High-level plugin overview
Haptics that aim to feel more like a connected chassis and less like a pile of buzzing.
MCP4SH™ is a SimHub plugin built to make sim-racing haptics clearer, more readable, and more useful. The goal is not just more shake. The goal is better cues: tyre scrub you can read, road and suspension detail that feels separated, drivetrain information that makes sense, and less time wasted re-tuning everything from (almost) scratch every time you switch sim.
Comparison Overlays showing haptic feedback driven by MCP4SH (right). Terrible driving, i know ;) .
Screenshots
What it does
Cleaner cues
MCP4SH tries to make grip, scrub, suspension, road texture, drivetrain, and weight-transfer style cues easier to separate and interpret.
What it avoids
Less chaos
The goal is to reduce noise in the vibration signals so the feedback feels more coherent and, more like a car.
Why it matters
More usable feel
A good haptics layer should help you trust what you are feeling faster, with less second-guessing and less endless profile babysitting. Helps you drive intuitively.
Licensing and roadmap
Base plugin first. Paid adaptive layer on top.
The base plugin is there to be usable and honest on its own. The paid side is about the premium adaptive layer and about supporting the work that keeps the project moving.
Current early-adopter option: Pioneer — 12.99 for up to 2 machines.
(early adopter bonus)Planned standard option: Supporter — 12.99 for 1 machine.
Planned later, if demand justifies it: Pro — likely 19.99 with a higher machine allowance.
The store listing is the source of truth for what is live right now. If the roadmap changes, the store and GitHub release notes will reflect that.
What paid adds
Why there is a paid version
- ST Tensioner: helps the important effects push through when they matter, instead of everything fighting for attention at once.
- ST Balancer: helps keep the overall feel more composed across different titles.
- ST Learner: the premium side is where the more adaptive, per-session dynamic behaviour lives.
- Future support: paid licenses directly support refinement, compatibility work, and ongoing development.
FAQ
Here's the thing
But, what does it actually do?
Is this just “more vibration”?
Why is there a paid version?
What does the paid version add?
Do I need to spend ages tuning it per game?
Does it work the same in every sim?
Why are there not more videos yet?
A quick honesty check
Sanity/Reality check
This is not magic, instant pace, or one-click perfection (almost, but not quite). It is however a serious attempt to make haptics more coherent and useful, and plug and play (ish). Your rig, transducer layout, amp chain, gain staging, and sims still matter. The goal is to start from a stronger place and give you something more readable to work with. It removes complexity in tuning without losing fidelity.