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Pitwall v0.3.0
Pitwall v0.3.0
Install with one command. macOS and Linux:
curl -fsSL https://github.com/Moment-Up/pitwall/releases/latest/download/install.sh | sh.
Windows PowerShell: irm https://github.com/Moment-Up/pitwall/releases/latest/download/install.ps1 | iex.
Already installed with it? Run uv run pitwall update in your Pitwall folder.
See Install with one command.
Or download pitwall-v0.3.0.zip (below), unzip it, and follow
Install from a release
in docs/install.md.
The dashboard inside the zip is prebuilt (web-react/dist): you need uv,
but not Node.js, npm or a HeroUI Pro licence. GitHub's automatic "Source code" downloads do not contain
the prebuilt dashboard; use pitwall-v0.3.0.zip.
SHA-256: 1d199377c9a878f2a91e87f8aa91ef730d93a858ee91c08f1a2a012eb41fe5e1 (also in pitwall-v0.3.0.zip.sha256).
Check it with shasum -a 256 -c pitwall-v0.3.0.zip.sha256 (macOS/Linux) or
Get-FileHash pitwall-v0.3.0.zip -Algorithm SHA256 (Windows PowerShell).
Before it was published, this zip was unzipped, installed (uv sync --all-extras) and run
(scripts/verify_release.py) on GitHub's Windows, macOS and Linux runners: it served the prebuilt dashboard
and stored and analysed a synthetic telemetry stream. That shows the zip installs and runs there; it is not a test with a game.
Windows support is CI-tested on GitHub runners, not yet validated live with a game on a Windows PC. Which
games are supported, and on what evidence: uv run pitwall capabilities.
The dashboard includes HeroUI Pro (@heroui-pro/react), © NextUI Inc., used under licence and not covered
by Pitwall's terms; it may not be extracted or redistributed separately. Third-party licences are in
THIRD_PARTY_NOTICES.txt inside the zip.
Commit: c421643
What changed
- Setup › Controls: which button does what, for any wheel and any game. Not yet tested on the rig: research only.
- Wheels: 23 researched wheels, rims and button boxes (Fanatec, Logitech, Thrustmaster, MOZA, Simagic, Simucube,
Cammus), or build your own. Research only. - Games: 11 researched games or "Other game". Each button gets a reason, steps to map it in the game and a card to
print. Research only. - Setup › Controls lists what a game won't let you change while driving: ride height in any game, GT7's ASM and ABS,
F1 25's TC and ABS. Research only. - F1 25: Setup › Controls › Test checks your UDP Action buttons and a brake bias change; Identify shows what each
control sends. Other games don't send button presses. Tested on recordings, not live. - Radio push-to-talk follows your saved F1 25 layout without a restart (UDP Action 1 keeps working). Tested on
synthetic data, not live. - Ask the engineer "which button is brake bias?": it answers from your saved layout. Tested on synthetic data.
- F1 25 on a Logitech G923 starts from EA's own default buttons and only adds what is missing. Research only.
- Setup › Controls asks you to pick your wheel (brands first, or search) instead of assuming a Fanatec, and asks you
to place the controls of a wheel the research has no drawing for. Research only. - F1 25 recognises F2 cars: an "F2" chip on Drive (phones too), the car by name ("F2 · Art GP '24") and the "Sprint
race" and "Feature race". Tested on recordings of PS5 F2 sessions; not yet live. - One-shot qualifying no longer stores your lap twice or an empty second lap; those already stored are removed once
at start and their corners rebuilt. Tested on recordings and a copy of the database. - Drive shows a track's learned corners from the start of a session, not only after your first lap, so one-shot
qualifying gets them too. Tested with unit tests. - F2 cars have no ERS: Drive shows none and the engineer says so. DRS questions get a DRS answer, and an open flap is
said to be open. Tested on recordings. - The engineer never says a pit stop is not mandatory (F1 25 doesn't send the rules); "Do I need to pit?" still gets
the strategy answer. Tested on recordings. - Car setups for the F2 car: F2 ranges and cited community setups (author, link, source, notes) for 5 tracks;
elsewhere "No F2 setups for this track in Pitwall yet". Ranges not yet checked in the game. - Learned corners, the heavy-stop warning and "Your best here" are kept apart for F1 and F2 cars. Tested on
recordings. - Setup › Game lists the car classes and how each was tested: F2 on recordings, F1 live.
- Race radio: flags and race control in a race, the red flag at once even in quiet mode. Tested on recordings (F1 25,
PS5); safety car, VSC and red flag on synthetic data only. - Race radio: your grid slot, lights out, laps to go, the last lap and the finish. Tested on recordings of F1 25 and
GT7 races. - Race radio: your position after lap one, places gained or lost, clean passes and gaps every three laps. Tested on
recordings; GT7 positions not yet checked against its screen. - Race radio: penalties and warnings with the reason, car damage and punctures (F1 25). Tested on recordings;
punctures, stop-go and disqualification on synthetic data only. - The radio speaks as one engineer: at most 3 messages a lap at normal and 5 at detailed, from every source together;
alerts never wait. Measured on recorded races, not yet heard live. - Only the spotter, a red flag and a puncture cut in. A braking call no longer cuts the lap time, which was then said
twice. Measured on recorded races, not yet heard live. - Before a track is learned (your first clean lap), the radio also keeps clear of where you braked on your last laps.
Measured on recorded races, not yet heard live. - News at the line rides in the lap time ("That lap, 1:25.4, personal best. Fastest lap of the race.") and the
safety car is announced once. Tested on recordings and synthetic data. - Settings › Radio & voice: every call family in one place (race calls, car health, spotter, hands-free) and "What
the radio says", the radio's rules as the code has them. - Race radio words: Automatic, Simple or Standard per driver in Settings › Drivers. Other cars are named by AI
driver, team or number, never an online ID. - Ask "who's ahead?", "do I have a penalty?", "what's my damage?" or "how was sector 2?"; "what position am I?" now
works in GT7 too. - The radio sometimes uses your first name ("Up to P5, Sam."), at most once a minute.
- Car health: the radio says new tyres are cold after a stop (in the pit lane) and when they are warm again. Tested
on recordings of two F2 stops on PS5; not yet heard live. - Car health on Drive: tyre temperatures against your own warm laps, brake and engine temperatures, and lock-ups and
wheelspin per lap (F1 25). Recorded values; the "hot" band is not yet checked. - Ask "how's the car?", "how are my brakes?" or "is the engine OK?": the answer is about that part, never the tyres
instead. Not yet asked live. - F1 races: ask "where will I come out if I pit now?"; Drive shows "Box now ≈ P7 (P6–8)" near the pit window, under
a safety car and in the pit lane. Tested on a recorded Imola race. - F1 races: ask "where can I pass?" or "am I under attack?" for the corner where you, or the car behind, is quicker.
Tested on recordings. - Forza: laps of fuel from how fast the tank level falls (synthetic data only). GT7 fuel stays off until a recording
shows it going down. - Settings › Radio & voice: Car health calls, for the whole household (tyre temperature, tyre wear, fuel, and the
lock-up and wheelspin notes). - Radio: hands-free talking. Say "Pitwall" or "Radio", then your question. Off until you turn it on; only while
stopped unless the driver allows it while driving. Not yet tried with a real voice. - Radio: a Bluetooth page turner, foot pedal or game controller can be your talk button (Settings › Radio & voice),
held or tapped. Not yet tested on an iPad. - Windows: spoken questions work with built-in speech recognition (Parakeet via sherpa-onnx), downloaded on first
run with its progress shown. Not yet run on a Windows PC. - Spotter (F1 25, off by default): "Car left.", "Clear left.", "Three wide." on the radio, and amber bars at the
edges of Drive on the iPad. Tested on 26 recorded PS5 races; not yet heard on track. - Settings › Radio & voice › Spotter: switch it on, pick its words and voice, choose sessions and test it. Set the
game's UDP send rate to 60 Hz. - Spotter calls and the red flag cut in over anything but each other; every other message waits for a calm moment
and its share of the lap. Tested with unit tests and recordings; not yet heard live.