Frequently Asked Questions - s-victor/TinyPedal GitHub Wiki
The size of each widget in TinyPedal can be adjusted from widget Config
dialog. The size of most widgets is determined by font size
option, while some others such as Radar
or Track map
widgets use specific display size
or scale
options for size adjustment.
To quickly increase or decrease size of most widgets, adjusting Font Size Addend
option in Global Font Override
dialog from main Config
menu. For example, set Font Size Addend
value to +10
will make most widgets nearly doubled size.
Just extract all contents that are inside TinyPedal folder from a newer released ZIP file into a previous version of TinyPedal folder and override same files; the same thing can also be done to downgrade a newer version to older ones.
Note, a newer released version will auto-update old user setting and add new setting after first-time loading. It may still be a good idea to manually backup old setting before updating.
All build files currently available from Releases page were remotely built from source code using automated github actions, which the entire build > upload > release
process is fully automated and there is no intervention. Additional SHA256
hash sum for each build file was also generated during the build process and included in release notes. Workflow configuration code is in .github/workflows
directory in repository, and build log can be viewed from Workflows
in Actions page. As long as the build files are downloaded from Releases page with matching SHA256
hash sum, those files are clean and safe to use.
Alternatively, for those still hold doubts and worried about false positive
reports, see Run from source or Build executable for windows for instructions on how to run
or build
the app from source code
.
No, TinyPedal cannot crash game or cause game to malfunction. TinyPedal only accesses (reads) shared memory data that output by shared memory plugin. TinyPedal does not directly interact with game.
It works as following:
[Game API]
<---> [Shared memory plugin]
---> [Shared memory]
<--- [TinyPedal]
- By enabling
Shared memory plugin
in game,game API
sends data toShared memory plugin
. -
Shared memory plugin
gets data fromgame API
, then outputs API data intoShared memory
blocks. - TinyPedal reads data from
Shared memory
blocks, then displays data on screen.
For windows platform, currently it is only possible to capture overlay by using Display Capture
to capture entire screen in OBS.
For Linux platform, may need to turn off Enable Bypass Window Manager
option from main menu -> Compatibility dialog.
TinyPedal does not natively support displaying overlay in VR.
However there are some VR programs capable of projecting application windows into VR. Some known third party programs include CrewChief
, OpenKneeboard
, etc.
VR Compatibility
option does not by itself support to show overlay in VR.
You will still need a third party program (such as OpenKneeboard
) to project overlay windows (widgets) into VR, as mentioned earlier.
VR Compatibility
option simply enables the ability for those third party programs to discover and project overlay windows into VR. If VR Compatibility
option is disabled, then those third party programs may not be able to detect overlay windows, hence this option is provided.
Game does not provide track map data. Map data has to be recorded from player's driving route, which requires at least one complete & valid lap to be done first in order to generate map. And map recording function is handled by Mapping Module, make sure it is enabled.
A common issue for using Windowed or Borderless mode is that frame rate would become unstable or stuttering. Here are a few tips that could help improve smoothness:
- Turn on and set
maximum frame rate
in graphics card control panel. Limiting maximum frame rate is usually the most effective way to stabilize FPS. All you need is to setmaximum frame rate
value slightly higher than your current monitor refresh rate. For example, if your monitor refresh rate is 60hz, then setmaximum frame rate
to70
would be enough. - Turn off
Fullscreen Optimizations
from game's executable file under windows 10 or 11. - Reduce
Post Effects
setting in game.
- Make sure The Iron Wolf’s rF2 Shared Memory Map Plugin is installed. See Requirements section for details.
- Make sure the plugin is enabled in game.
ForrFactor 2
, in gameSettings
->Gameplay
page, findPlugins
section and toggle onrFactor2SharedMemoryMapPlugin64.dll
.
ForLe Mans Ultimate
, user may have to manually enable plugin by editingCustomPluginVariables.JSON
file (set" Enabled"
value to1
) underLe Mans Ultimate\UserData\player
folder. After plugin enabled, must restart game to take effect. - Make sure
Spectate
mode is disabled in TinyPedal main config windowSpectate
tab.
The tyre temperature displayed on LMU
MFD is not carcass temperature
, but it is the average inner layer
temperature, and should not be confused with carcass temperature that shown on Tyre Carcass
widget.
To see the same tyre temperature readings as from LMU
MFD, just enable Tyre Inner Layer
widget, then manually disable Show Inner Center Outer
option to show average inner layer temperature instead.
Currently the game API does not provide separate compound info for tyres on the same axle, so it is not possible to show left and right compounds separately. Due to this limitation, when set left tyre compound differently than right tyre, the API will only output and show compound info from left tyre.
Some vehicles (such as DLC) have certain telemetry data disabled from game API outputs for various reasons, which is not available for displaying.
There are some hybrid and electric vehicles in RF2
that are not based on the new electric motor and battery charge system, thus no battery usage info available from them.
Due to limitation from game's API, some multi-player session data, such as weather forecast
and track clock time scale
, currently cannot be synchronized with game server, which is why they cannot be displayed correctly.
RF2 API only provides a generic detached-parts detection boolean value, which returns True
if any parts were detached. It cannot tell which parts were lost. So in order to avoid confusion, detached parts display is not provided.
This is normal behavior, the damage values reported by RF2 API are not 100% same as in-game HUD, which they sometimes report slightly different readings.
Relative refueling is the primary refueling mechanism as seen from RF2
and other sim titles, while absolute refueling is an alternative mechanism currently used in LMU
.
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 in
RF2
: amount additional fuel to add on top of remaining fuel in tank. -
Absolute refueling value shows absolute total amount fuel required to finish the remaining race length, which matches absolute refueling mechanism in
LMU
: amount total fuel to fill tank up to.
Absolute refueling display is currently supported in Fuel Widget
, Relative finish order Widget
, and Virtual energy Widget
. To enable absolute refueling display, simply toggle on show_absolute_refueling
or show_absolute_refilling
options in those widgets.
Unlike relative refueling, absolute refueling shows the 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, so is 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 be negative.
The simplified formulas for absolute and relative refueling are:
absolute refueling
= total remaining laps
x fuel consumption per lap
relative refueling
= total remaining laps
x fuel consumption per lap
- remaining fuel in tank
The only difference here is that relative refueling excludes remaining fuel in tank.
Adjusting refueling level according to absolute refueling value displayed on Fuel or Virtual energy Widget at beginning of current lap before going into pit. When approaching pit entry or pit 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.
Important note: refueling values displayed on Fuel Widget
and Virtual energy Widget
only concern local player's lap time pace and progression, while race leader's lap time pace and progression may affect whether there will be an extra final lap after race timer stops. For this reason, a specially designed widget called Relative finish order Widget
is provided, which can be used to predict final lap progression and extra lap chances between local player and race leader, with multi-class and pit stop duration taken into consideration. See Relative finish order
section in User Guide
for detailed explanation.
Q: How to know if there is more pit stop and refueling required with absolute refueling since the value cannot be negative?
The easiest way is by checking pits
column in Fuel or Virtual energy Widget, which indicates amount pit stops required if making a pit stop at the end of current stint; or early
column, which indicates amount pit stops required if making a pit stop at the end of current lap. See Fuel
section in User Guide
for detailed explanation.
Another way is by comparing remaining fuel
value with absolute refueling
value. If absolute refueling
value is higher than remaining fuel
value, then additional pit stops and refueling is required.
Because every track has pit lane entry position located at different track sections, some pit lane entries are close to finish line, while others may be far away from finish line. The entry position differences could result huge amount margin of errors, and not accurate for absolute refueling.
For example, Sebring circuit (WEC configuration) has pit entry located at roughly 28%
(4200m) of the track length (5800m) 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.
As such, showing absolute refueling value at the end of current lap is inaccurate. While it is possible to add additional options for manually configure and add the missing 28%
fuel into absolute refueling display for this particular track, it will not work for other tracks that has different pit entry positions. Those additional options or displays may only bring unnecessary confusion and distractions, and not suitable under complicated situations as based on some testing results, which is why they are not provided.