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v0.13.0 — The spotter's chair

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@thomasfowler thomasfowler released this 21 Aug 17:03

Two features this time, both about the moments you're not actually racing: rolling down the pit lane wondering what you're about to merge into, and the stints where you're not in the car at all.

Pit exit advisor

The one moment a race guarantees you side-by-side traffic: the pit exit. While you roll down the lane — or sit in the box mid-stop with your eyes actually free — OhShit projects your arrival at the merge point against everyone barreling down on it and grades the merge: CLEAR / TRAFFIC / TIGHT / HOT, plus the slot you're dropping into ("slot after 2 · 1.8s gap").

  • It learns the merge point live from anyone's pit stop — one observation makes it usable, and your own first exit teaches it too. Limiter speed comes from the session info, with a learned fallback if that lets us down.
  • During the stationary stop the numbers read as an "if you launched now" forecast.
  • A stopped or crawling car just past the blend line floors the level at TIGHT — no green light into a wreck scene.
  • Stays live under caution, because pitting under yellow is the busiest merge there is.
  • Renders in the rejoin band wearing your rejoin style — nothing new to place. Incident countdown, rejoin advice, and pit exit take turns; only one ever owns that band. Audio worsen/clear tones included, own toggle.

It only ever lights on pit road, for about twenty seconds per stop, so it ships enabled. The merge-point learning has been validated hard against recorded sessions (it converges to within a few meters across independent runs); live race mileage is what it wants next.

Spotter mode

The plugin that inspired OhShit kept working when its user spotted for a teammate — by accident, and it turned out to be the best thing it did. OhShit now does it on purpose.

While you're spotting — not driving, and it structurally cannot appear while you drive — a crew console lights up on its own overlay (OhShitSpotter; park it on a second monitor or over the broadcast):

  • A full-lap strip with every warned car mapped and level-colored, plus your driver's marker.
  • A three-slot incident list — countdown, kind, car, distance — nearest trouble first. That includes trouble behind your driver: a wreck 200 m back shows as a BACK row, because the cars bearing down on your driver's rear bumper care about that one too.
  • The pin is "you", not the camera. Spotters flick cameras constantly, so the reference car only moves after the camera rests on someone for 8 seconds — or instantly via mappable pin / lock / clear buttons. The chip shows who's pinned, AUTO or LOCKED, and flags TOWING and PIT.
  • Live speeds on every row plus your driver's in the header — dead stop or just slow, at a glance.
  • Pit watch: when your pinned driver hits pit road, the console runs the same pit-exit merge forecast for them, as a merge row while they roll toward the blend line.
  • Countdown tones for the nearest incident ahead, a panel opacity slider, and two styles switchable live: the full Console and a compact Ticker. Preview buttons work with no game running, same as everything else.

It auto-arms whenever you spot and drops the same frame you climb into the car. This one was built for endurance crews, and what it needs now is a real team stint — tell us how it goes: report an issue or join the Discord.

Radar and the rest

  • The rejoin advisor and the proximity radar have earned their mileage — the experimental tags are gone.
  • The radar got a taller, fatter, more readable look, and Stack bars are now car-stable: a bar keeps its slot for as long as its car is alongside, so three-wide stays countable mid-battle instead of reshuffling under you.
  • Per-overlay session gates: pick which session types (race / practice / qualifying / testing) each overlay is allowed to appear in.

Under the hood

  • The debug recorder gained camera and census columns, and the replay tool learned --spotter — a recorded spotting session replays through the real detector offline, pin moves and merge forecasts included.
  • Every new feature went through adversarial review passes; everything they caught is fixed and pinned by tests (194 of them now).
  • The 60 Hz contract holds with two more overlays in play: no allocations, no exceptions, same microsecond budget — you can check OhShit.UpdateMicroseconds yourself, it'll happily tell you.

New here? Grab OhShit-Setup-0.13.0.exe below and run it — it finds SimHub, installs the plugin and all three overlays, done. Already running OhShit? The plugin will offer you this update itself.