SimHub per-game setup

Last updated · SimHub 9.11.22

SimHub gets telemetry four different ways, and which one your game uses determines everything about setting it up and troubleshooting it. UDP broadcast is used by Forza, the F1 and Codemasters titles, Project CARS and Gran Turismo — and only one application can receive a UDP stream. Shared memory is used by Assetto Corsa, ACC, iRacing and rFactor 2, and requires administrator rights to match between game and SimHub. The truck simulators need a plugin SimHub installs into the game. Elite Dangerous uses process memory reading, which breaks after every game patch.

Learn which mechanism your game uses and most troubleshooting answers itself. A UDP game that stopped when you opened CrewChief is a conflict; a shared-memory game showing nothing is almost always an elevation mismatch.

The four mechanisms

How telemetry reaches SimHub
MechanismGamesCharacteristic failure
UDP broadcastForza, F1 and Codemasters titles, Project CARS, Gran TurismoAnother app took the stream; telemetry output not enabled in the game; firewall
Shared memoryAssetto Corsa, ACC, iRacing, rFactor 2Admin rights do not match between game and SimHub
SimHub-installed pluginEuro Truck Simulator 2, American Truck SimulatorPlugin not installed, or removed by a game update or file verification
Process memory readingElite DangerousBreaks after every game patch until the pointer map is updated

UDP broadcast

The game sends telemetry packets to a port on a machine. This is the only mechanism that can cross a network, which makes it the reason console support exists at all.

Shared memory

The game publishes telemetry into a memory-mapped region and SimHub reads it directly. Fast, reliable, low overhead — and local only, which is why every shared-memory game is marked PC-only.

Administrator rights must match. Windows will not let a normal process read an elevated one's memory. If the game or its launcher runs as administrator, SimHub must too. It fails completely silently — no error, no warning — which makes it the hardest cause on this page to guess.

Any number of applications can read the same shared memory simultaneously, so these games never have the conflict problem that UDP games do.

A plugin SimHub installs into the game

For Euro Truck Simulator 2 and American Truck Simulator, SimHub installs a telemetry DLL into the game folder. The game loads it at startup and it publishes data SimHub can read.

Process memory reading

Used for Elite Dangerous, which provides no telemetry API. SimHub reads the game's memory directly using a map of pointers describing where each value lives.

This breaks with every game update. Patching the game moves things in memory, so the pointer map no longer points at the right values. It stays broken until the community-maintained pointers XML is refreshed. If Elite Dangerous stopped working immediately after an update, that is the reason and waiting is the fix.

It is the most fragile of the four by a wide margin, and it exists only because the alternative is no support at all.

The per-game gotchas, in one table

The specific thing each major title needs, collected. Full pages for the most-used titles are linked below.

What each game specifically requires
GameMechanismThe thing to know
iRacingShared memoryNeeds irsdkEnableMem=1 — without it, no external tool sees anything
Assetto CorsaShared memoryMods can corrupt shared memory; admin rights must match
Assetto Corsa CompetizioneShared memoryPC only
Assetto Corsa EVOShared memoryNewer title — check the current support level in release notes
Le Mans UltimateShared memoryThe NeoRed plugin and dashboard ecosystem is built around it
rFactor 2Shared memoryStraightforward once rights match
F1 series (2012–2025)UDPPC and consoles. Telemetry output is off by default
Gran Turismo 7UDPPorts 33739 and 33740, and it needs the console's IP
Forza Horizon 4–6UDPWindows Store builds need firewall and AppContainer loopback handling — a notorious failure
Forza Motorsport (2023)UDPAs above
Automobilista 2UDPNeeds Steam launch parameters for borderless if you use overlays
Project Cars 2UDPPC and consoles; same borderless caveat
BeamNG.driveUDPEnable the outgauge/telemetry output in the game
Euro Truck Simulator 2 / ATSInstalled pluginx64 only; reinstall the plugin after verifying files
EA WRCUDPPC only
Dirt Rally 2.0UDPPC only; a missing CodemastersDirtRally2.CarNames.csv data file is a known issue
Elite DangerousPointer mapBreaks after every game patch until the XML is updated
MS Flight Simulator 2020/2024Works, but flight telemetry has none of the cues racing haptics are built around

The Forza Windows Store problem, specifically

Worth calling out because it is poorly documented and catches a lot of people.

Games installed from the Microsoft Store run inside an AppContainer, a sandbox that by default blocks loopback network connections — that is, a Store app talking to something else on the same PC. Since SimHub receives Forza's telemetry over UDP, and both are on the same machine, that block is exactly in the way.

  1. Enable telemetry output in the game's settings, pointing at 127.0.0.1.
  2. Allow SimHub through Windows Defender Firewall on both Private and Public profiles.
  3. If it still does not work, the AppContainer loopback exemption is the remaining cause. The Steam version of the same game does not have this problem, which is a useful diagnostic — if the Steam build works and the Store build does not, you have found it.

A checklist for any game

  1. Is it enabled in SimHub? Only ticked games are watched.
  2. Which mechanism does it use? The table above. This determines everything else.
  3. UDP: is telemetry output enabled in the game, pointed at the right address, and is anything else holding the port?
  4. Shared memory: do administrator rights match between game and SimHub?
  5. Plugin games: is the plugin installed, and has a game update or file verification removed it?
  6. Still nothing? Try a different game. If that works, the problem is specific to the first one.

The full diagnostic is on game not detected.

Everything in this section

Common questions

How does SimHub get telemetry from a game?

Four ways. UDP broadcast for Forza, the F1 and Codemasters titles, Project CARS and Gran Turismo. Shared memory for Assetto Corsa, ACC, iRacing and rFactor 2. A plugin SimHub installs into the game for the truck simulators. And process memory reading with a pointer map for Elite Dangerous.

Why does my game work with SimHub but not alongside CrewChief?

Because it is a UDP game, and only one application can receive a UDP stream — whichever claims the port first. Shared-memory games never have this problem. The fix is SimHub's UDP forwarding.

Do I need to run SimHub as administrator?

Only for shared-memory games where the game or its launcher is elevated, because Windows will not let a normal process read an elevated one's memory. It fails silently, with no error at all, which makes it hard to guess. If nothing is elevated, do not elevate SimHub.

Why doesn't Forza work with SimHub?

Usually the Windows Store version's AppContainer sandbox, which blocks loopback connections by default — exactly what SimHub needs to receive UDP from a game on the same PC. Enable data out pointing at 127.0.0.1, allow SimHub through the firewall on both profiles, and note that the Steam build does not have this problem.

Why did Euro Truck Simulator 2 stop sending telemetry?

Verifying game files or a major update removed SimHub's telemetry plugin from the game folder. Reinstall it from SimHub. Note also that only the x64 build is supported.

Why does Elite Dangerous break after every update?

It has no telemetry API, so SimHub reads the game's memory using a pointer map. Patching the game moves the values, and it stays broken until the community-maintained pointer XML is refreshed.

Sources

SimHub is developed independently by Wotever and is not affiliated with oesimracing. This page was checked against SimHub 9.11.22 on 4 August 2026; where the interface has moved on since, the version stamp tells you how far. More on what SimHub is and what it costs.