SimHub with Microsoft Flight Simulator
Last updated · SimHub 9.11.22
SimHub supports Microsoft Flight Simulator 2020 and 2024 with full data rather than a limited marker, so dashboards and effects both have telemetry behind them. What does not transfer is a racing configuration: flight telemetry has no tyre slip, no kerb strikes and no gear-change transients, which are the cues most ShakeIt effects are built around. What it does have — engine state, attitude, airspeed, altitude and warning states — makes a useful instrument panel.
The mistake to avoid is importing a racing haptics profile and concluding that flight support is poor. It is a different set of cues, not a smaller one.
How it works
Both Flight Simulator 2020 and Flight Simulator 2024 appear on SimHub's supported games list without a limiting footnote, which places them alongside the fully supported racing titles rather than in the asterisked group.
They sit in the flight simulator category on that list, alongside DCS, IL-2, X-Plane 10 through 12, and Condor 2 and 3. War Thunder and Aces of Thunder in the same group carry the single-asterisk marker for inaccurate motion data — Flight Simulator does not.
Setting it up
Enable Flight Simulator in SimHub
Tick the correct entry — 2020 and 2024 are listed separately.
Check what populates
Worth doing deliberately rather than assuming. Fly, and see which values arrive, before designing anything around them.
Build for flight, not for racing
This is the real step, and the rest of this page is about it.
Why a racing setup does not transfer
Almost every ShakeIt effect in a racing profile is built on a cue that does not exist in flight:
| Racing cue | In a flight sim |
|---|---|
| Wheel slip and traction loss | Not applicable in the air |
| Kerb strikes | None |
| Road surface texture | None — until touchdown |
| Gear change transients | No gearbox |
| Braking and lock-up | Only on the runway |
| Lateral G through corners | Present, but continuous and gentle rather than transient |
So a racing profile applied to a flight sim produces almost nothing, and it is easy to read that as poor support rather than as the wrong configuration.
- 2020 and 2024 are separate entries. Enabling one does not enable the other.
- Effects want rebuilding, not adapting. Start from what a flight sim provides rather than from what you already had.
What is worth building instead
The dashboard is where the value is. A second screen or a tablet showing airspeed, altitude, heading, vertical speed, fuel and engine state is a proper instrument panel, and it addresses a real problem — a home cockpit has far more instruments to display than a car does, and screen space is the constraint.
A multi-screen dashboard with screen switching bound to a button suits this particularly well: a primary flight display, an engine page, a navigation page.
For haptics, think continuous rather than transient. Engine vibration that varies with power setting is the obvious one and it works well. Stall buffet, if the data supports it, is the single most useful tactile cue in a flight sim — it is exactly the kind of warning that peripheral senses are good at.
Touchdown is the exception, and it is worth configuring: the transition from air to ground is the one sharp transient in normal flight, and a shaker makes a landing feel real in a way a screen cannot.
Wind and motion translate more directly than shakers do. Airspeed-driven wind is intuitive, and motion has an obvious mapping to attitude.
Common questions
Does SimHub work with Microsoft Flight Simulator?
Yes — both Flight Simulator 2020 and 2024 are on the supported games list without a limiting footnote, so they are fully supported rather than restricted like War Thunder or Elite Dangerous. They are separate entries, so enable the one you use.
Why do my bass shakers do nothing in Flight Simulator?
Almost certainly because you are using a racing profile. Wheel slip, kerbs, road texture, gear changes and braking are the cues most racing effects are built on, and none of them exist in the air. Build a flight profile from scratch around engine vibration, stall buffet and touchdown instead.
What should a Flight Simulator dashboard show?
Airspeed, altitude, heading, vertical speed, fuel and engine state — a genuine instrument panel. A home cockpit has far more instruments than a car does and screen space is the constraint, so a multi-screen dashboard with screen switching bound to a button suits it well.
Are Flight Simulator 2020 and 2024 the same entry in SimHub?
No, they are listed separately. Enabling one does not enable the other.
What haptic effects actually work in a flight sim?
Continuous ones rather than transients: engine vibration varying with power setting, and stall buffet if the data supports it — stall buffet is arguably the most useful tactile cue in flight, because it is exactly the sort of warning peripheral senses handle well. Touchdown is the one sharp transient worth configuring.
Is SimHub better for flight sims than dedicated flight software?
It is a different proposition. SimHub's strength is that one application drives your dashboards, LEDs, shakers, wind and motion across both racing and flight, so a rig used for both does not need two ecosystems. Dedicated flight instrument software will go deeper on instruments specifically.
Sources
Related guides
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.