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v0.3.0: Full Assetto Corsa and iRacing support, the LIGHTSYNC tab, G923 Lights Fixed, Guides in the Plugin, and a ton of Bug Fixes!
Pre-releaseTwo games get full support in one release: iRacing and Assetto Corsa.
The sim's own force feedback, TF4ALL's effects, the wheel's screen and the rev
lights all run at once.
The wheel's lights get a tab of their own,
with a pattern maker, a library bigger than the wheel's five slots, and colors that
can automatically match the car you are driving.
Guides and setup instructions now live in a dedicated in-plugin help browser.
And more
iRacing: the sim's own force, TF4ALL's effects
iRacing keeps publishing the steering torque it wants the wheel to hold even
with its own force feedback switched off. TF4ALL 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 TF4ALL's effects layered on top of it.
- iRacing's feel, TF4ALL's effects. The force is the sim's own, read
straight from iRacing, with the effect stack riding on top and a strength
slider that scales the base against the sim's own maximum. - Each car can have its own Max force. Cars follow the max-force number
iRacing already keeps for them, so existing tuning is respected. The plugin
also watches what a car really pushes as you drive, the same idea as
iRacing's own auto button: drive a clean lap, and once the reading holds
steady, one press takes it. Nudge any car heavier or lighter from there
without touching Strength. - Traction loss reads the sim's slip angle. The effect now takes the
game's slip angle into account for a more accurate effect, and the
iRacing preset ships the settings tuned on it. - The wheel's screen and rev lights work in iRacing. Normally using
them interrupts the wheel's force; with TF4ALL carrying the force,
nothing is interrupted. - Incident points, announced. The dash shows your count against the
session's limit. Each new point announces itself for a moment, and the
wheel's screen flashes what it cost ("2x") as it happens. - Engines sound like themselves. iRacing states each car's cylinder
count, and a shipped table adds the crank layout, so a cross-plane American
V8 pulses like one instead of a generic even-fire. Your own engine pick and
the community's data still win over the table. - Simple setup. A first-launch notice walks you through the four steps:
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".
Assetto Corsa: full support through the TF4ALL CSP Bridge
Assetto Corsa can now hand the plugin its force feedback directly. A small
CSP script, the TF4ALL CSP Bridge, does the handover: 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 and one restart of the game.
- 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 TF4ALL carries it to the wheel with the effects on top. - The wheel's screen stops costing force. With the bridge carrying the
force, the Dynamic OLED display runs in Assetto Corsa, and LIGHTSYNC
patterns can be switched mid-session. - No USB capture needed. With the bridge installed the plugin gets the
force from the game directly, so Assetto Corsa no longer depends on
USBPcap. Without the bridge, everything keeps working through the capture
as before. There is no setting to manage.
The wheel's lights get a tab of their own
LIGHTSYNC sits beside the FFB tab. 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 G923's strip has a fixed layout, so the tab
stays hidden there.
- The wheel's light pattern can automatically match the car you're driving.
With "Match my wheel to the car I'm driving" ticked, the strip takes on each
car's own colors and fill direction as you get in, lighting where the real
car lights. The colors come from Lovely Sim Racing, shared under
CC BY-NC-SA 4.0, and a car they have not covered keeps whatever pattern you
chose. Coverage is sim-racing: Le Mans Ultimate and Automobilista 2 are the
best covered today, then iRacing, Assetto Corsa Competizione, the F1 titles
and Assetto Corsa EVO. - Save as many patterns as you want. Your 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. Mirror copies the LED you have
selected onto the one opposite, so a symmetrical bar gets built a pair at a
time. Reverse turns the strip round for a ramp built from the wrong end. - Thirteen hand-made patterns built in, yours to copy and edit.
- Color correction, 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 instead of yellow. Three sliders under Color trim 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; forget it with one click. - The TF4ALL Dash's rev strip can match your wheel's. On Auto, the
default, it takes its colors, fill direction and switch-on points from
the wheel's rev lights; pick a direction instead for the plain ramp.
Picks apply immediately, in and out of game. In a game whose own force
feedback the plugin passes through, changing the pattern interrupts that force
for a moment, so it is best done parked. Where the plugin drives the force
itself, in iRacing, in Assetto Corsa with the bridge, or with Telemetry
Based FFB, there is nothing to interrupt and you can change it on the move.
A new mode: Lightsync only
The master switch used to be on or off. It now has a middle position,
Lightsync only, which leaves a game's own force feedback completely alone
while still setting the wheel's pattern for the car you are in. Useful for
games that support Trueforce natively. Each position is remembered per game.
Upgrading keeps your per-game choices, with one change: a game you had
switched off comes back as Lightsync only. If you want a title silent, set
it back to Off and it stays there.
The plugin steps aside for native Trueforce
Games that bring their own Trueforce automatically set the mode to Lightsync
only. If a game with native Trueforce and the plugin stream at once, the
wheel makes a whining sound (#29). The plugin now detects when two Trueforce
streams are active and sets itself to Lightsync only to avoid the conflict.
To use the plugin's Trueforce instead, switch the game's own off, then set
the plugin to Normal mode.
Guides, in the app
A "?" in the header opens a guides browser, so the information you need to get
set up and the questions people ask most are easy to find.
- Setup for the games that need it, and what to do when something is wrong.
iRacing's two switches, Forza's Data Out and forwarding, the Farming
Simulator mod, a wheel gone limp, and why the rev lights only work in some
games. - Search reads the guides, not just their titles. Type G HUB, app.ini or
5300 and you land on the one that explains it. - Each guide opens what it is about. Read the Forza steps, press the
button, and the UDP settings are in front of you. - A guide can jump into the panel. Links inside a guide open the tab or
the section they talk about.
Rev-light fixes
After this update, rev lights are meant to simply work in iRacing, Forza and
Farming Simulator. If yours stay dark or fill wrong, report it on GitHub or
the Discord so it gets fixed.
- G923 rev lights either never lit, or filled wrong. The Xbox G923's never
worked at all, and a G923 lights its ten LEDs in five pairs, so a ten-step
fill read as full from half revs. Both are fixed: the PlayStation
G923's lights are confirmed on hardware, and the same commands light a
G PRO running in its G923 compatibility mode, so the Xbox G923 is expected
to follow. - Redlines and blink rate reach every wheel. A car's per-gear redlines
and its blink rate apply even on a wheel whose strip has a fixed look, so
the shift cue and the redline flash land right on a G923 too. - Your chosen pattern survives. The lights used to overwrite the pattern
on the wheel every session; now a pattern you picked is left alone. - The flash fires at the car's redline, not the limiter, and starts in step.
The Lovely data records where the real car's dash lights up, gear by gear,
and the flash follows it, even per gear. Every burst now begins lit. - The lights keep up. The strip updates at 40 ms instead of 160, so a fill
climbs smoothly instead of stepping.
Fixes and polish
- The FFB tab, revamped. Every game gets the same tab now: FFB scale at
the top, the force feedback tweaks that lived on the Effects tab moved in
beside it, and the telemetry-based tuning shows only for the games that
can use it. - Game mods live in one place. The Farming Simulator mod and the TF4ALL
CSP Bridge can be installed, removed or reinstalled from the Game Mods
section on the Settings tab. - Effects survive a parked car. Sitting parked could mute the effects
and the stationary spring; both now keep working. - Experimental FFB detection is no longer experimental. A game's force
can arrive on a USB report the capture used to ignore unless an
experimental checkbox was on. The capture now detects which report carries
the force and follows it, so the checkbox is retired and the force no
longer vanishes. - A G PRO in G923 compatibility mode is recognized. The wheel reports
itself as a G923 there; the plugin now tells the two apart and drives the
lights the way that mode wants. - Auto force can be bound. One press runs the current game's auto force
calibration from the rim: iRacing sets the max force from the learned
peak, and Forza re-levels the auto strength. - Resuming from a pause eases the force back in. The wheel used to snap
from the pause spring straight to the full live force; now it fades in
over a moment. - The wheel's screen can show nothing. Pick Nothing and the wheel's own
built-in display shows instead, while shifts, finished laps and warnings
still take the screen for a moment, then hand it back. - The wheel lets go when you alt-tab out, instead of pulling to full lock.
Alt-tab mid-drive without pausing and some games leave their last force
applied, spinning the wheel to one side. TF4ALL now releases it. On by
default, in Settings, Force feedback (advanced). Tested in Wreckfest 2. - The Farming Simulator mod installs, repairs and removes on demand.
Install, Reinstall and Remove now sit in Settings, so the mod can go in
before you start the game, be repaired later, or be taken back out.
Uninstalling the plugin from Windows removes the mod too. - A wheel that refuses light commands says so. It used to look like
success in the log while nothing lit. - A diagnostic claimed every effect was off while effects were playing.
It only counted seven of them, so axle slip, kerb thump, lockup judder,
collision, the rev limiter and the implement thud went uncounted. - Misrouted Forza telemetry now explains itself. If Telemetry Based FFB
is on but the game's telemetry points at the wrong port, a banner says
what happened, with a button that jumps to the setting that fixes it, and
whatever force feedback the game is still sending passes through instead
of being muted. - Auto strength status messages are improved. A status line, and the
dash, now show how much of the current car the strength learner has seen.
The learner keeps refining on its own as you drive; the Re-learn button
just gets it there faster when a reading went bad, like a crash spiking it. - The per-gear redline editor moves behind a toggle in Widgets and
display. Saved per-gear values keep working whether the editor is shown
or not. - The UI is less cluttered, and the explaining is centralized. The settings
had accumulated a lot of help text, most of it repeated or wanted only once.
Over 25% of it is gone, and what was worth keeping moved into tooltips and
the new guides browser.
Protocol credit where it is due: everything the plugin knows about programming
a light slot, the staging and commit sequence included, comes from mescon's
Logitech Trueforce Linux driver and its protocol specification, as do the
strip-length and refusal findings. PeposCJ's first-party captures settled when
the wheel's own effect selection has to be left alone, which is why the pattern
you chose survives.