How it works

No guesswork and no AI inventing numbers: every tip and setup step comes from measurements on your telemetry, with fixed rules for what counts as a difference.

From telemetry to tips

  1. Read the laps

    Garage61 records iRacing's telemetry 60 times a second: speed, pedals, steering, gear, revs, ABS, g-forces, yaw and position.
  2. Line them up metre by metre

    Both laps are put on the same 1 m grid around the track, so every point of your lap has a matching point on theirs. The time gap is known at every metre.
  3. Find the corners

    Corners are found from where the faster lap brakes or lifts and where it's slowest. They're named from real track maps where known (48 layouts so far), otherwise numbered.
  4. Measure each corner

    Brake point, peak brake, how long you brake, turn-in and apex speed, coasting, when the throttle comes back, how fast you get to full throttle, exit speed and gear.
  5. Turn differences into findings

    Only differences above set thresholds count (10 m in brake point, 3 km/h in speed, 15 m in throttle), and only in corners that cost time. The corners losing the most come first.
  6. Write the tips

    Each finding has a plain-English template with its numbers: what you did, what they did, what to try.

Your line

iRacing's position data is exact to the simulation, not real-world GPS, so lines can be compared to within centimetres. For every point of your lap, the app finds the nearest point of their line and measures the distance across the track. Per corner it takes the typical gap at turn-in, at the apex and on exit, and whether you're towards the inside or the outside.

turn-inapexexitinside of the corneryouthem
The gap across the track at turn-in, apex and exit. Here your line (blue) runs wider all the way round: “you turn in wider; you're further from the apex; on exit you run wider”.

Balance: understeer and oversteer

The path the car takes (its yaw rate divided by speed) needs a certain amount of steering. On the lap's gentle bends, where the tyres have grip to spare, the app learns how much steering this car needs for a given path: that's the car's neutral. Under load, using more steering than that for the same path is understeer, and less, or opposite lock, is oversteer.

Because it calibrates on your own lap, it works for any car. It's relative, though: it finds where the car is looser or pushier than elsewhere on the lap. A car that's equally loose everywhere looks balanced, which is why the wizard asks how the car feels.

Drag or exits?

Being slower on a straight has two causes: leaving the corner before it slower, or more drag. Comparing top speeds can't tell them apart, because a better exit carries on all the way down the straight. So the app looks at the top end only: how many metres each car needs to gain the same 50 km/h below its top speed. Drag decides that part, whatever the exit was.

the band: 200–245 km/h200245Corner exitMetres down the straight →you: 781 mthem: 556 m
Same exit speed, but the orange car crosses the band in fewer metres: it has less drag (or a tow). If it had only left the corner faster, both would cross the band in about the same distance.

A tow also gains speed in fewer metres. That's why the app uses your typical lap over a session and flags laps that look towed.

Fuel

Fuel per lap:
the typical (median) fuel used on your clean, full-speed laps, and the safe figure that 90% of laps stay under.
Stops:
fewest stops that cover the race, with the formation lap on the first tank and the spare on the last.

Corner names

Many circuits are mapped in OpenStreetMap with their track sections named after the corners (“Eau Rouge”, “Druids”). iRacing's positions match the real map to a few metres, so each corner is named after the section its apex lies on. Circuits with no names in the map were named by hand. Corner names © OpenStreetMap contributors (ODbL).

NextYour data & limits →What's stored, where, and what the app can't tell