High-level plugin overview
Haptics that aim to feel more like a weighted, connected chassis. Across games.
MCP4SH™ is a SimHub plugin built to make sim-racing haptics feel more connected, minimize masking and more intuitively useful overall. The goal is better info: tyre scrub, road and suspension details, drivetrain information, and less time wasted re-tuning everything from (almost) scratch every time you switch sim.
Yes, AI was used for drafting and faster iteration. The plugin's codec architecture was however entirely ideated, designed and constructed by me.
This project started as a thing I wanted to do because after getting new hardware and failing to back up my SimHub profiles, I didn't feel like searching for, or creating, a profile that felt right or believable for every game I play.
Ironically, a few hours of doing exactly that would've fixed my issue... but I digress; I figured, what if I take a different approach that allows me to just switch games whenever I like without having to second-guess if i'm feeling everything i'm expecting (or not)?
So I started building this, and as I progressed, I assumed others might have or find use for it, so I added some more useful features and decided to share.
Comparison Overlays showing haptic feedback driven by MCP4SH (right). Terrible driving, i know ;) .
The left shows how the raw data would enter and drive the effects, the right shows the plugin's codec output used by the effects.
Screenshots
A closer look at MCP4SH in practice, from effect tuning and profile structure to the tools and interface that shape the overall haptics workflow.
Wut?
Sanitized telemetry feed
MCP4SH tries to make grip, scrub, suspension, road texture, drivetrain, and weight-transfer style cues easier to separate and interpret. It will not make you faster, but it might help you be more consistent.
How?
Less #brrrzt
The goal is to reduce noise in the vibration signals so the feedback feels more coherent and, more like a moving chassis. Near-constant buzzing and not really knowing where it's coming from or trying to tame it, almost gone.
And why should i care?
Seat. Of. Pants.
Reliable, consistent haptics helps you trust what you are feeling faster, with less second-guessing and less re-tuning each time you wanna switch games because you're not sure anymore. It helps you drive intuitively.
Licensing and roadmap
Good to go, for free. License optional.
The free version is not a crippled demo. It gives you the core MCP4SH String Theory Haptics experience and the Setup Assistant.
That means you can pick the shakers on your rig, test-pulse your sound outputs, generate a matching SimHub sound output profile, and get driving without needing to become a SimHub routing expert first.
Current early-adopter option: Pioneer - 12.99 for up to 2 machines.
The license adds the extra control layer: advanced haptic controls now, and deeper configuration/routing tools as they mature. It also directly supports continued MCP4SH development.
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 license?
So, why would I pay for it?
- You do not need a license to get going: the core haptics and Setup Assistant are included for free.
- A license gives you more control: advanced haptic controls help you shape the feel around your rig instead of just accepting the default mix.
- More configuration over time: the planned Configurator/custom routing tools are aimed at people who want to go beyond “this works” and move toward “this feels right”.
- Continued development: paid licenses directly support compatibility work, refinement, testing, and the boring bits that keep the project alive.
What you get
Features
- - A full suite of custom-designed haptic effects, built to feel like connected moving parts of a whole.
- - Setup Assistant for shaker layout selection, test pulses, and generated SimHub sound output profiles.
- - SimHub Helper flow to make importing/applying generated profiles less confusing.
- - Integrated plugin UI for tuning and checking mapped device/channel/effect information.
- - FOV advisor, available in the plugin and via the dashboard.
- - Dashboard featuring raw/plugin haptics visualization, FOV advisor, and a digital rear-view mirror using SimHub screen capture.
- - Comparative overlays for testing and tuning. They may cost frames, so maybe do not run them in an actual race.
- - Auto-launch helpers for the titles/tools you want to pair with SimHub.
Still to come
- - Further implement GT7 support.
- - Better (more complete) ATS/ETS, Snow/Mudrunner, Beam.NG support.
- - Further refine current haptic profiles.
- - Add profiles for complex multi-stereo setups.
- - Expand on existing effects
(improve/add semantics for brake-state, suspension, flatspotting, sustained load/body load, traction transition,...). - - Expand on motion support implementation
(currently available for the daring, no official support, test at your own risk; look for MCP4SH.motion properties when experimenting). - - Look into public API/SDK development.
- - Flight sim support ... ?.
FAQ
But errrm...
What does it actually do?
Is this just “more vibration”?
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?
Will "this" be better than what I have now?
Will this work on my hardware?
If your current hardware is driven by SimHub ShakeIt Bass Shaker effects, then yes, it should.
However, and I can not stress this enough: Mounting discipline is crucial, not optional.
As I learned myself, all transducers on any given rig should be:
- mounted correctly: flush with it's mounting surface or directionally in-line with/on top of the (virtual) axis along which the vibrations will travel.
- hard-mounted: nuts and bolts, heavy duty doublesided mounting tape or strong zip-ties.
- isolated/separated: use shock-absorbing washers or bushings to isolate each transducer (sounds counterintuitive, i know), this limits frame/rig cross-talk.
use this rule of thumb: if you can hear the shaker more than you feel it, it's not mounted right, or something on your rig is loose/rattling.
What hardware was this designed on/for?
- 2x Nobsound NS-10G Pro amps
- 2x Dayton BST-1 shakers (under pedal plate and seat)
- 3x Dayton TT25-16 pucks (brake, backrest, handbrake/shifter)
Any claim made about the quality of this plugin's output, is based entirely on my own frame of reference, which is, based on market-research, represents a decent demographic of both beginners and enthusiasts.
It should work on anything that connects to SimHub to get it's haptic effects via ShakeIt Bass Shakers.
Is this better than default SimHub effects?
That said, according to initial reviews and comments i've received, it is quicker to get going with something that's usable in most games. Tweaking for feel should be more intuitive.
How is it different then from default SimHub effects?
Why is there a paid version?
What does the paid version add?
Sanity/Reality check
Some disclaimers
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 ready-to-use. It removes complexity in tuning without losing fidelity. Do not treat this as an "automagically fix my haptics" solution. If mounting discipline (see FAQ re. hardware) is meh, this will not fix that.