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

Hi,

Yes, you can see clipping directly with TinyPedal in two different ways:
  • Pedal Widget has a FFB meter bar, which shows you how far FFB extends until it exceeded 100% (which will flash with yellow warning color), alongside with FFB percentage reading (can be enabled in config option).
  • Trailing Widget draws FFB plot (gray-color line) in real-time just like you would see in telemetry analyze tools (note, the plot starts from bottom 0% to top 100%). So you can immediately see whether FFB is clipping.

About performance:

TinyPedal is well optimized and runs efficiently.

For reference (as of v2.18.1), on my PC (I7 9700), the average CPU percentage and memory usage are:
  • For a 30-40 vehicles session and all currently 53 widgets enabled, the average CPU percentage is 2% to 4%, average memory usage is 60mb to 70mb.
  • For a 30-40 vehicles session and some essential-endurance widgets that I usually use (around 40 widgets), the average CPU percentage is 1% to 2%, and average memory usage is 40mb to 60mb.

CPU & memory usage would be even lower (0.5% to 1%) if there are less vehicles in a session, or having less widgets enabled. As there are so many widgets currently available, some are good for analyzing car setup, some are good for endurance racing, and others are good for casual driving (there are a few widgets good for cruising on tracks like IOM or Targa), there is no need to enable all of them.

There is also a System performance Widget that let you see how much CPU & memory used in real-time.

You can find more info about this APP on github page and in User guide.

Good luck.
 
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There may be a bug in the latest version - I'm driving a GT3 in rF2 and no matter which tyre I choose, the relative says I'm driving Medium Tires (B). The tires of the other cars are fine and it's also fine in the other widgets (stint, standings).
I had .17.something until Thursday, there it worked, then I updated to 18.1 and I noticed it.
 
There may be a bug in the latest version - I'm driving a GT3 in rF2 and no matter which tyre I choose, the relative says I'm driving Medium Tires (B). The tires of the other cars are fine and it's also fine in the other widgets (stint, standings).
I had .17.something until Thursday, there it worked, then I updated to 18.1 and I noticed it.
Thanks for report, I have identified the issue, the bug also has chance to affect opponents. I'll try make an update for the fix soon.
 
Hi @svictor ,
First of all thank your for developing and maintaining such an outstanding and useful piece of software! I have a quick request—would it be possible to add a widget displaying the current Mixture and Boost settings?
 
would it be possible to add a widget displaying the current Mixture and Boost settings?
Thanks, unfortunately it's currently not possible because those onboard info (mixture, TC, ABS) are not available from game API. Those onboard info (to include in game API) has been frequently and long-requested by the community, but nothing happened so far.

Recently there has been a mention in this thread (https://community.lemansultimate.co...ssing-parameters-to-telemetry-for-plugins.66/) on LMU forum that developer might be working on adding those onboard info to game API. As for RF2, there is nothing mentioned.
 
v2.1.9 - New Spectate mode
https://github.com/s-victor/TinyPedal/releases/tag/v2.1.9

Instead of manually config player index for spectating, user can now double-click on player list to spectate specific player.
View attachment 53326

User guide:
https://github.com/s-victor/TinyPedal/wiki/User-Guide#spectate-mode

2.1.9 (2023-07-14)
  • [New]Spectate mode
    • Add "Spectate" tab that is accessible from main window.
    • Click "Enabled" or "Disabled" button to quickly toggle spectate mode on & off.
      Note, spectate mode can also be enabled by setting
      "enable_player_index_override" option to "true"
      in "Shared Memory API" config.
    • While Spectate mode is enabled, double-click on a player name in the list
      to access telemetry data and overlay readings from selected player.
      Alternatively, select a player name and click "Spectate" button.
      Current spectating player name is displayed on top of player name list.
    • Select "Anonymous" for unspecified player,
      which is equivalent to player index "-1" in JSON file.
    • Click "Refresh" button to manually refresh player name list.

This spectate mode doesn't give the ability to see the track map and drivers when joined as a spectator on a server?
 
This spectate mode doesn't give the ability to see the track map and drivers when joined as a spectator on a server?
It does. When TinyPedal "spectate mode" enabled, you will need to find and click someone (on Spectate tab list) who is currently on track and driving (which is considered "active state" on), which then it will show all overlay just like you were driving. If the guy you spectate is in garage/UI screen (which is considered "active state" off), then overlay will not show or update data, same as how it works on local player.

If there is no one on track and driving, and you still wish to see overlay & data updating, you could do that by enabled "Enable Active State Override" option in "Shared memory API" Config dialog. This option will force "active state" on and display overlay & update data, even if game is not running.

However important to note that, when "Enable Active State Override" option enabled, some of the data may not be saved or updated correctly because those operations are done at the moment that "active state" is switched on and off.

For example, normally when user "ESC" back to garage, it will trigger "active state" off, which then triggers auto-hide, and saves all newly recorded temporary user data such as fuel delta, odometer distance, etc. And when user goes back on track, "active state" will be switched on, and trigger various important status check, such as "track/car combo" name and current session ID that is required to find and load matching data (delta, track map, etc).

If "active state" is always on, then those operations will never be triggered, and various data may not show correctly (though you can still manually trigger some of the operations by "Reload" preset). So it is always best to spectate someone who is driving instead of using "Enable Active State Override".

And must remember to disable "Enable Active State Override" option later on, otherwise the overlay won't work properly when you are driving.
 
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I wanted to ask if there is a possibility to see tinyPedal compatible for other sims too? I think it is the best hud app of all. Thanks

TinyPedal rely on rFactor2 API and the rF2SharedMemoryMapPlugin to work, it works on Le Mans Ultimate too, probably you'll need to clone svictor to be able to do a entire new version for another sim.
 
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Thank you guys, I appreciate all the help, comments and suggestions.

Apart from the already supported LMU, adding other sims is currently only on wish list. There were some ground work done last year for supporting multiple sims/API (as the API selector and switch function), so there is possibilities. However, nowadays RF2 & LMU are the only two modern sims (besides LFS & GPL from old days) I have been playing and focused on developing APP and mods, so there is not much could be done for other sims at the moment.
 
2.18.3 - New suspension damage display, body aero integrity, impact position indicator
https://github.com/s-victor/TinyPedal/releases/tag/v2.18.3

index.php


Previously, as seen quite often, a car without noticeable bodywork damage could have heavily damaged suspension; or, sometimes it is difficult to know whether the collision would affect aero performance; or not knowing where the car gets hit from.

This update significantly overhauls Damage Widget and solves most of above troubles by adding new suspension damage display, body aero integrity reading, and impact position indicator.

The new suspension damage display is now integrated with wheel damage display, which together provides 6 customizable damage levels for each wheel:
1. No damage to suspension or wheel (default color: green).
2. Light suspension damage (default damage range: 2% - 15%, default color: yellow).
3. Medium suspension damage (default damage range: 15% - 40%, default color: orange).
4. Heavy suspension damage (default damage range: 40% - 80%, default color: purple).
5. Totaled suspension (default damage range: 80% - 100%, default color: blue).
6. Wheel detached (default color: black).

Those damage levels now more accurately reflects severity of suspension damage that would affect car handling, which previously was not possible by looking at bodywork damage only.

The new body aero integrity reading also more accurately reflects severity of bodywork damage that would affect car performance, and helps to determine whether bodywork is worth repairing.

The last new addition is the impact position indicator that shows a cone shape indicator pointing towards last known impact position. Previously, it was often a difficult task for player to know whether there has been a collision in an intense or endurance race. Now with this indicator, even the slightest collision will be marked on overlay display.

Note, suspension damage and body aero integrity are currently only available on LMU, as those data are not available in RF2's API. Impact position indicator is available for both RF2 & LMU.

New User Guide entries:
https://github.com/s-victor/TinyPedal/wiki/User-Guide#damage
 

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Hi,

Brake wear data is not available in RF2 API (not in sharedmemory API, and not in Rest API), so currently it is not possible for RF2.

However brake wear data is available in LMU's Rest API, and I had made a testing widget earlier before last update. The reason it wasn't included in last update was because currently brake (as in LMU) almost has no wear at all. For example, 1 lap would use like 0.000001% of total wear in current LMU, which basically means infinite brake durability, not sure if it is intentional (or is it same in real life?). So it is kind pointless to add this widget (and could confuse player from both games), as currently all those brake wear data provide no meaning to player. But I can add it (for LMU only) in next update if you guys think it is worth adding anyway, lemme know if you do.

Cheers
 
Hi,

So it is kind pointless to add this widget (and could confuse player from both games), as currently all those brake wear data provide no meaning to player.

Thank you for this quick response.
After a weekend race, I broke the rear disc of our car (this is a first in 15 years for me on rF1 and rF2).
So I wondered if this was possible.

For LMU, I haven't played too much yet.
Thanks.
 

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There is someone here who says the F499 (rF2 mod), if i remember well, is not playable in Endurance because of too fast brake wear.

There seems to have some cars or maybe some conditions that causes real brake wear.

If data is available in some way, it will probably be useful to have it, even if it reveals that there is no wear at all, which is quite surprising on a simulation like LMU.

But i remember there is no "procedure" to change brakes. It's probably not repairable on Pits like damages, so they didn't really activate it and made it minimal, but some modders really use it as a property of the mod with realistic values.
 
Yes, I fully understand. We had multiple serious brake failure last year using SuperGT500 05-06 mod at Daytona 4 hours race. Upon reaching hour 3, at least one third of teams had brake failure. And my brake failed at 10 minutes before race end, it was a pain to finish race like that.

Also to note is that, currently RF2 does not support brake repairing, as there is no configuration for modder to set any repair options. So if you are playing RF2 and having brake failure, the only two solutions are: brake less harder; ask mod author to increase brake durability.
 
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2.19.0 - New Brake wear Widget (for LMU only)
https://github.com/s-victor/TinyPedal/releases/tag/v2.19.0

index.php


Note, brake wear calculation accuracy is largely depended on "brake failure thickness threshold" option, however this data is not available from game API, thus it may require manual testing to find out (could be difficult to do though). See changelog for details.

New user guide entries:
https://github.com/s-victor/TinyPedal/wiki/User-Guide#brake-wear

  • RestAPI Module
    • Read "brake wear" data from LMU Rest API.
  • [New]Brake wear Widget
    • Show brake wear data in percentage or millimeter thickness.
      Important note:
      Brake wear data is currently only available on LMU.
      RF2 currently doesn't provide brake wear data.
      Depends on vehicle, brake may or may not have noticeable wear.
      Additional note:
      Brake maximum thickness (for percentage wear calculation) is retrieved at the moment
      when car leaves garage or has brake repaired or changed.
      Reloading a preset or restarting APP in the middle of a running stint could result
      wrong maximum thickness and percentage wear calculation, which should be avoided.
      "Brake failure thickness" note:
      This option manually sets millimeter thickness threshold at brake failure, which
      affects brake thickness readings and overall brake wear calculation.
      For example, if brake thickness is 40mm, and brake failure thickness is 25mm,
      then effective thickness is 40 - 25 = 15mm.
      Note, brake failure thickness threshold data is not available from game API,
      it may require testing to find out, and may vary from vehicle to vehicle.
      Thickness threshold value should not exceed brake maximum thickness, otherwise
      brake wear readings will not be displayed correctly.
    • Show total brake wear difference of previous lap.
    • Show live brake wear difference of current lap that constantly updated.
    • Show estimated brake lifespan in laps.
    • Show estimated brake lifespan in minutes.
    • Customizable wear warning threshold.
  • Misc
    • Updated User Guide info for Brake wear Widget.
 

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