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Simulated TrueForce

mescon edited this page Jul 20, 2026 · 5 revisions

Simulated TrueForce

TrueForce is normally fed by the game itself through Logitech's SDK (see Force Feedback in Games). For titles with no native TrueForce, this project ships logi-tf-sim: a small background daemon that synthesizes engine haptics from the game's own UDP telemetry and plays them through the wheel's real TrueForce audio path. The same telemetry drives the wheel's rev-light strip as a live RPM display.

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).

Supported games

Any game that speaks one of these UDP telemetry formats:

Format Default port Games
Codemasters / EA float array 20777 DiRT Rally 2.0 and the classic Codemasters format titles
Project CARS 2 5606 Project CARS 2, Automobilista 2

The daemon listens passively and auto-detects the game from the packet format; both ports are configurable.

Enabling it, per game

  1. Open the Setup page in logi-dd-gui or logi-dd (see Configuring the Wheel) and find the Simulated TrueForce panel: master switch, daemon start/stop, and a per-game list with individual enables and intensities.
  2. Switch on the game's own UDP 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 daemon idles silently until telemetry arrives and stops when it goes quiet.

The knobs

Configuration lives in ~/.config/logi-dd/tf-sim.conf (plain key=value; 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, port.pcars UDP listen ports 20777 / 5606
game.<id>.enabled, game.<id>.intensity per-game override, applied on top of the master on / 100

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 native-TrueForce games do not fight: the daemon only plays while its telemetry flows, and SDK games stream their own TrueForce directly.
  • The rev-LED feeder paces itself (writes at most every ~160 ms and only on a level change) because faster bursts would starve the wheel's shared command processor; see Simulated TrueForce Internals for why.
  • The daemon streams through libtrueforce, the project's native C implementation of the TrueForce SDK.

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

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