Field reference
Every field an overlay can read, by topic, with its type, unit and the games that fill it. Search by path or by what it means, or pick a game.
A path is the topic and the field, joined by dots; [] marks a list, such as drivers[].lastLapSeconds for each car’s last lap. Units are always the same in every game (How data reaches an overlay). A field marked null is null when the game does not give it.
The same catalog ships with the SDK (node_modules/@racelink/overlay/docs/reference/fields.md) and is in Racelink’s Studio, on the API data tab, with live values.
778 of 778 fields · API 2.15
connection
every 250 ms · 4/sConnection to the game.
Game that is sending telemetry.
Values: iracing · le-mans-ultimate · assetto-corsa · assetto-corsa-competizione · assetto-corsa-evo · assetto-corsa-rally · project-motor-racing · rfactor-2
every game
Demo mode sends generated data instead of game telemetry.
Values: live · demo
every game
car
every 16 ms · 63/sThe player car: inputs, engine, and core state.
Cars alongside, as a spotter would call them.
Values: off · clear · left · right · both · twoLeft · twoRight
iRLMU
Shift light thresholds. LMU, AC, and AC Rally values are derived from the rev limit.
every game
controls
every 100 ms · 10/sDriver-adjustable controls such as brake bias, ABS, and TC.
vehicle
every 50 ms · 20/sVehicle dynamics, tyres, powertrain, and damage.
Wheels in order frontLeft, frontRight, rearLeft, rearRight; empty when the game reports none.
iRLMUACACR
Tyre surface temperatures from inner to outer edge; empty when unavailable. iRacing measures them only in the pit stall.
iRLMUACACR
Tyre inner layer temperatures from inner to outer edge; empty when unavailable.
LMU
Tyre tread remaining; 1 is new. iRacing measures it only in the pit stall.
iRLMUAC
Tyre tread remaining from inner to outer edge; empty when unavailable. iRacing measures it only in the pit stall.
iR
What the electric motor is doing.
Values: inactive · propulsion · regeneration
LMU
G-force envelopes (72 bins of 5 degrees). Laps for comparison: the last clean lap, the best lap of the session and the personal best of this car and track.
every game
Envelope of the session: every clean lap and the current lap. On a rally stage, everything driven.
every game
Suspension repair time per wheel; empty when unavailable.
iRLMU
session
every 250 ms · 4/sSession, track, and race control state.
Normalized session type.
Values: practice · qualify · race · warmup · testing · hotlap · other
iRLMUACACE
Most important flag currently shown to the player.
Values: green · yellow · yellowWaving · caution · cautionWaving · blue · white · checkered · red · black · meatball · disqualify · penalty · startReady · startSet · startGo
iRLMUACACE
Most important flag shown to the player, with the session-state flags (debris, crossed, laps to green, furled, repair) the plain `flag` folds together.
Values: green · greenHeld · oneLapToGreen · tenToGo · fiveToGo · yellow · yellowWaving · caution · cautionWaving · randomWaving · crossed · debris · blue · white · checkered · red · black · disqualify · furled · repair · startHidden · startReady · startSet · startGo
iRLMUACACE
The nearest car in trouble within 1000 m ahead of the focused car: stopped, crawling or reversing on the track, or nearly standing off it (`drivers[].hazard`). It works where the game shows no yellow flag. Null when the way ahead is clear or the track length is unknown.
iRLMUACACE
Its `drivers[].hazard.kind`.
Values: offTrack · stopped · slow · reverse
iRLMUACACE
Units chosen in the game. Data is always metric; use this to format it.
Values: metric · imperial
iR
Distance along the track from the player to the pit box ahead; null when the box is unknown.
iRLMU
Turns of the track in lap order, from the line; empty when the layout is not known.
iRLMUACACE
Where the turn number belongs on the lap: its apex, roughly.
iRLMUACACE
Racelink's app for Assetto Corsa runs in the game and shares the other cars. Without it `drivers` holds no cars.
AC
Track grip state.
Values: green · fast · optimum · greasy · damp · wet · flooded
ACR
Current rain intensity.
Values: none · drizzle · light · medium · heavy · thunderstorm
ACR
Niche shared-memory values in the game’s own names and units; see the AC Rally adapter.
ACR
Angular velocity vector in local coordinates.
ACR
Tyre contact point in global coordinates [FL, FR, RL, RR].
ACR
Distance travelled in the current stint, meters.
ACR
Maximum suspension travel [FL, FR, RL, RR]; not shown in ACC.
ACR
timing
every 250 ms · 4/sLap times, history, and stints of the player.
Stints of the session, newest first. A stint ends on a refuel or tyre change.
iRLMUACACE
delta
every 16 ms · 63/sLive delta: to the best recorded stage runs on a rally stage, to reference laps on a circuit.
Live delta: to the best recorded stage runs on a rally stage, to reference laps on a circuit.
every game
Delta to the best run at the same distance; negative is faster. Frozen at the finish.
ACR
Delta to the best run of this sector at the same distance; negative is faster.
ACR
Live delta of the player lap to the personal best of this car and track (all sessions), the best lap of this session and the last complete lap; null off a circuit.
iRLMUACACE
The lap is still comparable: started at the line, no pit lane, no caution.
iRLMUACACE
Time on the current lap minus the reference at the same position; negative is faster. Null while the lap is not comparable.
iRLMUACACE
Lap time if the rest of the lap goes like the reference.
iRLMUACACE
Time on the current lap minus the reference at the same position; negative is faster. Null while the lap is not comparable.
iRLMUACACE
Lap time if the rest of the lap goes like the reference.
iRLMUACACE
Time on the current lap minus the reference at the same position; negative is faster. Null while the lap is not comparable.
iRLMUACACE
Lap time if the rest of the lap goes like the reference.
iRLMUACACE
Where the sectors start on the lap, the first at 0; empty when the game does not say.
iRLMUACACE
Slowest speed through the latest corner and fastest on the latest straight, found while driving, each compared with the personal best, the session best and the last lap at the same place.
iRLMUACACE
The corner minimum: the one forming while the car slows, else the last one; null before the first corner, and in the pit lane.
iRLMUACACE
The car is speeding up again (3 km/h or 2 % above it): the minimum is settled. False while it still slows.
iRLMUACACE
Turn of `session.turns` that holds it; null when none does.
iRLMUACACE
The extreme on a reference lap; null without that lap or its speeds.
iRLMUACACE
For a settled extreme, the reference lap’s own extreme within a short stretch around the same place (50 m for a corner, 100 m for a straight); for one still forming, the reference’s speed at the same place.
iRLMUACACE
This extreme minus the reference’s; positive is faster.
iRLMUACACE
The extreme on a reference lap; null without that lap or its speeds.
iRLMUACACE
For a settled extreme, the reference lap’s own extreme within a short stretch around the same place (50 m for a corner, 100 m for a straight); for one still forming, the reference’s speed at the same place.
iRLMUACACE
This extreme minus the reference’s; positive is faster.
iRLMUACACE
The extreme on a reference lap; null without that lap or its speeds.
iRLMUACACE
For a settled extreme, the reference lap’s own extreme within a short stretch around the same place (50 m for a corner, 100 m for a straight); for one still forming, the reference’s speed at the same place.
iRLMUACACE
This extreme minus the reference’s; positive is faster.
iRLMUACACE
The straight maximum: the one forming while the car speeds up, else the last one; null before the first straight, and in the pit lane.
iRLMUACACE
The car is slowing again (3 km/h or 2 % below it): the maximum is settled. False while it still speeds up.
iRLMUACACE
The extreme on a reference lap; null without that lap or its speeds.
iRLMUACACE
For a settled extreme, the reference lap’s own extreme within a short stretch around the same place (50 m for a corner, 100 m for a straight); for one still forming, the reference’s speed at the same place.
iRLMUACACE
This extreme minus the reference’s; positive is faster.
iRLMUACACE
The extreme on a reference lap; null without that lap or its speeds.
iRLMUACACE
For a settled extreme, the reference lap’s own extreme within a short stretch around the same place (50 m for a corner, 100 m for a straight); for one still forming, the reference’s speed at the same place.
iRLMUACACE
This extreme minus the reference’s; positive is faster.
iRLMUACACE
The extreme on a reference lap; null without that lap or its speeds.
iRLMUACACE
For a settled extreme, the reference lap’s own extreme within a short stretch around the same place (50 m for a corner, 100 m for a straight); for one still forming, the reference’s speed at the same place.
iRLMUACACE
This extreme minus the reference’s; positive is faster.
iRLMUACACE
The best and the worst top speed of a clean lap over the session, the stint and the last laps. Updated when a lap is completed.
iRLMUACACE
Clean laps since the last visit to the pit lane; null before the first.
iRLMUACACE
fuel
every 250 ms · 4/sFuel level and strategy.
Fuel unit of the car setup. Data is always in litres; convert with kgPerLiter.
Values: liters · kilograms
iR
Most fuel the car can carry in this session: the tank, or less when the series limits it. Estimates use this.
iRLMUACACE
Lap time used for the time estimates: average of the last five clean laps, or the best lap.
iRLMUACACE
Laps the player still drives from the current position; null when the session length is unknown.
iRLMUACACE
Average of all clean laps, of the last 5 and 10, the lowest and the highest lap, and the last lap.
iRLMUACACE
Estimates with one reference consumption; null until a clean lap is known.
iRLMUACACE
Laps the fuel lasts minus the laps still to drive; negative means a stop is needed.
iRLMUACACE
targetLaps as time, at the estimate lap time.
iRLMUACACE
Fuel to add if the player stops now, limited by the free space in the tank; no safety margin.
iRLMUACACE
Fuel still to add over the rest of the session; no safety margin.
iRLMUACACE
Stops still needed: totalRefuelLiters per tank capacity.
iRLMUACACE
Fuel the rest of the session needs at this consumption; no safety margin.
iRLMUACACE
Fuel left at the finish without stopping; negative when it runs out. The same amount as targetLaps, in litres.
iRLMUACACE
The next pit window; null when no stop is needed or the session length is unknown.
iRLMUACACE
closed: too early to stop, soon: opens within two laps, open: a stop now reaches the finish, pitted: the player refuelled and needs no more stops.
Values: closed · soon · open · pitted
iRLMUACACE
Earliest lap at whose end a full tank reaches the finish.
iRLMUACACE
Last lap the fuel completes; stop at its end at the latest.
iRLMUACACE
Fuel to add at the stop; no safety margin.
iRLMUACACE
Estimates with one reference consumption; null until a clean lap is known.
iRLMUACACE
Laps the fuel lasts minus the laps still to drive; negative means a stop is needed.
iRLMUACACE
targetLaps as time, at the estimate lap time.
iRLMUACACE
Fuel to add if the player stops now, limited by the free space in the tank; no safety margin.
iRLMUACACE
Fuel still to add over the rest of the session; no safety margin.
iRLMUACACE
Stops still needed: totalRefuelLiters per tank capacity.
iRLMUACACE
Fuel the rest of the session needs at this consumption; no safety margin.
iRLMUACACE
Fuel left at the finish without stopping; negative when it runs out. The same amount as targetLaps, in litres.
iRLMUACACE
The next pit window; null when no stop is needed or the session length is unknown.
iRLMUACACE
closed: too early to stop, soon: opens within two laps, open: a stop now reaches the finish, pitted: the player refuelled and needs no more stops.
Values: closed · soon · open · pitted
iRLMUACACE
Earliest lap at whose end a full tank reaches the finish.
iRLMUACACE
Last lap the fuel completes; stop at its end at the latest.
iRLMUACACE
Fuel to add at the stop; no safety margin.
iRLMUACACE
Estimates with one reference consumption; null until a clean lap is known.
iRLMUACACE
Laps the fuel lasts minus the laps still to drive; negative means a stop is needed.
iRLMUACACE
targetLaps as time, at the estimate lap time.
iRLMUACACE
Fuel to add if the player stops now, limited by the free space in the tank; no safety margin.
iRLMUACACE
Fuel still to add over the rest of the session; no safety margin.
iRLMUACACE
Stops still needed: totalRefuelLiters per tank capacity.
iRLMUACACE
Fuel the rest of the session needs at this consumption; no safety margin.
iRLMUACACE
Fuel left at the finish without stopping; negative when it runs out. The same amount as targetLaps, in litres.
iRLMUACACE
The next pit window; null when no stop is needed or the session length is unknown.
iRLMUACACE
closed: too early to stop, soon: opens within two laps, open: a stop now reaches the finish, pitted: the player refuelled and needs no more stops.
Values: closed · soon · open · pitted
iRLMUACACE
Earliest lap at whose end a full tank reaches the finish.
iRLMUACACE
Last lap the fuel completes; stop at its end at the latest.
iRLMUACACE
Fuel to add at the stop; no safety margin.
iRLMUACACE
Estimates with one reference consumption; null until a clean lap is known.
iRLMUACACE
Laps the fuel lasts minus the laps still to drive; negative means a stop is needed.
iRLMUACACE
targetLaps as time, at the estimate lap time.
iRLMUACACE
Fuel to add if the player stops now, limited by the free space in the tank; no safety margin.
iRLMUACACE
Fuel still to add over the rest of the session; no safety margin.
iRLMUACACE
Stops still needed: totalRefuelLiters per tank capacity.
iRLMUACACE
Fuel the rest of the session needs at this consumption; no safety margin.
iRLMUACACE
Fuel left at the finish without stopping; negative when it runs out. The same amount as targetLaps, in litres.
iRLMUACACE
The next pit window; null when no stop is needed or the session length is unknown.
iRLMUACACE
closed: too early to stop, soon: opens within two laps, open: a stop now reaches the finish, pitted: the player refuelled and needs no more stops.
Values: closed · soon · open · pitted
iRLMUACACE
Earliest lap at whose end a full tank reaches the finish.
iRLMUACACE
Last lap the fuel completes; stop at its end at the latest.
iRLMUACACE
Fuel to add at the stop; no safety margin.
iRLMUACACE
Estimates with one reference consumption; null until a clean lap is known.
iRLMUACACE
Laps the fuel lasts minus the laps still to drive; negative means a stop is needed.
iRLMUACACE
targetLaps as time, at the estimate lap time.
iRLMUACACE
Fuel to add if the player stops now, limited by the free space in the tank; no safety margin.
iRLMUACACE
Fuel still to add over the rest of the session; no safety margin.
iRLMUACACE
Stops still needed: totalRefuelLiters per tank capacity.
iRLMUACACE
Fuel the rest of the session needs at this consumption; no safety margin.
iRLMUACACE
Fuel left at the finish without stopping; negative when it runs out. The same amount as targetLaps, in litres.
iRLMUACACE
The next pit window; null when no stop is needed or the session length is unknown.
iRLMUACACE
closed: too early to stop, soon: opens within two laps, open: a stop now reaches the finish, pitted: the player refuelled and needs no more stops.
Values: closed · soon · open · pitted
iRLMUACACE
Earliest lap at whose end a full tank reaches the finish.
iRLMUACACE
Last lap the fuel completes; stop at its end at the latest.
iRLMUACACE
Fuel to add at the stop; no safety margin.
iRLMUACACE
Estimates with one reference consumption; null until a clean lap is known.
iRLMUACACE
Laps the fuel lasts minus the laps still to drive; negative means a stop is needed.
iRLMUACACE
targetLaps as time, at the estimate lap time.
iRLMUACACE
Fuel to add if the player stops now, limited by the free space in the tank; no safety margin.
iRLMUACACE
Fuel still to add over the rest of the session; no safety margin.
iRLMUACACE
Stops still needed: totalRefuelLiters per tank capacity.
iRLMUACACE
Fuel the rest of the session needs at this consumption; no safety margin.
iRLMUACACE
Fuel left at the finish without stopping; negative when it runs out. The same amount as targetLaps, in litres.
iRLMUACACE
The next pit window; null when no stop is needed or the session length is unknown.
iRLMUACACE
closed: too early to stop, soon: opens within two laps, open: a stop now reaches the finish, pitted: the player refuelled and needs no more stops.
Values: closed · soon · open · pitted
iRLMUACACE
Earliest lap at whose end a full tank reaches the finish.
iRLMUACACE
Last lap the fuel completes; stop at its end at the latest.
iRLMUACACE
Fuel to add at the stop; no safety margin.
iRLMUACACE
Fuel used per lap, oldest first: earlier sessions with this car and track, then this one. At most 60.
iRLMUACACE
Fuel used, scaled to a full lap when the lap was joined late.
iRLMUACACE
drivers
every 100 ms · 10/sEvery car in the session, in no particular order.
Where the car is.
Values: notInWorld · offTrack · pitStall · approachingPits · onTrack
iRLMUACACE
Flag shown to this car.
Values: green · yellow · yellowWaving · caution · cautionWaving · blue · white · checkered · red · black · meatball · disqualify · penalty · startReady · startSet · startGo
iRLMUACACE
The car is in trouble now: off the track, stopped, crawling or going backwards; held three seconds after it ends. Not under a safety car, on the formation lap or at the start (only off the track counts then), nor in the pits. Null when the car runs normally.
iRLMUACACE
offTrack: the game says the car is off the track; stopped: under 20 km/h on the track while most of the field races; slow: under half the speed the field drives at this place of the lap; reverse: moving backwards along the lap (a spin).
Values: offTrack · stopped · slow · reverse
iRLMUACACE
The car is on the racing surface, where others may run into it (stopped, slow or reversing; not off the track).
iRLMUACACE
Session time of the current pit entry. Follows the session clock: it stands still while the game or a recording is paused.
iRLMUACACE
Time spent on the current pit visit, by the session clock; draw it as given.
iRLMUACACE
Virtual energy the car has left, as the game shows it in its standings.
LMU
Time gaps. In a race they come from reference laps; in other sessions from best laps.
iRLMUACACE
Gap to the overall leader, across classes; in a race timed on the reference lap of the class of this car.
iRLMU
On-track time to the focused car; positive means this car is ahead. Timed on the reference lap of the class of the chasing car.
iRLMU
Whole laps of race distance to the focused car: 1 or more means this car is lapping it, -1 or less that it is lapped.
iRLMUACACE
On-track distance to the focused car; positive means this car is ahead.
iRLMUACACE
Stable tag key. Draw icons by key; never match on the name.
Values: dangerous · dirty · aggressive · friend · pro · streamer · clean
iR
weather
every 1000 ms · 1/sWeather and track conditions.
How wet the track is.
Values: dry · mostlyDry · veryLightlyWet · lightlyWet · moderatelyWet · veryWet · extremelyWet
iR
radar
every 50 ms · 20/sNearby cars around the player; null when unavailable.
track
every 1000 ms · 1/sTrack outline and pit lane in world coordinates; null when unknown.
performance
every 1000 ms · 1/sRacelink telemetry pipeline metrics.
system
every 250 ms · 4/sThe computer Racelink runs on, the same in every game. `media` is null when nothing plays, sharing it is turned off, or the user has not allowed a community overlay to see it (`permissions.media` in the manifest; Overlay API 2.13, `permissions.system` in 2.11 and 2.12). Every field of this topic comes with a permission of its own.
The computer Racelink runs on, the same in every game. `media` is null when nothing plays, sharing it is turned off, or the user has not allowed a community overlay to see it (`permissions.media` in the manifest; Overlay API 2.13, `permissions.system` in 2.11 and 2.12). Every field of this topic comes with a permission of its own.
every game
The track the computer plays now, from the system media controls. A session that plays wins over the one the system shows; the track that played last stays while the player shows something that does not play (another browser tab on pause while the next track loads), playing for 3 s, then paused, until another track plays.
every game
Whether the player plays, is paused or stopped.
Values: playing · paused · stopped
every game
Picture of the track (album art) as the player shows it: a URL for `<img>`, served by Racelink with open CORS, so a canvas may read its colours. Changes with the picture; null when the player gives none.
every game
stream
every 250 ms · 4/sThe stream around the race, the same in every game: Twitch chat of the channels chat overlays name.
The stream around the race, the same in every game: Twitch chat of the channels chat overlays name.
every game
Twitch channels whose chat Racelink reads: those named by chat overlays.
every game
Slow mode: seconds between two messages of a viewer; 0 when off.
every game
Followers-only mode: minutes a viewer must have followed (0: any follower); null when off.
every game
Twitch channel the message was sent to: lowercase, without `#`.
every game
The text of this part; the emote name for an emote.
every game
Image of a Twitch emote (`https://static-cdn.jtvnw.net/…`); null for text.
every game
race-director
every 250 ms · 4/siRacing replay and camera state used by the Race Director page.
steam
every 250 ms · 4/sSteam around the race, the same in every game. A community overlay gets the messages only after the user allows it (`permissions.steamMessages` in the manifest).
Steam around the race, the same in every game. A community overlay gets the messages only after the user allows it (`permissions.steamMessages` in the manifest).
every game
Private messages friends write to the user in Steam. Only private messages from friends: no group chats.
every game
`granted`: messages arrive. `denied`: the user has not allowed this overlay to read Steam messages. `unavailable`: Steam is not running or Racelink cannot read messages now.
Values: granted · denied · unavailable
every game
Incoming messages from friends since the overlay was allowed and Steam was running, oldest first; at most 20. Racelink keeps them in memory only. Empty unless `access` is `granted`.
every game
Avatar of the friend (64×64): a URL for `<img>`, served by Racelink; null while Steam has not loaded it.
every game
Text of the message, without control characters; at most 1000 characters.
every game