Skip to content

Simulated TrueForce

mescon edited this page Jul 27, 2026 · 7 revisions

Simulated TrueForce

Quick reminder of the difference: force feedback is the physical force you feel through the wheel (weight, road pull, kerbs), and it works with no setup. TrueForce is Logitech's extra layer of fine, fast vibration and texture on top; some games build it in, and this page is about adding it to the games that do not. Full explainer in Force Feedback in Games.

TrueForce is normally provided by the game itself through Logitech's TrueForce support (see Force Feedback in Games). For titles with no built-in TrueForce, this project ships logi-tf-sim: a small background helper that builds engine haptics from the game's own live data (engine RPM, speed, throttle, sent over the local network) and plays them through the wheel's real TrueForce audio path. That same live data drives the wheel's rev-light strip as a live RPM display.

On the G923 this is the only TrueForce there is: Logitech's own TrueForce files do not work for it on Linux (see G923), so the helper is the supported path. It finds a G923 automatically and streams to the wheel's own TrueForce interface, mirroring the live force-feedback output into the stream so haptics and force feedback agree instead of fighting.

What you feel

An engine note through the wheel rim: a fundamental tone at the engine's firing rate plus harmonics, louder with throttle, present at idle, silent when the engine is off. The rev LEDs fill with RPM (on the RS50 using your active LIGHTSYNC slot's colors and direction; on a real G PRO rim the onboard profile owns the colors). On a G923 the helper drives the five LED pairs of the strip directly (they are also standard Linux LEDs, see G923).

Supported games

Any game that broadcasts its live data in one of these formats:

Format Default port Games
Codemasters / EA float array 20777 DiRT Rally 2.0, DiRT 4 and the classic Codemasters format titles
Project CARS 2 5606 Project CARS 2, Automobilista 2
Modern EA F1 20777 F1 22 through F1 25
EA Sports WRC 20777 EA Sports WRC
OutGauge 4444 BeamNG.drive

The helper listens on all of those at once, quietly, and detects the game from the packets themselves; every port can be changed. It also accepts a small relay protocol (port 20780) for shared-memory sims such as iRacing and rFactor 2, which need a Wine-side relay to feed it; that relay is still in progress.

Playing something else that sends UDP telemetry? See Add a Game for how to capture it and help get it added.

Enabling it, per game

  1. Open the Setup page in logi-wheel-gui or logi-wheel (see Configuring the Wheel) and find the Simulated TrueForce panel: master switch, helper start/stop, and a per-game list with individual enables and intensities.
  2. Switch on the game's own telemetry setting. Examples:
    • DiRT Rally 2.0: hardware_settings_config.xml, set <udp enabled="true" ...> (the stock port 20777 is the default here too).
    • Automobilista 2 / Project CARS 2: System settings, UDP frequency to a nonzero value, protocol "Project CARS 2".
  3. Race. The helper stays silent until the game's data arrives and stops when it goes quiet.

The knobs

Configuration lives in ~/.config/logi-wheel/tf-sim.conf (or $XDG_CONFIG_HOME/logi-wheel/ if you set that; plain key=value, and the Setup page edits it for you):

Key Meaning Default
enabled master switch on
intensity master intensity, 0-100 60
pitch felt rev rate, 10-200 percent. 100 puts the fundamental at the crank rate (rpm/60 Hz); lower feels like a slower, heavier engine 50
leds drive the rev-light display from telemetry RPM on
port.codemasters (also serves F1 and EA Sports WRC), port.pcars, port.beamng, port.relay the ports it listens on 20777 / 5606 / 4444 / 20780
game.<id>.enabled, game.<id>.intensity per-game override, applied on top of the master on / 100
g923.ffb_invert G923 only: sign of the mirrored force-feedback value in the stream (hardware-calibrated; leave alone unless forces and haptics visibly disagree) 1

Intensity is master x per-game, so you can set a global comfort level and trim individual games. Pitch is the one to play with if the engine feel reads too frantic or too lazy: it scales the fundamental frequency without touching amplitude.

Trying it without a game

The Setup page (and logi-tf-sim --sweep from a terminal) offers a consent-gated test sweep: a synthetic RPM run-up so you can feel the effect and calibrate intensity with no game running. Hold the rim first; it is a direct-drive wheel.

Good to know

  • Simulated TrueForce and games with built-in TrueForce do not fight: the helper only plays while the game's data is flowing, and games with native TrueForce support stream their own effects directly without using the simulation.
  • The rev-light feeder runs at G HUB's own cadence (~60 Hz), writing only when the level actually changes, so a rev sweep keeps up with the engine; see Simulated TrueForce Internals.
  • The helper plays through libtrueforce, the project's own version of Logitech's TrueForce support.

For how it works inside (parsers, synthesis, the watchdog loop), see Simulated TrueForce Internals.

Clone this wiki locally