[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. ebeninca

    ebeninca Registered

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    Yeah, recently I noticed that the LMU MFD pit screen utilizes absolute values, almost ran out of fuel one time. Makes sense to configure for abrefill.
     
  2. ebeninca

    ebeninca Registered

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    @svictor first time I did a proper testing on "abfill" column data for the Virtual Energy Widget, and @Hany Alsabti is right, the info is broken...

    I set a 30 min race with the BMW GT3 at Imola, my fuel configuration at the start was:

    View attachment upload_2025-2-12_21-15-33.png

    I did 2 laps, and took this screenshot...

    View attachment upload_2025-2-12_21-12-55.png

    Basically, at that point the "abfill" column value should be negative as the "refuel" was.

    I think you should set abfill as default in VE widget, because it's the format that is showed in LMU MFD, and this widget isn't used in rF2.
     
    Last edited: Feb 13, 2025
  3. svictor

    svictor Registered

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    From your screenshot, it's working as intended. The calculated value is not broken.

    Absolute refill value will never go "negative", as this was specifically mentioned in the Additional info regarding absolute refueling section of this post (the spoil section) when "absolute refill" option was added.

    This and related questions are also answered in github FAQ page here:
    https://github.com/s-victor/TinyPed...ions#absolute-refueling-vs-relative-refueling

    Here is some of the quotes:
    -------------

    To some doubts about fuel calculation:

    All fuel related calculation have been extensively tested in various conditions (hundreds of hours to say the least), the values you see from "Fuel, Virtual Energy, Relative Finish Order, Fuel Energy Saver Widgets" or "Fuel Calculator" are all using the same calculation formula and procedures. And those haven't been changed since v2.17.0 (more than half a year). If you believe there is any calculation error, please feel free to examine (or make correction) the source code on github.

    Now to give more insight, the very basic formula (excluding all the other variables) for relative refilling is:
    relative refilling = total estimated laps left * fuel consumption per lap - remaining fuel in tank

    And absolute refilling is:
    absolute refilling = total estimated laps left * fuel consumption per lap

    So, absolute refilling value is actually calculated before relative refilling. And if "show absolute refilling" option is enabled, by subtracting "energy" from "abfill" column, it will give you the same value as relative refilling.

    Some examples:

    1. From your screenshot, energy is 92.95, abfill is 46.77, then relative refilling is:
    46.77 - 92.95 = -46.18
    which gives the negative value as expected in this case (and you can see that "pits" column is 0, that also indicates that no more pit stop required).
    [​IMG]

    2. From this screenshot posted earlier:
    Energy is 45.00, abfill is 26.32, then relative refilling is:
    26.32 - 45.00 = -18.68
    which this value is the same as the -18.7 value from 0s column of the Relative Finish Order widget (as below).
    [​IMG]

    Of course, the driver also need to make sure fuel ratio is set correctly so they actually have enough "fuel" (besides virtual energy) to finish the race.

    -------------

    Thanks the suggestion about making "show absolute refilling" as default. My opinion is that it may be better for user to first understand what is going on with refilling in LMU (and check out info in FAQ & User Guide), then they can decide whether they want to enable it or not. As it could be very confusing for user to see both relative & absolute refilling value at the same time, especially if it's their first time using this APP.

    Please free feel comment below, if more people think "show absolute refilling" should be enabled by default for Virtual Energy widget, I'll make it happen.

    Cheers
     
    Last edited: Feb 13, 2025
  4. ebeninca

    ebeninca Registered

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    Ok, now I got it !!!
     
  5. Timotej Andonovski

    Timotej Andonovski Registered

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    Would anyone be able to help me? VE calculations are stuck on 0.00. Fuel calcs are fine, and every other widget works as intended, but VE is stuck on zero.
    Enabling all modules does not help.
     

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  6. PlanRZ

    PlanRZ Guest

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    I noticed that one time after a reset. It looks like you need a few valid laps to engage calculations, which is normal.
    By the way, the calculations starts at the start (end ?) of the third lap, at least. It can be surprizing ...
     
  7. svictor

    svictor Registered

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    As long as this APP successfully establishes connection to Rest API, the value of total amount remaining virtual energy (as from "energy" column) will always be displayed (for vehicle that has VE) in Virtual Energy widget regardless whether have done any laps, while other values require at least one valid lap to be calculated and shown.

    However, from your screenshots, all values are zero, so it is not related to calculation, that could only be one of the following reasons:

    1. RestAPI module is disabled. But as you mentioned all modules were enabled, so this should not be the case.

    2. Virtual energy is not available for the vehicle you were driving, notably LMP2 or GTE that doesn't have virtual energy, but I'm sure you were driving a car with VE.

    3. You may have some kind of "network firewall" programs in the system that blocked this APP from accessing game's Rest API through localhost address (127.0.0.1:5397 for RF2, and 127.0.0.1:6397 for LMU). Since virtual energy data is only available from game's Rest API, it is required to allow this APP to access localhost address in order to connect to game's Rest API and receiving virtual energy data. This is mostly likely the cause of your issue, as someone had this issue before with firewall program blocking this APP.

    You can check whether Rest API is properly connected by first drive out of garage with a VE vehicle, then ESC, and open TinyPedal main window, from "Help" menu, select "Show Log", scroll to bottom, and there will be log that tells whether Rest API is successfully connected or not. For example, if it says something like "RestAPI: ERROR" or "data not found", then it means connection to Rest API has failed, and you should check your network or firewall programs setting.
     
  8. Kwispyduck

    Kwispyduck Registered

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    Hi, when using the tyre carcass temperature on LMU they show to be correct in the gt3 and gte cars, but in lmp and hy they are wrong, Any idea why that would be? Thank you
     
  9. svictor

    svictor Registered

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    @Kwispyduck
    All temperature data is read from game API, it simply shows what temperature values that are provided from game API. So if the data from game API is incorrect, then you may see incorrect readings on overlay.

    Carcass temperature take more time to reach optimial temperature, which usually takes at least 3 to 5 laps of consistent driving. And heat up rate may vary between different compounds on different vehicles, and it also affected by track temperature.

    If the initial tyre temperature is low (that is the temperature when you exit garage), for example 27°C as below screenshots (which also affected by track temperature), it will take longer time to get initial carcass temperature to optimal temperature, such as 70-80°C.
    [​IMG]

    I'm saying this is because there are some cases where game would apply tyre blankets to tyres under certain conditions, which will raise the initial tyre temperature on your tyre.

    For example, when doing fast rolling start (or manually skip rolling), game will add additional 20-30°C temperature to your tyres to compensate the missing full rolling start lap, so no one starts with cold tyres (this also applies to brake temperature). On the Fuji track I tested, initial garage-exit tyre temperature is 27°C, and fast rolling tyre temperature is 55°C (for surface, inner layer, and carcass).

    Another case is that game would apply tyre blankets on certain tracks, notably at Le Mans circuit, the initial carcass & inner layer temperature is set at 77°C (for both LMGT3 & LMH I tested), as seen below:
    [​IMG]

    And this week's LMU Beginner events also include a event with LMGT3@LeMans, where you could notice this difference with tyre blankets.
     

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    Last edited: Feb 20, 2025
  10. svictor

    svictor Registered

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    Forgot to mention, in LMU, the tyre temperature shown on MFD is the inner layer average temperature of each tyre, it's not the same as carcass temperature:
    [​IMG]

    It's also different from RF2, where in RF2 the tyre temperature shown on MFD is the surface average temperature.
     

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  11. Timotej Andonovski

    Timotej Andonovski Registered

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    Sooo, I fixed it by switching my LMU port to 5397 instead of the default 6397. o_O
     
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  12. svictor

    svictor Registered

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    Glad to hear you have solved the issue. May be that is due to the "WebUI port" value (default should be 6397) in Le Mans Ultimate\UserData\player\Settings.JSON file was modified for unknown reason, you can check "WebUI port" value to see if it is the case. One possible cause could be that 6397 port was occupied before opening LMU, and the game changed port to another value (such as 5397) to avoid port conflict.
     
  13. ´goggo1peter

    ´goggo1peter Registered

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    Have a new VGA Card ,changed from Nvidia to AMD . Now when i will run TinyPedal it reduce fps to 60Hz ,without TinyPedal LMU will run with 144 Hz . Anyone had a hint or tip to fix it
     
    Last edited: Feb 21, 2025
  14. Marcelo Prestes

    Marcelo Prestes Registered

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    Good morning, on the 25th an update will be released in LMU that will allow us to see how much energy our opponent has in the game's HUD. Is it possible to add this to the Standings Widget? Congratulations again on your work!
     
  15. Oblit0r

    Oblit0r Registered

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    Is there a way to edit the amount of decimals for the deltabest widget?
     
  16. svictor

    svictor Registered

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    Thanks. In current LMU, there is no virtual energy data available for opponents in game API, so it is not possible yet. Let's hope that developer would add those data through game API eventually, as well as the long-requested game API update (though they did not mention anything about API update in recent news...).

    Currently it's not possible to edit. But I'll add customizable decimals option for both deltabest & extended widgets in next update.
     
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  17. Oblit0r

    Oblit0r Registered

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    Thank you :)
     
  18. Capeta

    Capeta Registered

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    Hi,
    Thanks for your work @svictor
    Is it possible to change the colors of category on the track map widget ?
     
  19. sepi

    sepi Registered

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    From Tools--> Vehicle class editor, but I don't know if it affects Trackmap. Try it.
     
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  20. svictor

    svictor Registered

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    Thanks @Capeta, and @sepi, class color can indeed be customized via Vehicle class editor. I forgot to add this info to User Guide, and it's now added.

    ----

    And it is finally the time:

    As many long time users know, this APP started with only a couple of widgets and features. But then over the years, it has grown significantly, and beyond what was initially planned, which all this would not be possible without your help and encouragement.

    Thanks to everyone, from this RF2 community or outside the community, who have been helping this APP in various ways. Those include all people that listed on the project contributors list, as well as everyone participated in this thread, and also on other forums or sites which I may not know.

    As it's getting harder and harder for me to keep track everything and take care of user supports while still working on new stuff, especially in the past many months.

    So, it is the time for me to let go those things. I believe the community has enough friendly people who can help out on various things, as many of you have already been helping each other.

    I will not be able to visit or reply to more questions on this forum from now on.

    The development of this APP will be continued on github nevertheless, and more features are currently in the work.

    For urgent issues or feature requests, please post them on github issues:
    https://github.com/s-victor/TinyPedal/issues

    All future updates & info will be available at:
    https://github.com/s-victor/TinyPedal/releases

    Wish you happy driving, as it is the reason that this APP is created.
     

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