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

I've become totally dependent on Tiny Pedal. THANK YOU!

But after being bullied by HY cars in LMU today i botched an unscheduled pit stop for repairs. Unlike rF2, for some ridiculous reason LMU forces you set the pit menu for how much fuel you want to leave the pit with rather than how much you want to add.

Can we get another column in the fuel widget that adds the "fuel" and "refuel" columns to give us the total needed to get to the finish?

My old brain really would appreciate it.
 
Good morning, first of all, thank you for your excellent work. Secondly, I would like to know if it would be possible to distinguish categories by color on the Whidget Track Map?
 
Thanks, class-based track map vehicle color has been recently suggested on github as well. Though I haven't yet decided how to proceed with it, as it conflicts with the current conditional status based ("leading/overlap/underlap/yellow/pit") color tagging which is a quite useful feature. It will likely be a choice of class-based color or conditional status color, may be an option for user to choose which one they like. Alternatively, it could probably be done with both color tagging methods displayed the same time, for example, draw an outer cycle with different color for status around inner cycle that shows class color, but there are some concerns like would there be too many colors and distraction on track map, or impacting performance with extra drawing operations.
 
Got some time to test LMGT3 brakes in LMU, here are the results (all shown failure thickness at 30mm on rear brakes):
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Hello. Would like to ask some advice. I have a full AMD config, r5 5600x amd 6650 xt. While i play LMU and wanna run Tiny, i have massive screenfreezes. Is there something i can do with this config or change gpu? :D
 
Hello. Would like to ask some advice. I have a full AMD config, r5 5600x amd 6650 xt. While i play LMU and wanna run Tiny, i have massive screenfreezes. Is there something i can do with this config or change gpu? :D

Disable the modules you don't use. Maybe svictor has something extra in his mind to propose.
 
Hi, there should not be performance issue from this APP. Your PC spec is better than my six year old PC. On my PC with all widgets & modules enabled, this APP would use average of 0.5% to 2% CPU usage, and much lower (below 1%) with only half or less widgets enabled, which is barely anything.

TinyPedal comes with a System performance Widget, you can use it to see CPU & memory usage from both system & this APP while driving; or use windows task manager to check if there is anything unusual going on in the background.

Some common screen freeze and stutter issues I have seen are usually due to system memory being fully used up or if there are too many AIs that ate up all CPU resource. I recalled many players were having performance issues running full-grid AIs at Le Mans from September update.

Also check if you have any other plugins installed besides "rFactor2SharedMemoryMapPlugin64.dll" (in Le Mans Ultimate\Plugins folder), try temporarily disable other plugins see if helps. There could be chances that other plugins were causing strange issues.

If you have RF2, might check the APP in RF2 as well, good luck.
 
it is possible to create another overlay, expressly for LMU, with the calculation of virtual energy and refuel, calculating refuel+end+n° lap*used?
 
https://github.com/s-victor/TinyPedal/releases/tag/v2.22.0

2.22.0 (2024-12-26)
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  • General
    • Auto corrects duplicated "column_index" values in widget options to avoid display overlapping.
    • Various code optimization.
  • Brake bias Widget
    • Add "show_baseline_bias_delta" option, which shows delta between current and baseline brake bias.
      This can be useful for keeping track of brake bias changes easier during a long race.
      Baseline brake bias is automatically set (and reset) while vehicle is stationary in pit lane.
  • Fuel Widget
    • Add "show_absolute_refueling" option (requested by @barrett & @francescodg), which shows absolute refueling value
      instead of relative refueling when enabled.
      Note, "+" or "-" sign is not displayed with absolute refueling.
      Differences between relative and absolute refueling:
      • Relative refueling value shows total amount "additional" fuel required to finish the remaining race length,
        which matches "relative refueling" mechanism (amount to add on top of remaining fuel in tank) in "RF2".
      • Absolute refueling value shows absolute total amount fuel required to finish the remaining race length,
        which matches "absolute refueling" mechanism (amount total fuel to fill tank up to) in "LMU".
      • Also see "estimated laps" display option in "Session Widget" that can be used for "absolute refueling".
    • Add "caption_text_absolute_refuel" option that shows absolute refueling caption text if
      "show_absolute_refueling" option is enabled. This helps distinguish difference from relative refueling.
      Default caption text is "abfuel".
    • Exchanged column positions of "end" and "pits" for consistency and readability.
      "pits" column is now in the same column as "early".
  • Instrument Widget
    • Add "stalling_rpm_threshold" option, which sets RPM threshold for triggering engine stalling warning.
      Default is "100" RPM.
    • Renamed "warning_color_ignition" option to "warning_color_stalling".
  • Pace notes, Track notes Widget
    • Fixed notes not showing up if game was paused and unpaused again while on track.
  • Relative finish order Widget
    • Add "show_absolute_refilling" option.
  • Relative, Rivals, Standings Widget
    • Add "number of penalties" display in "pit stop count" column.
      When a driver accumulates one or more penalties, this column will show the number of penalties
      in negative value with purple (default) background to distinguish from number of pit stops.
  • Session Widget
    • Add "show_estimated_laps" option, which shows estimated total remaining laps (from current lap position
      towards finish line) based on total remaining session time and local player's lap time pace.
      This value can be used for adjusting absolute refueling. No value will be shown if session is not time-based.
      Note, this is the same value that used for calculating estimated refueling value in Fuel Module.
      As with estimation, there may be a margin of error of one lap, and may be affected
      by other variables such as those mentioned in "Relative finish order" widget.
  • [New]Slip ratio Widget
    • Show visualized slip ratio of each tyre with customizable optimal and critical range and color indication.
  • Track map Widget
    • Add "enable_multi_class_styling" option (requested by @AndreT990 & @Marcelo Prestes), which shows vehicles in
      multi-class color styles on map along with position-in-class standings.
      Multi-class color can be customized from Vehicle Class Editor.
      Random color will be shown if vehicle class is not defined in Vehicle Class Editor.
      Note, while multi-class styling is enabled, following color styles will not be displayed:
      "vehicle_color_player", "vehicle_color_leader", "vehicle_color_same_lap", "vehicle_color_laps_ahead", "vehicle_color_laps_behind".
    • Add "font_color_player", "vehicle_outline_player_color", "vehicle_outline_player_width" options for
      customizing player vehicle style.
  • Virtual Energy Widget
    • Add "show_absolute_refilling", "caption_text_absolute_refill" options.
    • Exchanged column positions of "end" and "pits".
  • Misc
    • Updated User Guide info for related changes above.
User Guide: https://github.com/s-victor/TinyPedal/wiki/User-Guide

Additional info regarding absolute refueling:
Q: Why is "absolute refueling" value constantly decreasing while more lap distance is traveled?

A: This is because it shows the absolute total amount fuel required to finish the remaining race length. When more lap distance is traveled (as more race length completed), there is less remaining race length to be done, thus less absolute total amount fuel (value) displayed. And "absolute refueling" value will never go below zero, unlike "relative refueling" value that excludes the fuel in tank and can go negative.

To get accurate absolute refueling setup while driving:

Adjusting refueling level according to absolute refueling value at beginning of current lap before pitting in. When approaching the pit entry/spot, make one "final adjustment" to refueling level according to current absolute refueling value, which would be only a few clicks away. And it's fine without doing that "final adjustment", as it will be only an extra lap of fuel to carry at most.

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Q: How to know if there is one or more pit stop refueling is required with "absolute refueling" since the value can't go below zero?

A: The easiest way is by checking "pits" column, which indicates amount pit stop required if making a pit stop at the end of current stint; or "early" column, which indicates amount pit stop required if making a pit stop at the end of current lap. See User Guide for detailed explanation.

Another way to look at it is by comparing "remaining fuel" value with "absolute refueling" value. If "absolute refueling" value is higher than "remaining fuel" value, then more pit stop and refueling is required.

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Q: Why not just show estimated amount "absolute refueling" value at the "end" of current lap (or stint) which will only change per lap instead of constantly changing?

A: Because every track has pit lane entry position located at different track section, some pit lane entries are close to finish line, while others may be far away from finish line. Those entry position differences could result huge amount margin of errors and not good for accurate absolute refueling.

To give an example, Sebring circuit (WEC configuration) has pit entry located at roughly 28% (4200m/5800m) of track length from finish line, which means each pit stop refueling requires an additional of 28% lap of fuel in order to reach finish line. If one refuels according to the end of lap estimates, he will lose that 28% lap of fuel that is vital for finishing the race.

Thus showing "absolute refueling" value at the "end" of current lap is totally inaccurate in such case. While it is possible to add additional options for user to configure and "manually" add that 29% fuel on top of this display for this particular track, it will not work for other tracks that has different pit entry positions. Adding those additional options/displays may only bring more confusion and unnecessary distractions, and not suitable under complicated situations, as based on some testing results, which is why they were not provided.

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Finally, I'd like to thank everyone for supporting this little app in various places and in various ways through out this year, including but not limited to: comments and suggestions, bug reports, making articles or video guides in various sites, helping new users and answering questions, implementing new features, assisting the development, and also all the thanks and likes received in this thread and on github. Wish you all happy holidays.
 

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Another great update for Christmas. Thanks

Just one remark for Session Widget, wouldn't it be more precise to calculate remaining laps on the first car in class ? If the local player has a different pace from first car, the calculation is wrong even more if it is not consistent. It would be even better and a lot more precise to use some average pace on the 2 or 3 first cars i think, to avoid depending on only one car that can crash and make the new calculation complicated. Most of the times top 3 has same pace and they mostly define the end of the race. This calculation is really not easy.
 
Thanks for suggestion.

Relative finish order widget has already provided all the info necessary to determine whether there will be an extra lap chance between your & leader's lap time pace, especially when taken multi-class & pit stops into consideration, which is not possible with just a single line of display added in Session Widget.

Follow the instruction in User Guide "Relative finish order" example section to find out whether there will be +1 lap, and then just add that number on top of the estimated laps from Session Widget. Or, in case if you are the leader, just watch your "lap progression" on "Relative finish order" to see whether it is close to finish line which it might be result an extra lap or not.

And the underlying lap & fuel calculations are all connected together as well. For example, in "Relative finish order" widget, the first "0s" column of local player's refueling value is calculated from the same estimated laps that is shown on Session Widget, and other columns are biased by different pit stops duration. And same with leader's lap progress & lap time pace, which is the reason that there are a lot data in the widget in order to show user all the possible combos. It's best to check out the examples in "Relative finish order" section for detailed explanation and usage.
 
Hi, there should not be performance issue from this APP. Your PC spec is better than my six year old PC. On my PC with all widgets & modules enabled, this APP would use average of 0.5% to 2% CPU usage, and much lower (below 1%) with only half or less widgets enabled, which is barely anything.

TinyPedal comes with a System performance Widget, you can use it to see CPU & memory usage from both system & this APP while driving; or use windows task manager to check if there is anything unusual going on in the background.

Some common screen freeze and stutter issues I have seen are usually due to system memory being fully used up or if there are too many AIs that ate up all CPU resource. I recalled many players were having performance issues running full-grid AIs at Le Mans from September update.

Also check if you have any other plugins installed besides "rFactor2SharedMemoryMapPlugin64.dll" (in Le Mans Ultimate\Plugins folder), try temporarily disable other plugins see if helps. There could be chances that other plugins were causing strange issues.

If you have RF2, might check the APP in RF2 as well, good luck.

Problem solved. AMD GPU driver update solved the issues.
 
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