[REL] TinyPedal - open source overlay for rF2 (Pacenotes,Radar,FFB,Deltabest,Relative,Fuel Calculator)

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:

index.php


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.

Thank you for your reply.
I understood your work on the standings. But I can only use it once. My standing being on a second monitor I cannot use it on my main monitor as a new widget.
 
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@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.

295041d1598636875t-what-numbered-overlay-grid-appearing-my-screen-picture1.png
 
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@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.

295041d1598636875t-what-numbered-overlay-grid-appearing-my-screen-picture1.png

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.
 
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.

Del key is mapped to camera change by default, but yeah, is possible to map the toggle mouse button.
 
Thanks for your suggestion. It was already considered earlier when the "grid move" feature was first implemented by @Bernat , but it's currently not possible to program a background due to a few reasons:

All widgets in TinyPedal are individual top-level windows that set "always on top" flag. That means suggested grids background cannot be placed within each widget.

And due to that, in order to add grids background, it also has to be created as a separated background window, and somehow placing it below all widgets but above everything else, this can only be effectively done by setting "always on top" flag on this background window. This means this grids background will block all user inputs from interacting with other programs and windows taskbar. And TinyPedal's main config window will also be blocked from accessing since it has not "always on top" flag (this was also done due to various reasons..). Besides it, there are also issues such as window Z-order fighting, which when you click on the background window, it will be getting focus and being placed above all widgets, and require to re-arrange Z-order, this may not be able to done easily or may have issue with cross platform.

Those are also the reasons that another similar requested feature (grouping widgets) also currently not possible to program.

Nevertheless, as Bernat mentioned that "Toggle Cursor" hotkey can be assigned in both RF2 & LMU to show/hide cursor.

For anyone not aware of this feature, you can set it here:
index.php
 

Attachments

Thanks 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.?
 
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
 
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
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.
(note, wheels has their own mDetached value which is already used in v2.80 to show detached wheels)
 
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
It is not a bug.

The damage reported by API is not 100% synchronized with in-game MFD damage HUD. Sometimes it will show damage that in-game HUD doesn't, other times it will not show damage that in-game HUD does. It's another limitation of game's API. (if you want to know how it work, it is the mDentSeverity value in API)
 
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/race/car for rFactor2 (You Need to be in "SELECT SERIES" menu)
> http://localhost:6397/rest/sessions/getAllAvailableVehicles?api_key=type 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 :)
 
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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 :)
Thanks, those suggestions are great.

Currently I really don't have the time and strength(having a little healthy issue) to work on the APP, so it will be a while before I can work on it again. Happy driving.
 
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