# Profile Editor

## Overview

The Profile Editor tab is where you create, manage, and customize **motion profiles** — the sets of rules that determine how your simulator moves in response to game telemetry. Each profile is a collection of **motion cues** that work together to translate in-game forces, rotations, and events into platform movement, belt tension, wind, and haptic feedback.

Profiles are **game-specific** by default. Each game you play in DRSM has its own set of profiles, so you can maintain different tuning for a Formula 1 racing game versus a flight simulator versus a truck simulator. You can also create **global profiles** that apply across multiple games of the same vehicle type.

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## How Profiles Work

### Per-Game Profiles

When you first select a game source in DRSM, it automatically creates a default profile for that game using built-in defaults appropriate for the vehicle type (car, aircraft, manual, rollercoaster). This default profile includes a Primary Cue with sensible starting values, so you can begin using your rig immediately.

You can then customize this default profile, or create additional profiles for different driving styles, vehicle types, or tuning preferences. Only one profile is active per game at any time.

### Global Profiles

Global profiles are not tied to a specific game — they can be assigned to any game of the same vehicle type. This is useful when you want consistent tuning across multiple racing games, for example. Global profiles appear in a separate section of the profile tree.

### Default Templates

DRSM ships with several pre-made profile templates designed for common scenarios:

**Car profiles:**

* **DR - Hexapod - Car** — General-purpose car profile tuned for hexapod platforms
* **DR - Hexapod - F1** — Optimized for Formula-style open-wheel cars with higher gains
* **MXP-PR-Greg Car/Rally/Truck** — Community-contributed profiles for different vehicle categories

**Aircraft profiles:**

* **DR - Hexapod - Fast Jet** — Tuned for fast military jets with high G-force capability
* **DR - Hexapod - General Aviation** — Tuned for GA aircraft with moderate motion
* **DR - Hexapod - Helicopter** — Tuned for helicopter dynamics
* **MXP-PR-Greg Flight** — Community-contributed flight profile

These templates provide excellent starting points. You can duplicate and modify them to suit your specific hardware and preferences.

## Profile Management

### Creating a New Profile

1. Click the **New** button.
2. Select a game from the dropdown menu, or choose **Global Profiles** to create a cross-game profile.
3. Enter a name for your new profile.
4. A new profile will be created with a default Primary motion cue.

### Managing Existing Profiles

* **Duplicate**: Creates a copy of the selected profile, which can be assigned to a different game or converted into a global profile. Useful for creating variations without starting from scratch.
* **Delete**: Removes the selected profile. You cannot delete the last profile assigned to a game, or a global profile that is currently in use.
* **Rename**: Allows renaming of the selected profile, including global profiles.

### Profile Selection

* Profiles are organized in a tree structure by game, with a separate section for global profiles.
* Click on any profile to load and begin editing it.
* The currently selected profile is highlighted.
* The active profile for the current game source is used automatically when motion starts.

## Motion Cues

Motion cues are the building blocks of a profile. Each cue performs a specific task — the Primary Cue translates raw telemetry into platform motion, the Vibration Cue adds high-frequency detail, the Belt Tensioner Cue drives seat belts, and so on.

### How Cues Combine

Cues are processed **in sequence**, and their effects accumulate:

1. **Primary Cue** — The foundation. Translates accelerations, angular velocities, and gravity into the six motion axes.
2. **Ground Cue** (optional) — For aircraft only. Provides a separate motion profile for ground operations that blends with the Primary Cue based on altitude.
3. **Variant Cue** (optional) — Applies gain multipliers per vehicle.
4. **Advanced Yaw** (optional) — Modifies the yaw axis with deadzone, roll mixing, or unlimited yaw rotation.
5. **Wave Generator** (optional) — Adds a continuous test waveform on a selected axis.
6. **Offset Cue** (optional) — Shifts the neutral position and adjusts center-of-rotation.
7. **Wind Simulator Cue** (optional) — Drives fan output based on speed and yaw rate.
8. **Belt Tensioner Cue** (optional) — Drives harness tensioner output based on accelerations.
9. **Vibration Cue** (optional) — Extracts high-frequency content and adds it as subtle rapid movements.
10. **Joystick Input Cue** (optional) — Maps controller axes directly to motion axes, independent of game telemetry.
11. **Speed Limits** (optional) — Caps the maximum speed of each axis.
12. **Travel Limits** (always active) — Enforces the final position boundaries. Applies global gain and soft/hard limiting.

Some cues run automatically in the background and are not visible as tabs (Safety Limits, Stale detection, Pause handling, Crash detection, Cue Change transitions).

### Adding Motion Cues

1. Click the **"+"** tab at the end of the cue tabs.
2. Choose a cue type from the list.
3. The new cue tab will be added to your profile.

* The new cue tab will then be added to your profile.

### Managing Cues

* To remove a cue, click the **"X"** on the cue's tab.
* Each cue type has its own set of configuration options.
* Changes to cue settings are saved automatically.

## Building an Effective Profile

### Start Simple

1. Begin with only the **Primary Cue** enabled.
2. Use the [Motion Tuning Guide](/dr-sim-manager/general/motion-tuning-guide.md) to tune each axis individually.
3. Once the Primary Cue feels good, add additional cues one at a time.

### Layer Cues Gradually

* Add **Vibration** to feel road texture and mechanical detail.
* Add **Offset** to adjust center-of-rotation for more natural rotational motion.
* Add **Belt Tensioner** if you have belt hardware.
* Add **Wind Simulator** if you have fan hardware.
* Add **Variant** if you play games with multiple vehicle types and want per-vehicle gain tuning.
* Add **Joystick Input** to bind controller axes directly to motion axes for manual control or testing.
* Add **Speed Limits** if the platform ever moves uncomfortably fast.

### Test and Iterate

* Changes take effect in real time — adjust while driving/flying for immediate feedback.
* Use DEBUG log verbosity to monitor safety filter and overallocation events.
* Duplicate your profile before making major changes so you can revert easily.

## Important Notes

* Each profile requires at least one motion cue.
* Profile settings are saved automatically upon modification.
* Global profiles can be applied to any game of the same vehicle type.
* Profiles are stored as `.json` files in your profiles folder — see [Sharing Profiles](/dr-sim-manager/general/profile-editor/sharing-profiles.md) for details on location and format.


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