svictor said:I understand, the driver gap is already there in the v2.80 update as I mentioned in notes.
It is the "time interval" reading from each driver in RACE. However, you do need to look at the correct reading.
For example, if you want to know "driver's gap in front of you", you are looking at the "interval" reading from your name on the standings list, the interval value is the gap from you to the driver ahead of you (that's how the time interval works).
And if you want to know "driver's gap behind you", you are looking at the "interval" reading from the driver name(row) just below you, which it shows the gap from the driver behind you to your position. Better explained with an image:
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As for a new smaller standalone widget, maybe it will be added in next update, but not any time soon, as I have been busy working on other modding stuff.
@svictor
I was thinking about one feature that you could implement ...
When you're on track rf2 hides the mouse pointer, it's only visible when you're on editor mode (lock overlay unchecked) and exactly on top of a widget, making more difficult to adjust the widgets position.
My suggestion is, when in editor mode, you could draw a grid with transparent background on top of the entire screen, so the pointer would not be hidden, making easier to position the widgets.
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Have you tried the Del key? It hides/shows the mouse pointer by default. If it doesn't work on track, I'm sure it still works in replays.
download the folder, extract it from the zip file, and copy it into the tinypedal folder that you already have on your PCThanks so much for the marvelous tool!
I have a question: how do I go about updating TinyPedal to the latest version without losing my presets, trackmaps, etc.?
Easy! Thanks so much. Very cool with the added damage indicator, can't wait to try it out.download the folder, extract it from the zip file, and copy it into the tinypedal folder that you already have on your PC
Hi, unfortunately API only provides one single "mDetached" value to determine whether any parts is lost. So it will only tell you if you have any parts detached, but not which one that is detached (many things can be detached, such as wings, suspension, diveplanes, loose body parts, etc). So it's not really helpful and may causing confusion. So it's the reason I did not include this mDetached in damage display. That's just one limitation of the API.Hi
as soon as you have time to devote to tiny again it would be nice if we could have the info in the damage overlay when we lose the AV/AR spoiler
thx
It is not a bug.Hi
it seems that the damage overlay for LMU does not work perfectly it does not always detect light damage for RF it is fine
{
"classes": "Hypercar Porsche_963",
"classesOverride": "",
"desc": "5 Porsche Penske Motorsport:EC",
"engine": "Porsche 9RD 4,593 cc V8 twin-turbocharged",
"fullPathTree": "WEC 2023, Hypercar, Porsche 963",
"fullTeam": "Porsche",
"id": "5_PORSCHEW4B6208F8",
"isOwned": true,
"liveryName": "WEC #1",
"manufacturer": "Porsche",
"number": "5",
"premID": 999998,
"sig": "d638c84057c9838ca6768423cefa69d8b1927f0505690c3267ccb911652ad68b",
"team": "Porsche Penske Motorsport",
"teamFounded": "",
"teamHeadquarters": "",
"vehFile": "F:\\Steam\\steamapps\\common\\Le Mans Ultimate\\Installed\\Vehicles\\Porsche_963_2023\\1.01\\5_PORSCHEW4B6208F8.VEH",
"vehicle": "5 Porsche Penske Motorsport:EC 1.01"
},
Thanks, those suggestions are great.Hello, i have noticed the car name is totally wrong, we get the description of the car like "AF Corse #05".
The shared memory doesn't registers the CarType and CarName properly as we see in Results xml files (logs).
There is a workaround : The Rest API.
When game is started, if you call :
> http://localhost:5397/rest/sessions/getAllAvailableVehicles?api_key=type (6397 port for LMU)
You get the full list of cars ...
An example of one car in the full list for LMU :
Code:{ "classes": "Hypercar Porsche_963", "classesOverride": "", "desc": "5 Porsche Penske Motorsport:EC", "engine": "Porsche 9RD 4,593 cc V8 twin-turbocharged", "fullPathTree": "WEC 2023, Hypercar, Porsche 963", "fullTeam": "Porsche", "id": "5_PORSCHEW4B6208F8", "isOwned": true, "liveryName": "WEC #1", "manufacturer": "Porsche", "number": "5", "premID": 999998, "sig": "d638c84057c9838ca6768423cefa69d8b1927f0505690c3267ccb911652ad68b", "team": "Porsche Penske Motorsport", "teamFounded": "", "teamHeadquarters": "", "vehFile": "F:\\Steam\\steamapps\\common\\Le Mans Ultimate\\Installed\\Vehicles\\Porsche_963_2023\\1.01\\5_PORSCHEW4B6208F8.VEH", "vehicle": "5 Porsche Penske Motorsport:EC 1.01" },
The Name we get in the Shared Memory is the "desc" data we get by the API.
It is probably possible to revert the data and get the "manufacturer"
and also deduce the car name with some formula on the "classes" data or "fullPathTree".
If so, we should be able to manage some kind of database and get the brand, and car name we don't have properly by the Shared Memory plugin.
Just an idea of an interesting evolution in TinyPedal. A new module for car database ?
At this point the Car description is not really useful in TinyPedal, too long to show in relatives or standings.
That database from the rest api of the game would help displaying the brand with a logo or a letter like Tyres.
PS : TinyPedal works really very well with LMU![]()