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.