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Rev lights: Learn the limiter at each launch. A rally stage starts
with clutch in, handbrake up and the throttle floored, which holds the
engine on its limiter; Oversteer learns that RPM at every standing
launch and the % shift point applies to it, so each car on each stage
gets its own shift light even when the game reports no maximum or the
wrong one. It is raised if the car is later held on a higher limiter
flat out (a launch control capping the revs at the line), never by a
moment past it, and forgotten when the telemetry stops between stages.
With no handbrake fitted, clutch in and throttle floored is the launch.
Rev lights: Shift lights at the learnt best upshift for each gear:
once Oversteer knows the car's power curve and gearing, the lights
complete where the next gear starts pulling harder; a gear that pulls
to the limiter still flashes as it gets there.
Telemetry tab: the shift table has a column per way of changing gear
(H-pattern, sequential, paddles) once you have used it. How each change
was made comes from the control you pressed: a shifter gear, the
sequential plate or a paddle.
EA SPORTS WRC telemetry: the game's default structure, or Oversteer's own
(car and stage ids, session start/end/pause), set up with two Copy
buttons under the Telemetry tab's Settings.
scripts/telemetry-capture.py --write records raw telemetry to a file; scripts/telemetry-replay.py plays it back through the shift learner,
re-sends it over UDP, or cuts a piece out of it.
Telemetry history: every drive is kept as runs (a stage attempt, a lap
session, a stretch of free driving) with their corners, a 10 Hz trace
and every change of gear up or down, flagged when a gate was missed,
a gear skipped, the engine over-revved or a paddle double-tapped. Each
run is judged a discipline (rally stage, hillclimb, circuit,
rallycross, time attack, free roam) with the evidence that decided it,
or left unknown when there is none. Each gearing a car was driven with
is kept as a tune.
Coaching from that history in the Telemetry tab: what the last session
was and why Oversteer thinks so, the habit to work on first, up to
three tips with their numbers (changing up early or late per gear and
way of changing, the limiter, missed gates and double taps, bogged
launches, both pedals at once on tarmac, coasting and corners against
your best run of a stage) and praise when a habit improves. A tip
shown on two occasions (hours apart) goes quiet until it gets worse. Changing up early waits
until the surface is known, since short-shifting on gravel can be
right.
Tuning advice from the runs on the car's current setup: a final drive
too short or too long for a stage, a gear too long out of corners, and
oversteer or understeer fitted to how you drive, always "if the setup
allows" and with the driving alternative first.
"Label last session…" in the Telemetry tab: say what a session was
(discipline, surface, wet, shifter), for Oversteer to learn surfaces
from.
A read-only web page for a phone or another computer (off by default,
TCP 5301, under the Telemetry tab's Settings): the live gear and revs
against the shift point, the shift tables, coaching, setup advice and
recent sessions with their evidence. Nothing can be changed from it;
anyone on the same network can read it, so it can be limited to this
computer. Clients with a public address are refused.
"Learn from game telemetry": learn shift points and keep the history
with the rev lights off, or with a wheel that has none.
"Record raw telemetry" under the Telemetry tab's Settings (off by
default): what the game sends is kept as it arrived, a file per drive,
in Oversteer's data folder, up to a size you choose (1 GB by default;
the oldest go first). Labelling a session also labels its captures and
keeps them.
Telemetry tab: the best upshift of each gear shows the range it is
known to.
Stage tables for WRC Generations (all 21 rallies, 165 stages), Assetto
Corsa Rally (46 stages to update 0.6) and DiRT Rally 2.0 (every rally
stage, rallycross track and DirtFish): a run on a known stage has its
name, rally and surface from the first drive, without labelling. The
WRC Generations and Assetto Corsa Rally tables come from the games'
own data (exact lengths, names, surface shares); WRC Generations sends
each stage's exact length, which identifies it, stage and reverse
alike. DiRT Rally 2.0's data is encrypted: its table is the community
one, checked against the game's stage counts.
The Assetto Corsa family bridge (oversteer-run) sends more: the
stage's length and the progress along it, wheel speeds, suspension
travel and the game's current rev limit. OVERSTEER_BRIDGE_VERBOSE=1
in a game's launch options logs the rest once a second, for checking a
game's layout.
Oversteer reopens the profile last used when it starts (unless --profile or a setting on the command line says otherwise): cars
and history are kept per profile, and starting on none showed an
empty Telemetry tab.
Changed
Profiles saved before this version get both new rev light switches
(the launch limiter, the learnt upshifts) turned on, as new profiles
do: the lights then follow the car rather than the fixed percentage.
Untick them under the Telemetry tab's Settings for the old behaviour.
A profile that never stored a shift point keeps 97 %; new ones start
at 95 %.
The shift learner compares each gear's own power curve where it knows
both, takes the slope out of the acceleration where the game says
which way is up, ignores turbo lag and wheelspin, and gives each best
change up a range. Its database moves to a new layout (a copy of the
old file is kept as telemetry.db.v1.bak), and writing it no longer
happens on the telemetry thread.
A driving session now ends after two minutes without telemetry, not
two seconds, so pausing mid-stage no longer splits it. Forgetting a car
starts its learning over but keeps its history.
The telemetry port is now UDP 5310 for new profiles and oversteer-run. Forza Horizon 6 binds its own socket in 5200–5300 and
asks Data Out to stay clear of that range. Profiles that saved 5300 keep
it. When nothing arrives, Oversteer listens on the other port for a
second now and then and says so if a game is sending there.
The listener takes telemetry from one source at a time (the first one
heard, until it goes quiet), so a bridge left running next to a game
no longer mixes two cars.
The Telemetry tab is laid out like the other tabs, in two views. Car and coaching: the car, a one-line live status with a coloured
dot, the shift points in a framed table (the best upshift in bold),
coaching one row per tip with a Focus / Tip / Better tag, the last
session with "Why Oversteer thinks so" and "Label…", recent sessions
one row each, the setup. Settings: framed lists for receiving
telemetry, the rev lights (no longer one crowded row), the web page
and recording, each row a title with a short explanation or its status
under it.
The web page is a dark live dashboard for a phone or laptop next to
the rig: shift lights, the gear huge, speed, rpm, where to change up in
this gear and the stage by name with its progress, updated four times
a second; then coaching, the shift points with the current gear
highlighted, the setup and recent sessions. It fits portrait and
landscape phones and puts the live panel beside the rest on a laptop.
It keeps the screen on: with the browser's wake lock where allowed
(HTTPS or the same computer), otherwise after a first tap with a tiny
muted video made in the page. A chip at the top says whether the screen
is being kept on.
Fixed
Telemetry packets arriving in a burst, or a reset after a crash, were
taken for a teleport and split one stage into several runs.
WRC Generations sends its stage's length where DiRT sends progress: it
was read as progress, so no stage finished.
DiRT Rally 2.0 (and DiRT Rally, DiRT 4): engine rpm was read 4.7 % too
high (the game sends rad/s, not rpm / 10), and with it the shift light
and everything learnt. Cars already learnt are corrected once when the
telemetry database opens (a backup is kept as telemetry.db.v0.bak).
Reverse in DiRT Rally and WRC Generations, and neutral in Forza, were
read as "unknown gear"; H-pattern changes through neutral are now seen
in Forza Horizon.
Gear ratios are learnt only at part throttle, where the tyres barely
slip: a first run spinning up gravel no longer leaves a car with wrong
ratios and a false "re-tuned" note.