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

Oh my, thanks you very much, installing this new version for my next stint.

EDIT : Any specific reason why that would still not work ? Same as before to me, took the one from the link 1.4.1
 
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Oh my, thanks you very much, installing this new version for my next stint.

EDIT : Any specific reason why that would still not work ? Same as before to me, took the one from the link 1.4.1
Hi,

I'm now pretty sure something is wrong with either the game or sharedmemory API. And it is related to mInRealtimeFC value, as tinypedal reads & uses mInRealtimeFC value to determine whether widgets should be shown or hidden (a simple 0 or 1 value), but for some reason it can fail to work in current RF2 version.

If I may guess, your issue would look like following:
1. start RF2 & tinypedal.
2. go into server as spectator.
3. click Passenger button and choose team mate.
4. all widgets from tinypedal are still hidden and not shown.
5. finished driver swap, still no widgets shown.

Yesterday while I was testing with team mate, I had once encountered this issue where mInRealtimeFC did not work and caused widgets not shown no matter whether I was driving or not. Then suddenly after a few driver swap test, all widgets were always shown no matter whether I was driving. And I have tried to fully restart tinypedal several times, but it did not work, auto-hide function simply fail to work (Note, tinypedal doesn't interact with game in anyway, it only reads data from sharedmemory API, so that means it only reads value "1" from API when the issue occurred). And in the end it was only fixed after I fully restarted RF2. So it is definitely nothing wrong with tinypedal, but something is not right with RF2 or API.

Since this is not first time mInRealtimeFC shown troubled behavior, I'm going to rewrite auto-hide function to use something more reliable to determine widgets visibility.
 
v1.4.2 update - new auto-hide method
DL: https://github.com/s-victor/TinyPedal/releases/tag/v1.4.2
New update now uses player's Ignition status for determine whether to hide widgets as well as data calculation. This won't affect engine flameout (ex. if you spin and engine is flameout, it will not affect "Ignition" status. Only manual toggle "Ignition" hotkey will change status).

TinyPedal 1.4.2 (2022-06-06)
  • Core
    • Replaced mInRealtimeFC with mIgnitionStarter for player status check and auto-hide function.
 
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v1.4.2 update - new auto-hide method
DL: https://github.com/s-victor/TinyPedal/releases/tag/v1.4.2
New update now uses player's Ignition status for determine whether to hide widgets as well as data calculation. This won't affect engine flameout (ex. if you spin and engine is flameout, it will not affect "Ignition" status. Only manual toggle "Ignition" hotkey will change status).

TinyPedal 1.4.2 (2022-06-06)
  • Core
    • Replaced mInRealtimeFC with mIgnitionStarter for player status check and auto-hide function.
first solo test was a success. Thanks
 
Thank you for this essential tool for rF2. It is amazing.

Want to raise an issue I'm having with gsync when using this overlay. I run an RTX 3080 and triple Dell s2716dg Gsync 1440p monitors. I use Gsync in fullscreen and windowed mode.

When I enter the cockpit, gsync indicator displays in upper right corner per usual. When I click the ignition, TinyPedal activates, and gsync ceases the operate (the indicator disappears and I can tell it's not working by tearing).

However, if before hitting ignition, I "alt-enter", once the screen settles in again, hitting ignition activates TinyPedal and gsync continues to work.

Further, if I "alt-enter" in the UI before or after entering the cockpit, gsync works after activating TinyPedal.

I'm certainly not complaining about this procedure---no problem, but thought there might be a setting I could adjust in nvidia or the app to resolve this minor issue.

Thank you again for this great tool.
 
Goodness . . . as soon as I posted the previous gsync issue---it crossed my mind to disable fullscreen optimizations for the rfactor2 exe. That fixed it. Maybe my premature question and my own answer will help somebody down the road.

Thanks again for the outstanding overlay.
 
Goodness . . . as soon as I posted the previous gsync issue---it crossed my mind to disable fullscreen optimizations for the rfactor2 exe. That fixed it. Maybe my premature question and my own answer will help somebody down the road.

Thanks again for the outstanding overlay.
Thanks for the find and info, I'll add your comments to first post.

btw, radar widget is currently WIP;)
 
v1.5.0 update - Radar Widget!
upload_2022-6-7_19-58-35.png

DL: https://github.com/s-victor/TinyPedal/releases/tag/v1.5.0

The long wait is over. Make sure to read customization guide:
https://github.com/s-victor/TinyPedal/wiki#radar


Enjoy!

TinyPedal 1.5.0 (2022-06-07)
  • [New]Radar Widget
    • Show car radar that displays relative position of player's vehicle against up 6 nearby vehicles.
    • Vehicle changes color if is laps ahead or behind player.
    • Fully customizable size & scale.
    • Default refresh rate at 50 fps.
    • Show center mark.
  • Core
    • Deltatime module is now named realtime_delta, and as delta_module in config.ini file.
    • Moved all "relative list" code to new realtime_relative module, added relative_module in config.ini file.
    • Both Relative & Radar widgets now read data from realtime_relative module,
      and calculation is done in a separated thread at constant 5fps(the limit of API).
  • Misc
    • Updated customization guide with new configurable setting for Radar Widget.
    • Updated features.md with Radar Widget info.

upload_2022-6-7_19-58-50.png
 
Thank you for this plugin, I just discovered it yesterday. :D I made a bunch of dashboards for simhub for myself because I thought there is none for rF2.
One question: can you make the radar like so that you can only see it on the screen when an opponent is inside the range of this minimap?
Even better would be if when the opponent is at the very edge of the minimap the cars (rectangles) are barely visible (more transparent) and as they come closer they become more visible (less transparent).
I made a dashboard like this for Simhub but would be awesome as a native plugin for rF2.
 
Hi @svictor, it's me again.. hahaha

I'm started to have a problem of all widgets disappearing randomly since the version 1.5.0, so I did some extra testing to discover what's happening and I'm going to detail my last one...

1 - I was alone in a server at Le mans with a 3rd party Endurance mod doing a test stint...
2 - Suddenly when another driver entered the server all the widgets disappeared, so I decided to keep on track to not loose all the work I was doing...
3 - After 3 min, the widgets suddenly reappeared, but with very weird values, the gear and speed didn't seem to be from my car, but from the other driver's car...
4 - After more 2 minutes, the widgets disappeared again, and I kept going...
5 - More 2 minutes and suddenly all starts to work correctly again, exactly at the moment the message center shows that the other driver had leave the server.

Looks like something related with the driver index on server, I think this can help you to fix the problem, thx.
 
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can you make the radar like so that you can only see it on the screen when an opponent is inside the range of this minimap?
Hi, thanks for the suggestion. However as the GUI library(tkinter) does not support alpha transparency, thus it is not possible to create varied & changeable transparency. You can only set the whole widget (app window) to a certain transparency percentage.

but what does it mean when the rake widget is blinking red rapidly?
Blinking red rapidly means the ride height value reading is equal or below 0mm, which could mean the car is bottoming (if you have taken into ride height offset). Both bottoming indicator color and ride height offset can be set in config.json

Looks like something related with the driver index on server, I think this can help you to fix the problem, thx.
Thanks for the info.

So far with the latest 1.5.1 version, me and my friends haven't encountered any similar issues you have experienced during online practices & races. One important thing is to check & use the latest version of rFactor2SharedMemoryMapPlugin64.dll, as some older version may have troubles. You can get latest version of DLL by first delete the old DLL in rFactor 2\Bin64\Plugins folder, then installing latest CrewChief, run it, select RF2 and hit "Start Crew Chief" button once, a new DLL will be installed then.
 
Yes, I have been thought about adding something that could indicate race start, however there is a few concerns:
1. Startlight info comes from mStartLight value of sharedmemory API, however this value has 5fps or 200ms update rate. This means there will be a huge margin of error for using this value from API. IMO Startlight is useless without high accuracy.

2. If first issue is solvable, then comes second concern. Since startlight is only useful for start of race, creating a separated widget only for displaying startlight is not efficient, as every widget is a window. It would be best that startlight can be bundled with other widget, so this needs a good design.

So, with all that said, I agree with Dave that current best option is still to watch game's HUD status or sound.

PS: next update plan is to add a car instrument widget that will show assists, toggles, indicators, etc.
 
1. Startlight info comes from mStartLight value of sharedmemory API, however this value has 5fps or 200ms update rate. This means there will be a huge margin of error for using this value from API. IMO Startlight is useless without high accuracy.
I agree with you that it's not accurate, and understand that to develope a thing that you know previously that you can't do it well, doesn't motivate.
But if you see this "unnacurate widget" from the point of view of the guy that is at the back of the grid and doesn't see the starting lights, the thing is different. ;)
 
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