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

Discussion in 'Other' started by svictor, Mar 14, 2022.

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  1. PlanRZ

    PlanRZ Guest

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    I didn't try recently. But if i remember well it works only in a certain state. Maybe try in the very first page after entry clip or in Online page, and not in a session.

    In rFactor2 you also need to be in the Series page, and select "All tracks and cars" to get all cars descriptions.
     
  2. svictor

    svictor Registered

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    @LIOTH
    The import function (as of v2.18.0) has been tested and works fine as long as in game, no matter if in a session or in main menu, though it is best and recommended to be done while you are in main menu.

    It sounds like you may have some kind network setting that is blocking TinyPedal from accessing "Rest API", or has changed "URL port" number from LMU setting (default should be 6397), or possibly having other programs that taking and using port 6397 which causes conflicts.

    You can check whether "URL port" is correct by opening following address in web browser after LMU game launched:
    http://localhost:6397/rest/sessions/getAllVehicles

    If you can get that address open, you can manually save the JSON file and then use "Import from" > "JSON file" to import data (as mentioned in User Guide).

    If this address doesn't open, then it could be that some kind network or firewall setting is wrong and needs to be fixed. You can check your Le Mans Ultimate\UserData\player\Settings.JSON file, find a line says "WebUI port", its value should be 6397, which should also match the setting in TinyPedal's RestAPI module. If it is already 6397 then it's highly likely a problem with network or firewall setting.
     
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  3. svictor

    svictor Registered

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    2.18.1 - Bug fixes
    https://github.com/s-victor/TinyPedal/releases/tag/v2.18.1
    • General
      • Fixed a font weight verification error that prevents user from saving any changes in "Gear Widget" config dialog.
      • Fixed missing combo choices (text alignment, font weight options) from Elevation and Gear Widget config dialog.
    • Differential Widget
      • Fixed cooldown timer did not reset after changed or restarted a session.
    • DRS Widget
      • Add "drs_text" option for setting custom DRS display text.
      • Optimized DRS status check.
     
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  4. pilAUTO

    pilAUTO Registered

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    Hello.

    In the distant past i used the damplugin made by @Lazza to determine for each car when the clipping level is reached, in normal driving conditions apart from big bumps and curves (and according to all the choices relating to tire grip, temperature, real road, track humidity,...) that I would have selected beforehand this involves first making a recording of what happens during driving, then an analysis outside of the game.

    I don't want to do that again even if it works very well, what i'm currently looking for is a tool that allows us to do the same thing in real time but which is at least usable and for which we can draw correct clipping conclusions during driving.

    I saw on the rFactor 2 discord that Tiny Pedals allows it :

    If that's the case, can you please tell me if integrating it into tiny pedals is relevant, easy to use, and that we can really draw immediate conclusions, so that we can return to the garage quickly to increase or decrease the ffb multi if necessary and if we can afford it.

    I'm not on my pc for at least 2 days and so I would appreciate it if you could enlighten me on the subject, so when I return to the PC I could directly install or not this plugin and try to use it as best I can.

    [Also, can you tell me if the impact on the computer performance of this little tool is really tiny or is the impact on performance not totally negligible, I avoid at all costs overloading my computer which is quite low-powered now.]

    Thank you :)
     
  5. svictor

    svictor Registered

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    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.
     
    Last edited: Oct 3, 2024
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  6. MarcoSaupe

    MarcoSaupe Registered

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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.
     
  7. svictor

    svictor Registered

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    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.
     
  8. svictor

    svictor Registered

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  9. Leo Gala

    Leo Gala Registered

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    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?
     
  10. svictor

    svictor Registered

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    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.
     
  11. Woodee

    Woodee Registered

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    This spectate mode doesn't give the ability to see the track map and drivers when joined as a spectator on a server?
     
  12. svictor

    svictor Registered

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    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.
     
    Last edited: Oct 7, 2024
  13. EmanueleMarra15

    EmanueleMarra15 Registered

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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
     
  14. ebeninca

    ebeninca Registered

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    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.
     
    Last edited: Oct 8, 2024
  15. svictor

    svictor Registered

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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.
     
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  16. svictor

    svictor Registered

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    2.18.3 - New suspension damage display, body aero integrity, impact position indicator
    https://github.com/s-victor/TinyPedal/releases/tag/v2.18.3

    [​IMG]

    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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  17. Jonathan07

    Jonathan07 Registered

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    @svictor. Hi.I wanted to ask if it was possible for you to add the wear of the brake discs for rF2.
    THANKS.
     
  18. svictor

    svictor Registered

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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
     
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  19. Jonathan07

    Jonathan07 Registered

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    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).[​IMG]
    So I wondered if this was possible.

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

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    Last edited: Oct 15, 2024
  20. PlanRZ

    PlanRZ Guest

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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.
     
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