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Simulated TrueForce
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.
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).
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 and the classic Codemasters format titles |
| Project CARS 2 | 5606 | Project CARS 2, Automobilista 2 |
The helper listens quietly and detects the game automatically; both ports can be changed.
- Open the Setup page in logi-dd-gui or logi-dd (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.
- 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".
-
DiRT Rally 2.0:
- Race. The helper stays silent until the game's data arrives and stops when it goes quiet.
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
|
the ports it listens on | 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.
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.
- 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 paces itself (it updates at most every ~160 ms, and only when the level changes) because faster bursts would overwhelm the wheel; see Simulated TrueForce Internals for why.
- 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.