or on GitHub issues.
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.
The easiest path is the bundled installer:
- Download
TrueforceForAll-Setup.exefrom 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. - Close SimHub if it's running.
- 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.
- Close Logitech G HUB (it claims the wheel's HID interface).
- Launch SimHub. The plugin auto-enables on first run.
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.
- 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.
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 (polled at 1 kHz so events are seen within 1 ms of being written). The higher rate makes curb collisions, road-bumps, traction-loss and other haptic effects noticeably sharper and more responsive than SimHub's 60 Hz feed can deliver.
Forza Horizon 4, 5, and 6, plus Forza Motorsport (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), giving more depth in surface detail effects than some other titles offer. 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.
Additional direct-read titles will be added over time.
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.
In Forza Horizon 4/5/6, open Settings → HUD and Gameplay → UDP RACE
TELEMETRY. In Forza Motorsport the same settings live under Settings →
Gameplay & HUD. Turn DATA OUT ON, set DATA OUT IP ADDRESS to 127.0.0.1,
and set DATA OUT IP PORT to match the plugin's Port field in the Forza
section (5300 by default). That is the whole setup.
This plugin passes a copy of Forza's telemetry on to SimHub, so anything SimHub drives (dashboards, ShakeIt bass shakers, a Buttkicker, arduino devices) keeps working too. You have already pointed Forza at the plugin in the setup above; this just adds the relay to SimHub. In the Forza section of the plugin settings:
- In SimHub, click the Home button at the top of the left sidebar. It should show Forza Horizon as the active game (if not, click Change game). Open Game config and note the UDP port it shows (often 8000). You are only reading this number here, so do not change anything.
- Enable "Also forward to SimHub", set the forward host to
127.0.0.1, and set the forward port to that SimHub port. - Drive for a moment and check the "Forwarded:" line in that section. Once it shows packets, SimHub's dashboards and bass shakers are back.
The result is Forza → this plugin → SimHub, so haptics from this plugin
and everything SimHub drives both work at the same time.
Some titles already ship Trueforce on PC, so the plugin defaults itself off for them. Switch off the game's native Trueforce and you can run the plugin instead, 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.
| 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. Enable the plugin for the game 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.
On startup the plugin:
- Enumerates connected HID devices, finds the wheel's Trueforce interface
(
MI_02, vendor usage page0xFFFD). - Enumerates USBPcap interfaces and parses injected device descriptors to find which root hub the wheel is on and what USB address the OS assigned it this boot.
- Starts the FFB tap and Trueforce stream automatically.
If the wheel isn't detected (G HUB still running, USBPcap not installed, wheel unplugged) the plugin logs a clear status message and disables itself gracefully.
- 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 this plugin is driving Trueforce. Once we take over the ep3 stream, the wheel's own Trueforce intensity scaling stops responding to the dial. Use the in-plugin Master Gain and per-effect Gain controls to set intensity instead.
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, 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 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.
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 stays off for native-Trueforce titles, since the game already provides it. 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.
- Overtake.gg, Logitech's Trueforce Arrives Early in Forza Horizon 6 Thanks to Community-Made SimHub Plugin: Detailed news writeup of the plugin bringing Trueforce to Forza Horizon 6 at launch, ahead of any native support from the game.
- Armando Ramirez, Does Logitech TRUEFORCE Actually Matter in Forza Horizon 6?: The first video walkthrough of the plugin in Forza Horizon 6, including custom presets the creator tuned.
- Revasio, French installation tutorial on TikTok: A walkthrough of installing and setting up the plugin, narrated in French.
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.
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.
- mescon/logitech-rs50-linux-driver: reverse-engineered the wheel's driver and wire protocol. 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.
- 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.
- Caleb Pearson: reported that the plugin was not working on the RS50, exported the TF4ALL logs that helped pinpoint the cause, and validated the fix on his hardware. Without his report the RS50 issue would have gone unnoticed. He also discovered and confirmed that the plugin brings Trueforce back to iRacing when running MAIRA.
- 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, G PRO, RS50, and G923 are trademarks of Logitech. This project is not affiliated with, endorsed by, or sponsored by Logitech.
