What's coming

More sims.
More feel.

Track Impulse launched with iRacing and has since added full support for Assetto Corsa Competizione, Assetto Corsa, Le Mans Ultimate, Assetto Corsa EVO, and Assetto Corsa Rally - along with zone-based output routing, profile sharing, a device setup wizard, multi-interface support, GPU-accelerated rendering, per-effect audio shaping, spatial engine rumble, and native Simagic HPR pedal haptics. Here's what's coming next. The roadmap is shaped by what users ask for most.

At a glance

SHIPPED Sim expansion v0.3 – v0.6.105 ACTIVE NOW Beta polish Now → Q3 2026 PHASE 3 Hardware Q4 2026 PHASE 4 Platform 2027
Shipped — Sim expansion & platform v0.3 – v0.6.105
Shipped
Assetto Corsa Competizione
Full haptic support with data-driven suspension tuning, per-corner wheel slip, and Simple / Advanced suspension modes. Shipped in v0.3.0.
Shipped
Assetto Corsa
All effects working — suspension, kerbs, ABS, wheel slip, engine rumble, and gear change. Self-calibrating tyre radius for ABS detection. Shipped in v0.4.2.
Shipped
Le Mans Ultimate
Full haptic support via LMU's native shared memory API. All seven effects including dual-band suspension and wheel slip. No third-party plugin required. Shipped in v0.5.0, completed in v0.6.002.
Shipped
Assetto Corsa EVO
Full haptic engine reading Kunos native shared memory tied to the render frame rate. All seven effects including native ABS detection and automatic EV engine suppression. Shipped in v0.6.003.
Shipped
Assetto Corsa Rally
AC Rally is the sixth supported sim with all seven effects, calibrated from on-track logs across both tarmac and gravel surfaces. Dedicated rally tuning means it works well out of the box. Shipped in v0.6.104.
Shipped
Simagic HPR pedal haptics
Native USB integration with the Simagic HPR motors on the MAIRA pedal line (P500, P700, P1000, P2000). Each pedal gets its own effect mapping driven directly from sim telemetry. No SimHub required. Shipped in v0.6.104.
Shipped
Per-effect audio shaping
Each effect has its own waveform (sine, square, sawtooth, noise), harmonic count, harmonic decay, and priority rank. Priority-based ducking automatically pulls back lower-ranked effects when the mix gets crowded. Shipped in v0.6.104.
Shipped
Spatial engine rumble
Engine vibration oscillates left-to-right based on torque reaction and shifts front-to-back with throttle load. The engine physically moves around the rig instead of being identical across all four shakers. Shipped in v0.6.104.
Shipped
Wheel slip effect — all sims
Per-corner wheel slip feedback for every supported sim — feel oversteer, understeer, and tyre slides through the shakers with per-corner sensitivity control.
Shipped
Zone-based output — up to 8 channels
The fixed 4-corner model has been replaced with a flexible zone system. Name up to 8 shaker locations, map them to audio channels, and route individual effects to specific zones. Shipped in v0.5.0.
Shipped
Multiple audio interfaces simultaneously
Assign different output zones to different audio devices — for example, run front shakers through one card and rears through another. Shipped in v0.5.4.
Shipped
Profile save, load & cloud sharing
Save named effect profiles per sim, export as .tiprofile files, and browse or upload community profiles directly from the app. Ctrl+S saves instantly. Shipped in v0.5.0.
Shipped
Audio device setup wizard
A guided 3-step wizard on first run filters devices to ASIO and WDM-KS, recommends ASIO, and explains the latency difference. Accessible any time from the device section. Shipped in v0.5.0.
Shipped
Latency measurement tool
Measure actual audio roundtrip latency using a loopback cable. Compares measured vs driver-reported latency so you can verify exactly what your hardware delivers. Shipped in v0.5.3.
Shipped
GPU-accelerated rendering
The entire UI has been migrated from GDI+ (CPU) to Direct2D (GPU). Every window, dialog, and panel renders through hardware-accelerated swap chains with per-monitor high-DPI support. Shipped in v0.6.003.
Shipped
Hold-to-test & per-sim profiles
Test each effect directly without being on track. Per-sim effect profiles save independently — switch sims and your tuning follows.
Phase 1 — Beta polish Now → Q3 2026
Planned
Bass shaker selection & per-zone EQ
Pick your bass shaker model per zone in the device wizard (Dayton BST-1, Buttkicker Mini LFE, Aura Pro, TST239, and more). Track Impulse then knows each shaker's useful frequency range and response curve, automatically EQs the output so flat feels flat, and unlocks higher-frequency effects on shakers that can reproduce them — up to 150Hz on capable hardware instead of the current 80Hz ceiling.
Planned
Auto-calibration baseline
Drive one or two laps and Track Impulse sets sensible per-effect levels automatically based on what your car and your driving style actually produce. The biggest single reduction in setup friction for new users — no more wondering where to start with the sliders.
Planned
Per-car effect profiles
Different car classes behave differently under the shakers. Save a dedicated haptic profile for each car within a sim — GT3, LMP2, and open-wheel setups won't need constant re-tuning.
Planned
Automobilista 2
AMS2 reading from the Project CARS 2 / Madness Engine shared memory format. Per-wheel suspension velocity and terrain detection are already exposed by the sim, so all seven effects map cleanly. Integration research complete, implementation queued.
Planned
Profile import from SimHub
Translate your ShakeIt profiles to Track Impulse profiles in one click. The biggest barrier for SimHub users considering the switch is years of tuning work — this removes it.
Planned
First-launch interactive tour
A guided walk-through on first install that explains each effect, demos them with hold-to-test, and helps you build your first profile. For users intimidated by the slider count, this gets you from install to "I can feel the car" in under five minutes.
Planned
Buttkicker amp auto-compensation
Auto-detect Buttkicker LFE Kit USB amps and apply the recommended -10dB compensation that most users miss. A specific, well-known hardware quirk handled automatically.
Planned
In-app feedback & bug report
A one-click bug report button that captures your current config and the last 30 seconds of telemetry, then bundles it into an email. Better support, faster fixes, and no more hunting for screenshots.
Planned
Auto sim detection
Track Impulse detects which sim you launch and switches to it automatically. No more manually selecting iRacing vs ACC from the dropdown before each session.
Planned
Windows auto-start
Option to launch Track Impulse with Windows so it's running and ready before you open your sim. Useful for ASIO users who want zero-delay startup.
Phase 2 — Hardware Q4 2026
In development
TD-4 hardware module
A purpose-built 4-channel USB device for Track Impulse. Plug in, select it from the dropdown, and race. No driver setup required. Hardware-optimised for the 10–80Hz shaker frequency range.
Planned
More pedal haptic devices
Following the Simagic HPR integration shipped in v0.6.104, support for additional pedal haptic hardware including Simucube ActivePedal, Simsonn VAM/VAM Pro, and SRP V-P kits. Each device gets the same direct-USB telemetry-driven approach, no audio channel required.
Phase 3 — Platform 2027
Future
Profile discovery & ratings
Extend the existing cloud profile system with browsable categories, ratings, and sim/car filtering so you can quickly find a dialled-in setup for your specific hardware and car combination.
Future
Effect preset library per car class
One-click presets that load sensible baselines for GT3, LMP2, F1, hypercar, rally, and other major car classes — across every supported sim. A starting point that's already 80% of the way there before you tune.
Future
Telemetry replay tuning
Record a lap and replay it inside the app to tune effects against the saved telemetry rather than driving the same corner ten times. Visualises exactly what each effect was outputting at every point on track — find missed effects, dial in sensitivity, all without leaving the rig.
Future
Mobile companion app
Adjust haptic settings from a phone or tablet while seated in the rig — no need to alt-tab or leave the seat to tune.
Future
Wind sim output channel
A dedicated speed-driven output that can drive cooling fans via a USB amp. Adds wind-sim support without forcing you to run a second tool alongside Track Impulse.
Future
Turbo spool & wastegate effects
A dedicated rising-frequency effect tied to turbo pressure and RPM, with a sharp release on lift. Captures the way a real turbo car feels through the floor and seat. The "engine breathing" sensation no other haptic tool nails.
Future
Surface type detection
Modulate road texture character based on what's actually under the wheels — gravel, cobble, dirt, painted lines — using the terrain data already exposed by AC Rally, AMS2, and others. A big win for rally and mixed-surface racing.
Future
Damage & contact effects
A sharp transient on wall and car contact, plus a sustained low rumble for broken suspension or damaged components. Adds drama, realism, and useful information you can feel without looking at the dash.
Future
Per-track quirks database
A community-maintained list of "this kerb at this track is buggy in this sim, override active" so Track Impulse gracefully handles known sim bugs without users having to figure them out themselves.
Future
Multi-PC sync
Settings, profiles, and licence follow you across rigs. Useful for people running both home and event rigs, or replacing hardware without rebuilding their setup from scratch.
Future
OBS streaming overlay
A browser-source overlay showing live effect activity, latency, and telemetry data for streamers and content creators. The kind of visual that makes invisible feedback visible to viewers.
Future
Discord rich presence
Show your current sim, car, track, and live latency figure on your Discord profile while you race. Small but loved by the community.
Future
SimHub / MAGS / TAD compatibility
An export path to and from SimHub ShakeIt, MAGS, and Tactile Audio Designer profiles. Lowers switching cost and lets users move between tools without losing their tuning work.
Future
Plugin SDK for custom effects
Let advanced users author their own effects in a scripted language with access to telemetry data and the audio pipeline. Mostly community-building, but it turns power users into evangelists and unlocks effects we'd never have time to build ourselves.
Future
More sims
rFactor 2, Dirt Rally 2.0, EA Sports WRC, RaceRoom, BeamNG.drive, Euro Truck Simulator 2 / ATS, and more. Sim support is prioritised by community demand — vote on the feedback page.
TI

Want to influence what gets built?

The roadmap is driven by user feedback. If there's a sim, feature, or hardware integration missing from this list, share it on the feedback page.