Trueforce-For-All (TF4ALL) G923 UPDATE

Trueforce-For-All (TF4ALL) G923 UPDATE 0.1.18

What's new in v0.1.19

New effects
  • Rev limiter buzz: A sharp buzz at the shift point, separate from the engine pulse, for an unmistakable shift cue in any game that reports RPM. Fires at the real redline where the game reports one (Assetto Corsa, iRacing, with an optional early or late offset), otherwise at a percentage of the rev limit you set (Forza). If it won't fire, switch its Engage mode to Percentage. On by default.
  • Airborne ducking: Cuts vibrations while the car is in the air so jumps feel weightless, then brings them back on landing. The engine keeps pulsing (it's still revving); a slider sets how much to cut and a checkbox per effect picks what. On by default. Works in Assetto Corsa and the Forza Horizon games.

New features
  • Stationary spring (parked-car centering): A gentle centering force so a stopped or crawling car has weight instead of going limp, fading out with speed and never fighting the game's own force feedback. On by default and works in any game (it reads the game's steering where available and the wheel's own position otherwise); ignored for iRacing, where MAIRA already weights the wheel.
  • Wider in-game force feedback capture (experimental, opt-in): A new 'Enable experimental FFB detection' toggle on the main page. Turn it on if your force feedback goes limp while the plugin is running. The plugin has to find the signal the game sends to your wheel and tunnel it into the Trueforce channel; if it can't, the wheel goes limp. This makes it also check the less common paths some wheels use to receive that signal. Off by default and still being validated, so turn it on only if your in-game force feedback is missing.
  • One-click self-test: 'Run self-test' in Diagnostics checks the whole chain (USBPcap, G HUB, wheel, stream, FFB pass-through, telemetry) and buzzes the wheel to confirm it responds. The fastest way to find where a setup is stuck.

Improvements
  • Tuning one car no longer changes your other settings: With a car loaded, editing an effect now saves to that car alone instead of changing your global tuning. Save from each effect's own Save button; the separate Active car box is gone and deleting a car preset moved to Manage Presets.
  • Reworked preset layout: The game preset and current-car preset pickers sit together at the top of the panel, so switching is one click and it's clear which layer you're changing. Set as default, Save as new, and Save all appear right next to the relevant picker only when they apply, and the full library lives behind Manage presets in the same card. The old separate Presets section is gone.
  • The latency notice no longer interrupts you: The notice shown when the plugin raises its buffer sizes to keep audio clean (which adds a little latency) used to be an annoying pop-up that stole focus and returned on every bump. It's now a quiet, dismissible banner with a Revert option.

Bug fixes
  • Some hardware breaking after installing the plugin: The plugin shipped its own older HidSharp library and overwrote SimHub's newer copy, breaking some hardware (Simagic pedals, for one). It no longer ships or overwrites any of SimHub's .dll files, and the updater repairs installs an earlier version had overwritten.
  • Wheel yanked to one side when paused: When a game was paused or in a menu, the wheel could get pulled hard to one side and stay locked there until you unpaused. It now releases the wheel when the game is paused.
  • In-game force feedback dropping out: If the force-feedback capture loses track of your wheel (a USB re-enumeration, say), it now re-finds it and restarts on its own, so 'effects work but no in-game force feedback' recovers without a plugin reload. A manually-picked wheel is re-located by its identity if it moves to a different USB port, instead of staying stuck on the old slot.
  • Forza cars not detected without forwarding telemetry to SimHub: In the Forza Horizon games, the plugin could only tell which car you were in (to apply per-car tuning) when telemetry was also forwarded to SimHub or a Forza profile was selected there; otherwise no car was detected. It now reads the car directly from Forza's own telemetry, so per-car settings apply on their own.
  • Repeated admin prompts when SimHub isn't admin: Force-feedback pass-through needs administrator rights. When SimHub wasn't running as admin, the plugin kept retrying and spamming the user to grant admin permissions. It now detects this up front, skips the attempt entirely, and clearly tells you to turn on SimHub's Run as administrator setting and restart the program.

Thank you

Thank you to everyone who has donated, shared the project, and reported issues. I read every report, and your feedback genuinely helps decide what comes next. This project is shaped by the people who use it and I am committed to keeping it growing for a long time to come. I am grateful to have you all along for the ride!

Logitech G923 fully supported​


Both G923 variants are now confirmed working by owners: Trueforce effects and in-game force feedback together.

G923 (PlayStation/PC) (046D:C266): confirmed working end to end.

G923 (Xbox/PC) (046D:C26D, 046D:C26E): confirmed working end to end.

The force-feedback fix introduced in 0.1.17 is verified on Xbox G923 hardware.

(The Xbox G923 delivers FFB as the same HID++ message the G PRO uses, but over a different USB transport and at a different feature index, which the plugin now reads and auto-resolves like it does for the RS50)

If the G923 feels light, raise the master gain. It is a quieter gear-driven wheel than the G PRO and RS50, so the conservative shipped defaults can read weak on it.

G PRO and RS50 are unaffected.

This milestone marks full support across the entire Trueforce enabled product line and it would not have been possible without community support!
Fixes the most common "Trueforce works but I get no in-game force feedback" report on fresh installs. USBPcap's capture driver (the part that lets the plugin read your game's force feedback) only attaches to your USB ports at boot, so a first-time install does nothing until you restart.

The installer now offers a "restart now / restart later" choice on the Finished page when it just installed USBPcap, states plainly that force feedback pass-through stays disabled until you reboot, and hides "Launch SimHub now" while a restart is pending. Plugin updates (USBPcap already installed) are unaffected: no reboot prompt.

When your wheel is detected but the FFB tap can't see it on the USB bus, the in-app banner and the diagnostics log now lead with "restart your computer" (the usual fix), ahead of replug / run as administrator / pick manually. The log also explains when USBPcap is missing or blocked by antivirus or Windows 11 Memory integrity.
No effect or tuning changes.
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