There are some known issues which aren't fixable
Project Cars doesn't send opponent laptime data, so Crew
Chief has to time their laps. In practice and qual sessions this
is fairly reliable (because Crew Chief can use the time remaining
in the session, sent by the game, for its 'clock' when timing). In
race sessions with a fixed number of laps Crew Chief has nothing
it can use as a clock to time the laps, so times them itself. This
can lead to opponent lap / sector time inaccuracies if the player
pauses the game (Crew Chief's clock is still running).
Joining a session part way through (practice or qualify session
online) will result in Crew Chief having an incomplete set of data
for opponent lap and sector times. In such cases the best opponent
lap and sector data is inaccurate. For Project Cars,
there's nothing I can do about this. The opponent lap and sector
times aren't in the shared memory (Crew Chief has to time their
laps), so the pace and sector delta reports may be inaccurate
(they use the fastest lap completed while Crew Chief is running).
For Raceroom we can get the fastest opponent lap time, but if this
lap was completed before Crew Chief was running, the sectors
within that lap aren't accessible. In this case the pace report
will include the lap time delta, but there'll be no sector delta
In both cases as soon as an opponent sets a faster lap, Crew Chief
will have up to date best lap data so the pace and sector reports
will be accurate and complete.
Project Cars doesn't send opponent car class data, so Crew
Chief has to assume that all drivers in the race are in the same
car class. For multiclass races, all pace and other reports will
be relative to the overall leader / fastest car.
Project Cars doesn't have a distinct pre-start procedure
phase. I've added some more messages before the 'get ready' but
there's a risk here that they might delay the 'get ready' message.
RaceRoom uses a 'slot_id' field to uniquely identify
drivers in a race. However, this field doesn't really work
properly (there are lots of issues with it), so Crew Chief has to
use the driver's names. Driver names for AI driver are not unique.
All the lap time and other data held for each driver is indexed by
driver name so if a race has 2 or more drivers with the same name,
Crew Chief will get things like lap and sector times wrong. This
is only a problem racing the AI - be aware that if you have a car
class with a limited number of unique AI drivers (Daytona
Prototypes / German Nationals / Americal Nationals / Hill Climb
Legends / etc), but select a field size greater than this, Crew
Chief will do weird things.
RaceRoom doesn't have a pre-start procedure phase for
offline races, and in the pre-start phase online ("Gridwalk") very
little valid and accurate data is available.
Detecting 'good' passes isn't really feasible. I've tried
to limit the 'good pass' messages to overtakes that are reasonably
'secure', don't result in the other car slowing excessively, and
don't involve the player going off-track. I can't, for example,
tell the difference between a clean pass and a bump-and-run punt,
so you might get congratulated for driving like a berk.