The method

We read your telemetry. We engineer your car from it.

How SimRace.app reads the raw data your simulator already records — and does the work of a race engineer with it.

Read first — every wheel, many times a second

Your sim and your wheelbase already record everything. We tap the raw per-wheel telemetry the game exposes (via its shared memory and SimHub) — or your real-world .ld MoTeC file — and sample it many times per second: tyre load, suspension force and deflection, ride height, contact-patch velocities, wheel rotation, grip, temperatures, pressures, plus chassis attitude (yaw, pitch, roll), brakes, throttle, steering and engine.

Most tools stop here: they draw the channels as graphs and overlays and leave the interpretation to you. That's where we start.

Then compute — what a race engineer actually looks at

From those raw channels we derive, corner by corner and phase by phase (entry / mid / exit), the metrics that decide a setup:

The physics above is standard race engineering. How we combine, weight and threshold it — and decide when a signal is strong enough to act on — is our own work.

The balance — made visible as a bubble

Balance is the hardest thing to get right in a setup, and the hardest to feel. We show it as a spirit-level bubble inside the car seen from above. Centred, all four tyres share the grip. When it drifts off-centre — to the rear under braking, to the outside in a corner — the lightened corner stops working, and we name the lever that brings it back. The pit wall tracks this bubble live and logs the worst moment of every corner by distance, so a recurring fault surfaces instead of being blamed on the driver.

Load balance bubble — top view FRONT REAR
Load runs to the rear — the front goes light.

How a finding is made

Every recommendation is localised, the way a real engineer reasons — not a generic tip:

LayerCornerPhaseAxleLever

And a confidence guard: below a clear threshold the engineer stays silent rather than inventing a problem. Fewer, surer changes — like a good engineer on the radio.

Seven engineers, one briefing

Each discipline is handled by a specialist; a chief engineer arbitrates and writes the briefing the driver actually reads.

Marco
Chassis & balance — USOS, the bubble, roll, the platform.
Ted
Tyres & pressures — working window, the limiting tyre.
James
Data & suspension — dampers, ride height, bottoming.
Sophie
Strategy — fuel/energy windows, stints, weather.
Paul
Energy & fuel — consumption, hybrid deployment.
Alex
Driver — your laps vs your own best, replayed on the wheel LEDs.

Sim today, real paddock tomorrow

The same engine reads Le Mans Ultimate, iRacing, rFactor2, Assetto Corsa / ACC and RaceRoom — and a real-world MoTeC .ld file from a kart or a GT car. The analysis is identical; only the source changes.

Start free Open the pit wall →