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:
- Understeer vs oversteer — from each tyre's slip angle (the angle between where the tyre points and where it's actually going), weighted by how loaded it is. A measured value, not a feeling.
- Wheel lock & spin — comparing wheel speed to the car's real speed under braking and under throttle, per wheel.
- Differential behaviour — whether the rear axle locks together under power.
- The load balance — where the car's weight actually sits across the four tyres (see below).
- Roll, dive and ride-height — how the platform moves, and whether the floor bottoms out.
- Tyre working window — pressures, carcass temperatures, wear, and the left/right difference that reveals the limiting tyre on a given track.
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.
FRONT
REAR
How a finding is made
Every recommendation is localised, the way a real engineer reasons — not a generic tip:
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.
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.