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In the latest release, we introduced ready-made game profiles created by our engineer’s team, testers and pro racers. In this way, we have enabled less experienced users to benefit from the expertise of motion platform experts and made the feel even more realistic.

In addition, we would like our profile database to keep growing, so please send us your finished profiles with a description. Our team will check them and, if everything is correct, we will add it to our database along with a description and the author’s nickname!

ForceSeatPM Profiles Database
ForceSeatPM - Dasboard
ForceSeatPM Dashboard Editor



In the latest version, we added a dashboards tab. In it you will find dashboards created by our team ready to use on usb displays and other devices. In addition, we have introduced the ability to create your own dashboards. In the Help&Tutorials tab you will find information on how to start creating your own dashboards.




The beta testing program has been a success.  Thanks to the help of users in the beta test program, we were able to make a number of improvements including improving support for OpenXR. Many of the reported improvements have been implemented on the fly. Anyone interested in being part of the Motion Systems community is encouraged to join the beta testing program!




2022.11.04: version 2.123:

New features and fixes

  • CL01 – Automobilista 2: Enabled ScreenWay for this game and added information about required game configuration (“No screen position compensation?”)
    in “Troubleshooting” section of the game’s profile.
  • CL02 – Auto detect current game: This new function detects when a game is launched from outside platform manager
    (e.g. with a shortcut on the desktop) and automatically activates the profile that was used for that game in the past.
  • CL03 – F1 22: VR HeadWay has been enabled for this game.
  • CL04 – Live For Speed: Retuned motion profile for HS-210.
  • CL05 – The Crew 2: Added support for this game (KL08).
  • CL06 – Aerofly FS4: Added support for this game (KL01).
  • CL07 – Introduced context help system.
  • CL08 – Help: Added tutorial showing how control the platform manager from 3rd party application using Deckboard and Touch Portal as an examples.
  • CL09 – Flight Simulator 2020: Fixed incorrect factor value for lateral acceleration boost for HS-210.
  • CL10 – Violent Movement Suppressor has been added to almost all profiles.
  • CL11 – ACE and “non-ACE” profiles have been merged together.
  • CL12 – F1 2015, 2016 and 2017 are no longer supported.
  • CL13 – Dashboards: Introduced support for VoCore Screen (USB display).
  • CL14 – Flight Simulator 2020: Fixed incorrect pitch calculation for HS-203/HS-2100.
  • CL15 – DCS World: Reimplemented motion profile for HS-203/210/2100.
  • CL16 – iRacing: Added max RPM value extraction from session data.
  • CL17 – Flight Simulator 2020: Retuned profile for QS-4xx.
  • CL18 – VR HeadWay: Changes have been made to the VR API integration module to handle all the bizarre behavior of games and VR systems.
  • CL19 – Flight Simulator 2020: Fixed reverse yaw motion for HS-210.
  • CL20 – No Limits 2 Rollercoaster: Remapped quick tunes from Roll/Pitch to Lateral/Longitudinal G-Forces for HS-203/HS-2100.
  • CL21 – Flight Simulator 2020: Improved handling of SimConnect errors and timeouts.
  • CL22 – Added detecting when graphics drivers caused the application crash and displaying options to run the application in safe mode (with software rendering).
  • CL23 – VR HeadWay for OpenXR: Updated compensation algorithm to handle trackers and different camera centering routines used by different games.
  • CL24 – Changed default UDP port for Live For Speed, Dirt 3, GRID 2 and GRID Autosport from 10010 to 20777 to avoid port conflicts.
  • CL25 – Assetto Corsa, Assetto Corsa Competizione, Automobilista 2, Project CARS 2, iRacing: Updated motion profiles for QS-4xx and QS-Vxx
    and introduced Factory Presets for each motion platform model.
  • CL26 – X-Plane 12: Added support for this game.
  • CL27 – VR HeadWay: HUD compensation for games that use SteamVR.
  • CL28 – VR HeadWay: System wide option to disable compensation for SteamVR and OpenXR.
  • CL29 – VR HeadWay: HP Reverb G2 related fixes for OpenXR.
  • CL30 – VR HeadWay: Fixed compatibility issues with Automobilista 2 + OpenComposite.
  • CL31 – VR HeadWay for OpenXR: For debugging and diagnostics purposes, when the VR HeadWay system is completely disabled
    (via an option in the Motion Compensation Configuration), it still receives diagnostics from the OpenXR application to monitor the position
    and tracking status reported by the HMD.
  • CL32 – DCS World: Improved compatibility with the 2.8 open beta.
  • CL33 – WRC Generations: Added support for this game however due to issues related to telemetry data quality, this is considered as experimental integration (KL07).

Known limitations

  • KL01 – Aerofly FS2/FS4: The ‘accelerations’ data rate is 1 Hz and ‘bank/pitch’ data rate is 10Hz. In order
    to work with that slow telemetry rates, the motion profile uses mainly roll, pitch and yaw + interpolation when possible.
  • KL02 – DCS World: Not all planes provide engine RPM for Tactile Audio Based Feedback system.
  • KL03 – KartKraft: Support for CKAS has to be disabled in game settings, otherwise the platform manager crashes. This is caused by a bug in the game SDK.
  • KL04 – WRC 7, 8, 9, 10: Unofficial 3rd party patch is used to retrieve telemetry data. The patch might stop working if game update is deployed making the patch incompatible.
  • KL05 – Flight Simulator 2020: The game runs the simulation partially even when the user is in the main menu but does not provide any flag to indicate this,
    and as a result, causes undesired operation of the motion platform. This issue is partially suppressed by intelligent “main menu” detector however
    the detector does not work perfectly and sometimes causes a false positive detection when the aircraft is idling on the runway.
  • KL06 – The Crew 2: The game tends to send corrupted telemetry data (crazy accelerations and velocities) in areas around bridges. In order to
    avoid violent motion platform operation, this condition is detected and filtered out, resulting in a quite suppress motion.
  • KL07 – WRC Generations: The game does NOT output telemetry data during training sessions and DEOS output unwanted telemetry data during loading and post-race stages.
    There are also unexpected peaks in telemetry data that affects motion platform operation.