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Blog

Rake: What is it and what does it do?

What is it? Rake is a vital setup option in real life and simracing alike. The term is commonly used in motorsports to describe the difference...

Why you need to trail the brakes

Trail Braking Techniques in Simracing: How Popometer.io Can Help You Master Them Trail braking is a technique used by many successful simracers to...

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Le Mans Ultimate - Now on Popometer.io!

2024-03-21By: Nils Naujoks

Thanks to LMU being built entirely on rFactor2, we were able to quickly adapt our recorder and platform to support the game.

From now on you can record your laps driven in LMU and compare with yourself and other people (via Teams & Data Packs/Bundles).

Once you start the recorder it will update to the latest 1.3.0 version which includes an update around virus and windows warnings, which should now never occur again.

 

LMU Installation Instructions

LMU needs a .dll placed in the games folder. It comes with the recorder and is stored here: C:\Users\username\AppData\Local\popometer.
Copy the popometer_lmu_plugin.dll from there over to \SteamLibrary\steamapps\common\Le Mans Ultimate\Plugins.

Additionally (because there is no menu option to activate the plugins, yet), open the CustomPluginVariables.JSON from \SteamLibrary\steamapps\common\Le Mans Ultimate\UserData\player.

Add our dll to the list of other plugins like that:

{
  "TrackIR_LMU_Plugin.dll":{
    " Enabled":1
  },
  "popometer_lmu_plugin.dll":{
    " Enabled":1
  },
  "rFactor2SharedMemoryMapPlugin64.dll":{
    " Enabled":1,
    "DebugISIInternals":0,
    "DebugOutputLevel":0,
    "DebugOutputSource":1,
    "DedicatedServerMapGlobally":0,
    "EnableDirectMemoryAccess":0,
    "EnableHWControlInput":1,
    "EnableRulesControlInput":0,
    "EnableWeatherControlInput":0,
    "UnsubscribedBuffersMask":160
  }
}

That's it. Restart the game, keep the recorder running in the background and your laps will pop up in your My Laps section. The recorder will recognize the game a few seconds or even corners into the lap, so don't worry if it doesn't immediately respond while still in the pits.


iRacing comes to Popometer.io!

2023-12-11By: Nils Naujoks

Today, we're releasing iRacing support to the public in line with the start of 2024 Season 1. 

Our service has proved more than successful on Assetto Corsa Competizione and constant positive user feedback encouraged us to keep extending our offer to ever more games.

After plenty of testing and work it's now time to fully support the most popular of all sim racing titles. 

We will carry over our pricing model from ACC to set us apart from the competition with a combination of subscription and individual purchases. Without subscription you will be able to compare to your own laps or against data from single purchased data packs (5,50€). A 7 day free trial of the Pro Membership including all (except the price reduction) features is available once for everyone.

All our current data packs will come from BS+COMPETITION drivers - with up to 10.000 iRating!

With the subscriptions you will unlock the below.

 

What you get with the Popometer Pro Membership

  • Pro membership for 5€/month or 50€/year
    • reduced single pack purchases (4,50€)
    • data pack bundles (e.g. data for a car or class for the entire season calendar)
    • charge your account with 5, 10, 20 or 50 data packs to unlock whatever and whenever you need it
    • Share data in Teams/Groups
    • automatically highlighted, much easier comparison of apexes and slowest points in corners - the most crucial and easiest to work with insight to improve your lap times
    • Store up to 10 laps per track/car combo (automatically we'll save the quickest, but you can overrule)
    • advanced telemetry channels to build your own array of channels in a single sheet
    • (not ready this week, but asap you will be able to create multiple sheets choosing from all available data channels to extract the information you need)
    • reward system: every purchase and every referral adds reward points to your account. Every 100 points you earn a free data pack of your choice.

 

Coach Dave Academy Partnership

We are also continuing our partnership with Coach Dave Academy. If you already have the CDA Setup Subscription or are looking for a single subscription for both iRacing and ACC Setups, while getting access to all features of their Delta software (setup sync, stint analysis and much more) - we host all their telemetry data through our CDA Data Sub for just 5€/month or 50€/year. The features are the same as in our Pro Susbcription (apart from reduced purchases)

With the CDA Data Sub on Popometer you get immediate access to more than 1000 Data Packs for both iRacing and ACC that complement CDA's setups from their own CDA Delta Subscription.

+

Cover your iRacing and ACC setup and telemetry needs with CDA Delta + Popometer's CDA Data Sub - they truly form a one size fits all solution for ambitious sim racers, who aren't tribal about the game they play. 


Simracing self coaching just got easier.

2023-11-08By: Nils Naujoks

Reading telemetry and finding the differences impacting lap time can be fiddly and time consuming. 

During coachings it's often better for the drivers to break things down into key objectives on the track that are easier to picture and remember. 

While having a close look at all the input differences like timing, sequence, amount, duration etc. certainly tells the story - we can also use a more efficient approach.

Eventually, what will differ between a fast and a slow lap or just a single corner can be narrowed down simply to just two things:

  1. The placement of the apex (or apexes)
  2. The slowest point in a corner. And they always work in conjunction. 

Placing these points wrong in a corner automatically leads to driving errors that are unavoidable. By targeting these same points as the professional you are forced to adapt your inputs without really thinking about them.

Because that is what the pros do: They do not think about their driving, its all on auto pilot. They aim for specific points which allow them to enter and leave corners as fast as possible.

This is why we now automatically highlight both apex (pink) and slowest point (blue) in a corner - available for subscribed users.

Let's look at an example.

Slightly transparent is the pro lap, solid colors and lines are the customer lap in Nurburgring Turn 7.

The pro goes for an early first apex and late 2nd apex. We define apex as the point where the car is the closest to the inside of a corner. The slowest point in this corner for the pro is pretty much exactly in the middle of the turn. Slowest point means: Until here you decelerate, from here you accelerate.

We not only mark these points on the map, but also in the charts giving you better clues as to where the car needs to be when and with which input and at what speed. 

In our example we can now see that the client misses the first apex entirely (either on purpose or by error). Most likely the lack of trail braking played a role here in getting the car to the inside. The harsh braking also slows the car down a lot and the client thus reaches the minimum speed much earlier in the corner. This forces him to pick up the throttle to delay coming back to the inside, a late apex, too early - but it still happens regardless with there still being a lot of corner left when the car clips the inside. The applied throttle now prevents the car from rotating and the corner seems to last forever, while the throttle trace is really just an aftermath of the aggressive braking and wrong placement of apex and slowest point. The throttle will automatically sort itself, once the car is ending up in the right places.

Knowing that the car is supposed to be slow only later, deeper into the turn, after passing a first apex now gives a really good indication when the braking should really be finished - until there you still have time to slow down, so don't worry! Connecting the first apex with the slowest point and from there further to the 2nd apex also resembles a V - which is where the term "V-ing" a corner comes from. Straighten up the entry a bit, rotate a lot in the middle of the turn at slow speed, accelerate out of the corner with a more straightened line as well, which allows the tires to convert power into speed without being overwhelmed from additional cornering forces.

So for your own analysis of this, simply follow these questions.

  • Where is the apex (or apexes)?
  • Where is the slowest point in the corner - ahead, between, or after the apex(es)?
  • What is my min. speed instead and how far away from the white line am I in comparison?

And thats it. Aim for these points and you'll naturally adapt your speed accordingly, adapt your inputs accordingly more intuitively.

As always please provide feedback on discord if you have any (link at the bottom of the website).

- Popometer.io Team

 



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