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MCP4SH™ · String Theory Haptics for SimHub

Cross sim haptics for SimHub

Feel the car. Not the profile.

MCP4SH turns the live data from supported sims into haptic feedback that is easier to read and more consistent from one title to the next. Braking, tyres, road, suspension, drivetrain and chassis cues are shaped to work together, so changing sim should mean driving rather than rebuilding the feel of your rig.

Under the hood, MCP4SH interprets what the car is doing before the supplied haptic effects render it. That is the practical idea behind the wider MCP4H approach: preserve useful meaning, then adapt how it reaches the driver and the hardware.

I built MCP4SH after losing my own SimHub profiles and realising I did not want to rebuild a believable shaker setup for every sim I played. The question became simple: could the software do more of the interpretation work, so I could switch games without second guessing the rig? That became MCP4SH.

Development note: AI has been used for drafting and faster iteration. The MCP4SH codec architecture itself was ideated, designed and constructed by me.

The core haptics experience stays free. Premium adds the deeper control layer and directly supports continued development.

Premium €12.99 once·Perpetual personal licence·1 machine·No subscription

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.

Current public release

MCP4SH 1.1.14.1

MCP4SH 1.1.14.1 is a small mapping-convenience hotfix on top of the 1.1.14 installer/update reliability work. The haptics baseline is unchanged; this one makes it easier to correct common physical routing mistakes without rerunning the whole mapping wizard.

  • Seat-side correction: completed maps can swap saved SeatBottom left/right assignments without restarting the full mapping wizard.
  • Front/rear convenience: eligible simple layouts can safely swap saved front/rear assignments on a per-device basis.
  • Mapping-safe: intentional shared-channel assignments are preserved, while ambiguous or dedicated seat-side layouts are left alone by the front/rear action.
  • Safer updates: the 1.1.14 application-in-use handling, clean SimHub handoff and installer diagnostics remain part of the stable baseline.
  • Same haptics baseline: 1.1.14.1 does not retune MCP4SH effects or replace the canonical SimHub profiles.
  • v1.2 stays preview-only: the existing flight preview assets remain previews; v1.2 development has not been promoted into the stable runtime.

Screenshots

A closer look at MCP4SH in practice. The showcase uses the same preview-first interaction language as OCPF: keep the product view in front, then open the radial to move between screenshots.

MCP4SH preview Right-click or hold the image to choose another view.
MCP4SH showcase
Loading MCP4SH screenshots…

Wut?

Useful signal, less noise

Telemetry is simply the live data coming from the sim. MCP4SH turns that data into clearer tactile cues for grip, tyres, suspension, road, drivetrain, braking and chassis load.

How?

Less #brrrzt

Instead of letting every effect buzz on top of every other effect, MCP4SH tries to keep the useful parts readable as one moving car. You should spend less time wondering what the vibration is and less time trying to tame it.

And why should i care?

Seat. Of. Pants.

When the tactile language stays consistent, you spend less time asking what an effect means and more time reacting to the car intuitively. MCP4SH is not a pace cheat. It is better information through the rig.

Ready to put it on your rig?

Start with the baseline. Shape it further with Premium.

Free gets the intended MCP4SH experience onto your rig. Premium keeps that curated baseline and adds deeper control over how it is expressed on your hardware.

Premium €12.99 once·Perpetual·No subscription·Free €0

Supported titles

One haptic baseline. A lot of sims.

MCP4SH is built around shared telemetry semantics rather than a separate hand-tuned haptic stack for every game. The source telemetry still differs between titles, but the aim is to keep the interpreted feel and effect relationships recognisable when you switch sim.

These are the titles and series currently covered by the MCP4SH land-chassis path.

Assetto Corsa series

Assetto Corsa · Competizione · EVO · Rally

Automobilista

Automobilista · Automobilista 2

DiRT Rally 2.0

Codemasters rally telemetry path

EA SPORTS WRC

Current EA / Codemasters WRC title

WRC series

WRC 7 · 8 · 9 · 10 · Generations

F1 series

Supported Codemasters / EA F1 titles

Forza series

Forza Motorsport · Forza Horizon

Gran Turismo

Gran Turismo · known telemetry exposed through SimHub

GRID series

GRID titles exposed through SimHub telemetry

Le Mans Ultimate

LMU

Project CARS 2

PC2

Project Motor Racing

PMR

RaceRoom Racing Experience

RaceRoom · R3E

rFactor

rFactor · rFactor 2

Wreckfest

Wreckfest · Wreckfest 2

Validation in progress

American Truck Simulator and Euro Truck Simulator 2 appear to expose enough useful telemetry through SimHub to be promising MCP4SH candidates. They are not being advertised as fully supported until the live property mapping has been validated.

Flight · v1.2

DCS and Microsoft Flight Simulator 2024 are already part of the v1.2 development and validation path. Dedicated flight semantics are being added rather than simply re-labelling the automotive effect model.

Telemetry completeness and signal quality differ by title, so not every effect has identical source data in every sim. MCP4SH is designed to preserve those differences where they matter instead of inventing detail that is not present.

Why "String Theory"?

A driving-coaching idea about connected inputs.

In performance-driving instruction, "string theory" or the "string analogy" asks you to imagine the steering wheel and pedals connected by an invisible string. As steering input increases, brake or throttle input generally has to give something back; as the wheel opens, more longitudinal input becomes available. It is a memorable way to teach that steering, braking and acceleration are not independent on/off commands when the tyres are already using a finite grip budget.

MCP4SH borrows the relationship idea, not a literal steering-to-pedal formula. The plugin treats tyre, suspension, road, drivetrain and chassis information as parts of a coupled vehicle state, then translates the useful relationships into tactile cues that can coexist without simply piling more vibration on top. The driving analogy is deliberately simple; advanced coaching material also points out that the real relationship changes with vehicle balance, rotation, steering feedback, line and timing.

What you get

Current feature set

  • - A telemetry-first codec that normalizes, cleans, gates and balances game data before the supplied SimHub effects render it.
  • - A full suite of custom-designed haptic effects built to feel like connected moving parts of a whole rather than isolated buzzers.
  • - Setup Assistant for shaker layout selection, explicit device/channel mapping, fast proof pulses and generated SimHub sound output profiles.
  • - Improved multichannel audio endpoint handling for more awkward Windows/WASAPI/WinMM and SPDIF-style setups.
  • - SimHub Helper flow to make importing and applying generated profiles less confusing.
  • - Integrated plugin UI for tuning, mapped device/channel/effect information, persistent text scaling and light/dark presentation.
  • - Premium Advanced controls for deeper tuning while preserving the supported MCP4SH signal chain.
  • - FOV advisor in the plugin and dashboard, plus raw/plugin haptics visualization and digital rear-view mirror support via SimHub screen capture.
  • - Comparative overlays for testing and tuning. They can cost frames, so they are better used for setup than during a race.
  • - Auto-launch helpers for the titles/tools you want to pair with SimHub.

In development / next

  • - v1.2 flight-sim track: first native flight semantics around Powerplant / Engine Vibration and Airframe Load, with separate land-chassis and airframe profiles.
  • - Continue Adaptive Telemetry Conditioning work so more of the useful signal can be normalized without growing title-specific tuning debt.
  • - Refine tyre-activity definition where supported titles can still feel light, while preserving the current cross-title baseline.
  • - Further improve GT7 and broader ATS/ETS, Snow/Mudrunner and BeamNG coverage where telemetry access allows.
  • - Better support for complex multi-stereo and larger transducer layouts.
  • - Continue expanding semantics for brake state, suspension, flatspotting, sustained body/chassis load and traction transitions.
  • - Continue the experimental motion path. It remains unsupported for normal use for now; the public MCP4SH.motion properties are there for people who knowingly want to experiment.
  • - Prepare cleaner standalone/API/SDK and renderer-abstraction paths so MCP4SH intelligence is not permanently tied to one host or output route.
  • - Explore direct device/OEM renderer paths where platform and SDK access make that practical.

Support baseline

Not a standard SimHub effects stack.

MCP4SH is built as a telemetry-to-haptics codec rather than a usual SimHub profile made from standalone raw formulas. The plugin processes available telemetry signals from the game before exposing shaped public outputs used by the supplied SimHub profile.

That means separated graphs, manually edited formulas, or heavily modified profiles can be useful for personal experimentation, but they are not the supported reference for accurately and methodically judging whether MCP4SH is behaving correctly. The supported baseline is the current supplied MCP4SH plugin, profile, generated channel map, and Setup Assistant workflow.

The frequency ranges, tactile carrier choices and vehicle-motion interpretation are not arbitrary lookup tables. They are informed by published work on tactile perception, vehicle vibration and transfer behaviour, then tested empirically against the telemetry and hardware MCP4SH actually has to work with. Research provides the engineering context; telemetry quality, calibration and the real rig still determine the implementation.

FAQ

But errrm...

What does it actually do?
It is a SimHub ShakeIt Bass Shakers haptics plugin that tries to make feedback feel more like a car than a bunch of vibrations fighting for attention and bandwidth. The goal is to better separate tyre, scrub, road, suspension, drivetrain, and weight-transfer style cues so the rig feels more informative and less chaotic, and more intuitive.
Is this just “more vibration”?
No. That is the opposite of the point. MCP4SH is meant to reduce the sense of random buzzing and make the overall signal easier to trust. More output is not automatically better output.
Do I need to spend ages tuning it per game?
Nope, pretty much works out of the box. That said, rigs, transducer layouts, amps, and personal taste obviously still matter. This plugin does not fix foundational issues with factors that impact designed-for feel. The feel is going to be similar, but emphasis of some effects may differ due to how the data coming from the game is shaped. That also means though, that different cars in a specific title also feel slightly different. The cleaner the telemetry from the game, the better this plugin will perform.
Does it work the same in every sim?
The intended semantics and overall balance are meant to stay recognizable across sims, but the source telemetry is not identical. MCP4SH conditions and normalizes what each title exposes so you do not start from scratch every time, while still allowing cars and titles to retain meaningful differences. Cleaner telemetry gives the codec more to work with.
Why are there not more videos yet?
Because haptics are awkward to show well, and the project reached a releasable state before the showcase material was finished. Workin' on it.
Will "this" be better than what I have now?
Since I do not know your current experience or level of satisfaction with what you have, I can not accurately answer that. What I can say is that this is intended to make it easier to set up per game, and that it is designed to feel more like a weighted, connected chassis. It is up to you to decide if I've accomplished that.
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 its 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?
Testing setup was:
    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.

Recent 1.1.13.x work also strengthened multichannel Windows audio endpoint detection and routing, including awkward 8-channel USB/SPDIF cases. If SimHub can expose a compatible endpoint, the Setup Assistant is now much better at identifying and proof-pulsing the intended physical channels.

It should work on anything that connects to SimHub to get its haptic effects via ShakeIt Bass Shakers.
Is this better than default SimHub effects?
No such claims are or will be made. Better or worse are both subjective terms.
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?
Effects in SimHub are mostly separated, the more you enable, the harder it becomes to keep them all making sense, especially when it matters. With MCP4SH, even with all effects enabled, you can still reliably tell the difference between what's firing, making it more intuitive to feel what the car is doing underneath you.
Can I manually separate or edit MCP4SH formulas?
You can experiment, but that is outside the supported baseline. MCP4SH is not a standard SimHub effects setup where every effect should be treated as a raw standalone formula. Public outputs are already shaped by the plugin's normalization, cleanup, gating, routing, and ST balancing/tensioning layers. Manual separation can therefore be misleading if it is used to judge the full intended behaviour.
Why is there a Premium version?
Because the useful baseline should remain accessible while the deeper control layer helps fund continued development. Premium unlocks the Advanced tuning layer for people who want more control over balance and emphasis without dismantling the supported signal chain.
What does MCP4SH Premium add?
Free gets the core codec, supplied profile and Setup Assistant working. Premium adds the deeper Advanced control layer, including the ST Tensioner presentation, and directly supports compatibility work, testing and continued development. The store listing is the source of truth for the exact current feature split and price.
Does Premium expire or renew?
No. MCP4SH Premium is currently sold as a €12.99 one time purchase for a perpetual personal licence on 1 machine. There is no subscription and no recurring renewal fee. Existing Pioneer licences remain grandfathered under their original entitlement.

Reality check

Good software cannot fix bad mounting.

MCP4SH handles interpretation, consistency and setup guidance. Your transducers, mounting, amplifier chain, gain staging and simulator data still define what the hardware can physically reproduce. The goal is not magic. It is a stronger starting point with much less unnecessary tuning.

No subscription. No renewal fee.

Buy it once. Keep using it.

Premium €12.99 once·Perpetual·No subscription·Free €0

Premium is a perpetual personal licence for 1 machine and it also directly supports continued development. Still deciding? The core experience remains free. Already using it? An honest review is useful too, whether the experience has been good, bad or weird.

MCP4SH ecosystem

Tools & hardware around the project

Software, services and reference hardware used by or around MCP4SH. MCP4SH is independently developed; inclusion here does not imply endorsement, sponsorship or a formal partnership.