Profile Editor
Overview
Section titled “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.

How Profiles Work
Section titled “How Profiles Work”Per-Game Profiles
Section titled “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
Section titled “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
Section titled “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
Section titled “Profile Management”Creating a New Profile
Section titled “Creating a New Profile”- Click the New button.
- Select a game from the dropdown menu, or choose Global Profiles to create a cross-game profile.
- Enter a name for your new profile.
- A new profile will be created with a default Primary motion cue.
Managing Existing Profiles
Section titled “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
Section titled “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
Section titled “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
Section titled “How Cues Combine”Cues are processed in sequence, and their effects accumulate:
- Primary Cue — The foundation. Translates accelerations, angular velocities, and gravity into the six motion axes.
- Ground Cue (optional) — For aircraft only. Provides a separate motion profile for ground operations that blends with the Primary Cue based on altitude.
- Variant Cue (optional) — Applies gain multipliers per vehicle.
- Advanced Yaw (optional) — Modifies the yaw axis with deadzone, roll mixing, or unlimited yaw rotation.
- Wave Generator (optional) — Adds a continuous test waveform on a selected axis.
- Offset Cue (optional) — Shifts the neutral position and adjusts center-of-rotation.
- Wind Simulator Cue (optional) — Drives fan output based on speed and yaw rate.
- Belt Tensioner Cue (optional) — Drives harness tensioner output based on accelerations.
- Vibration Cue (optional) — Extracts high-frequency content and adds it as subtle rapid movements.
- Joystick Input Cue (optional) — Maps controller axes directly to motion axes, wind fans, or belt tensioners, independent of game telemetry.
- Speed Limits (optional) — Caps the maximum speed of each axis.
- 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
Section titled “Adding Motion Cues”- Click the “+” tab at the end of the cue tabs.
- Choose a cue type from the list.
- The new cue tab will be added to your profile.
- The new cue tab will then be added to your profile.
Managing Cues
Section titled “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
Section titled “Building an Effective Profile”Start Simple
Section titled “Start Simple”- Begin with only the Primary Cue enabled.
- Use the Motion Tuning Guide to tune each axis individually.
- Once the Primary Cue feels good, add additional cues one at a time.
Layer Cues Gradually
Section titled “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, wind fans, or belt tensioners for manual control or testing.
- Add Speed Limits if the platform ever moves uncomfortably fast.
Test and Iterate
Section titled “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
Section titled “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
.jsonfiles in your profiles folder — see Sharing Profiles for details on location and format.