Pro Engineer/The window
Two programs, one engineer. RG Pro Engineer is the graphical one — a native desktop window with ten screens, plotted channels and a drawn circuit. Pro Engineer is the terminal one: the same analysis in a text console, for a second monitor or a Steam Deck. They are separate downloads, they ship together and carry the same version, and everything that decides anything lives in one shared core so the two can never tell you different things about the same lap.
A race engineer that says what to change, and where.
The terminal reads your simulator and answers in sentences. This is the same engine behind a graphical window: every channel plotted and hoverable, the circuit drawn from the game's own files with your line on it, your car drawn from its own model to scale — and an engineer that names the corner, prices it in seconds and tells you what to do about it.
Telemetry tools show you numbers. The hard part was never reading them — it is knowing which of the forty on screen is the one costing you the lap. This one answers that in the sentence it opens with.

Every finding names the corner, says what it cost in seconds, and gives one instruction resting on two measured numbers. Not "understeer: 12" — a count nobody can go and work on.

It does not guess an optimal line. Your own quicker lap is the proof the corner can be taken faster, and the difference between the two laps is the instruction — which is not a model of a car, it is a thing you already did.
The track is drawn from the game's own files, complete from the first frame — not traced out as you drive. Corners carry the names the circuit actually gives them, the pit lane is drawn apart from the racing surface, and the map zooms sixty times into one corner without going coarse.

Twenty-seven plots to choose from, stacked against distance so two laps through one corner line up. Hover anywhere on a trace and the same point is marked on the map and on every other plot — one pointer, one place on the track, every channel at once.


One question, answered first: how many laps are left, and which of fuel, the clock or the tyres runs out soonest. The arithmetic behind it stays on the page, because a number with no working shown is a number nobody trusts twice.

Seven modules, each off until you turn it on, and each saying what it costs before you press anything — what it depends on, how large it is, and whether it wants frames from a machine the game is already using. Off, a module costs nothing at all: not the code, not the memory, not the frame time, and that is asserted by a test rather than promised.


Every map in every telemetry program is flat, and a circuit is not. Eau Rouge climbs forty metres in three hundred; the Corkscrew drops six storeys; Bathurst is a mountain. From above, all three are a bend. This one is drawn from the track's own files: the elevation at its own size, the road at its own width, its kerbs, its pit lane, and your lap on it where you actually drove — with your quickest lap's line underneath, so a different line through a corner looks like a different line.


A rail of tools, your document, and what it draws — all three at once. One line
per thing you want to see: give it a range and it is a bar, put ~ in
front and it is a line over the lap. best(speed) is what your quickest
lap was doing at this place on the track, so
speed - best(speed) is one line. It can stand in for one of the
program's own tabs, or one sub-tab of one — and that tab's own rows arrive in
the editor for you to change rather than rebuild.

Two people, two machines, one network. One drives; the other presses one key and their own screens fill with the driving happening on the other machine — the dashboard, the traces, the map, the corner table and the engineer. Not a summary of it: the whole reading travels, so the watching copy finds the laps, builds the traces and writes its own advice, in its own units and its own language.
It works between this window and the terminal in any combination, and the copies find each other on the network rather than anybody reading an IP address out loud. Being findable is a switch of its own, and turning it off does not stop you seeing anybody — listening is free and says nothing. Nothing about the driving is in what is announced: a name, whether you are driving or watching, and a port.
For a coach watching a driver, a friend on the sofa, or a spare laptop beside the rig showing the session on its own screen. Nothing is uploaded and nothing leaves the local network: there is no server in the middle, because there is no server.

It is a native window — not a browser pretending to be one — so it opens instantly, sits in tens of megabytes rather than hundreds, and leaves the frames where they belong: in the game. Your telemetry stays on your machine. There is nothing to sign into and nothing is uploaded.
It is a separate program on your desktop, not something drawn inside the game. Every calculation happens in it, and the game is left alone. If you also turn on the in-game panel, that draws what this has already worked out and computes nothing itself — which is the rule the whole panel is built to.
No. The window reads the game's shared memory, which every install publishes. CSP is needed only for the panel drawn inside the car, and it is an Assetto Corsa mod — so on Competizione there is no panel and this window is the whole of it.
No. There is no account, no server of ours and nothing to sign into; your laps are files on your own disk. The program reaches the network for one thing — the published list of releases, to see whether it is out of date — and it verifies what it downloads against the SHA-256 in that list. Sending your numbers to a friend is a thing you switch on, to an address you choose.
Yes. Open LAN, press one key, and pick each other out of a list — the two copies find each other on the network, so nobody reads an IP address out loud. What they get is not a summary: the whole reading travels, so their copy finds the laps, builds the traces, draws the map's line and writes its own advice in their units and their language. It works between this window and the terminal in either direction, and there is no server in the middle — nothing leaves the local network. On a network that blocks multicast, typing an address still works.
Assetto Corsa in full, and Assetto Corsa Competizione for everything ACC measures — no camber advice there, because the game publishes no inner or outer tyre temperature. What each game reports is a table, and what a game does not publish is withheld rather than guessed.
Pick the one for your system. Both are the same release.
Check what you downloaded. A SHA-256 for each file is published beside them in
rg-pro-engineer.json, so you can verify
the bytes before you run them — sha256sum on Linux,
Get-FileHash on Windows. The program checks its own updates against the
same list and refuses anything that does not match, which is what an update channel
has to do if it is not to become a way of running somebody else's code.
On Linux the game's telemetry lives inside a Wine prefix, so a small bridge runs in it and mirrors the pages out. The program fetches and starts it for you.