Racelink
Documentation · Racelink terms

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Racelink terms

A short dictionary of the words used in the guide and the documentation. When a word in the text is unclear, look it up here.

Ce guide n’existe pour l’instant qu’en anglais.

The overlay and where it is shown

Overlay
A small web page Racelink shows over the game: a standings table, a speedometer, a map. Your project is one overlay.
Layout
A set of overlays with their places and sizes on screen. A player may have several, say one for races and one for practice, and switch between them.
Instance
One copy of an overlay in a layout. A player may add the same overlay more than once; each copy has its own settings and size.
Edit mode
While the player moves and resizes the overlays of a layout. The overlay knows and may show hints.
OBS link
The address of an overlay for a browser source in OBS: the stream sees the same overlay with the same data.
Preview
A short showing of the overlay on demo data: in “Add overlay”, and as an animation on its Workshop page.

Data

Telemetry
The game’s data: speed, pedals, laps, where the cars are, the weather and everything else Racelink gives overlays.
Topic
A group of related values that arrive together: car holds pedals, speed and gear; timing lap times; drivers every car of the session. Every topic is listed in the field reference.
Field
One value inside a topic, such as the speed speedKph in car.
Path
The address of a field: the topic and the field joined by a dot, car.speedKph. [] marks a list: drivers[].lastLapSeconds is the last lap of each car.
Common field, game field
A common field means the same in every game that gives it (throttle, lap times). A field of one game lives under ext.<game>, such as iRating under ext.iracing.
null
“No value”: the game does not give it, or it has not arrived yet.
Demo data
A made-up race Racelink or the SDK plays instead of a game, so you can build without one running.
Session recording
A file with the data of a real race that Racelink can play to overlays instead of the game (Testing on recorded sessions).

Tools

Overlay API
The service inside Racelink that gives overlays their data and settings. It works only on the player’s computer.
SDK
The npm package @racelink/overlay: connects to the Overlay API, keeps the latest data, and brings types and build commands. Your code talks to Racelink through it.
Manifest
racelink.overlay.json at the project’s root: the overlay’s name, version, games, size, settings and permissions.
Settings
What the player changes in the overlay’s panel: colours, units, what to show. You describe them in the manifest.
Action
A setting of type binding: the player binds a key or a wheel button to it, and the overlay responds to the press.
Permission
Access beyond the usual (music, Steam messages, the internet) that the overlay asks for and the player grants or not.
Dev server
What npm run dev starts: your overlay’s page on your computer, refreshed on every save. Racelink finds it by itself.
Package
The finished overlay, the dist/ folder after npm run build. This is what goes to the Workshop and to players.
Studio
Racelink’s tab for authors: projects, checks, API data, previews and publishing. Turn it on in Settings, For developers, or from the title bar’s right-click menu.
Workshop
The Steam Workshop, where players find and install overlays and you publish them.