Fixed before you notice.

DNR PULSE

Where your RPM lights get their car from. Every light of the bar, tuned for the car you are in, for the gear you are in and in your own colours, worked out while you drive rather than stored on your machine. A car the sim released this week can be on your wheel this week, and when one gets renamed the correction reaches you on its own. Nothing for anybody to install, either time.

The problem with car data

The game changed, and your lights did not

RPM lights, the rev lights across the top of your wheel, only work because something knows the car you are in intimately: not just its redline, but where every single light along the bar should come on, and how that moves with the gear. All of that used to be copied into the profile on your own disk when you installed it, which meant a sim renaming one car overnight left a member driving a dark bar until a whole new release reached them and they installed it again. It does not live there any more.

Watch it happen

A bar going dark, and coming back

A real case, on a loop. A sim renames one of its cars in an update, the bar loses the car and goes out, and then the corrected data arrives and the lights know it again. Watch the version in the corner: it is the only thing anybody changed.

YOUR SIM
Your car
CAR DATAa41f9c
Shipped with the plugin
RPM3,200SHIFT AT9,000
THE GAME CALLS ITEndurance Team 2024

Car recognised. The bar knows this car and knows where its redline sits.

Racing
The sim updates
PULSE updates
Racing again

A demonstration of DNR PULSE, running a sim update, a broken bar and a delivered fix on a loop.

The difference

Lit the same week, not the next season

A sim adds a car your lights have never seen, or renames one they already knew. Either used to mean waiting for the next release, and that was measured in seasons. Somebody still has to race the car and decide, light by light, where its bar comes up, because that is the part that cannot be rushed. Everything after it can.

SeasonsDays

A car that did not exist last week can be lighting your wheel this week.

1

A sim changes something

A new car drops mid season, or one your lights already knew gets renamed.

2

It gets raced

Somebody drives it and decides where each light belongs. The part that takes real time, and the part worth paying for.

3

It is on your wheel

Next time SimHub starts. Nothing queued, nothing to download, nothing to reinstall, and the worst case is the car data you already had.

What is actually in there

A car is not a number

It would be easy to read all of this as one value in a table, and it is worth saying plainly what PULSE is keeping current on your behalf. For a single car, in a single sim, there are three separate layers of hand tuned work, and your rig is asking for all of them.

Layer one

Where every light comes on

Not a redline: the rpm each individual LED of the bar lights at, hand tuned for that car. And where a car shifts at a different point in second than it does in sixth, it carries a separate answer for every gear.

Layer two

What it does when you get there

The redline is its own behaviour and cars do not share one. Some hold a colour, some blink, some do both in turn at their own speed, and some paint particular LEDs a different colour the whole way up. All of it is carried per car.

Layer three

The same bar in your own colours

Dark Mode is not the colour bar with the colours taken out. It is its own table, and what arrives says which of YOUR two colours each light should take rather than naming a colour. Change one of yours and every car repaints, with nothing reinstalled and nothing downloaded.

And it stops at the car

Every one of those layers is a fact about a car, which is the thing a sim update breaks. What you have built for yourself is not touched.

PULSE serves
The car you are driving: where its lights come on, what it does at the redline, and how both look in Dark Mode.
Stays yours
Everything else. Your effects, your other devices, your colours and every choice you have made in SimHub, changed only on your own rig.
What PULSE does

Nine things that keep your lights right

Everything the car data needs, and nothing you have to do about it.

Every light, not just the redline

PULSE carries the rpm each individual LED of your bar comes on at, hand tuned for that car, and it carries it for every bar length a wheel can have. One set of numbers answers an eight light bar and a sixteen light one, so a wheel is never left on somebody else's shape.

And it knows the gear you are in

A great many cars shift at a different point in second than they do in sixth, and where that is true they carry an answer for each gear. Reading one gear's numbers in every gear is a real way to get this wrong, and it is one your rig never does.

The same bar, in your colours

Dark Mode has its own table, and what arrives says which of YOUR two colours each light should take rather than naming a colour. The plugin never learns a single one of your colours, so changing them repaints every car you own with nothing reinstalled.

It is drawn, never written down

None of this is copied onto your disk. Your profile holds no car data at all: it asks the plugin what the bar looks like right now, sixty times a second, while you drive. There is nothing there to go stale, and nothing there to keep if your membership ends.

It asks, once, on its own

Every time SimHub starts, your rig asks whether the car data has moved on. A rig already current downloads nothing at all, so the normal answer costs one small question and is over before you reach the garage.

Only DNR can change it

This data drives the lights on your wheel, so every set carries a stamp that only DNR can make. Your own machine checks that stamp before it accepts anything, and throws away whatever fails, no matter who sent it or where it came from.

The built in copy is the floor

No connection, a server having a bad day, a download that fails its check: every one of those leaves you on the car data the plugin was built with, which is always there and always valid. PULSE can only ever make it newer.

A rename is a cell, not a release

When a sim changes what it calls a car, the correction is one value edited on our side. No plugin build, no profile release, no beta and no release notes, and nothing queued behind whatever else was in the next version.

Undone in one move

Every set of car data we publish is kept rather than overwritten. If one turns out to be wrong, an earlier one is made current and every rig picks it back up on its next start. No hunting for a mistake while people are racing.

Where it applies

The sims we carry car data for

Wherever the DNR LED profiles run, PULSE keeps their car data current. The sims that change things most often are the ones it earns its keep on.

iRacing
Le Mans Ultimate
Assetto Corsa Competizione
Assetto Corsa
Assetto Corsa Rally
Automobilista 2
EA WRC
What reaches your rig

Nothing reaches your wheel unless it came from us

Anything that can change what your wheel does deserves a straight answer about how it got there. Here is exactly what happens.

What reaches your wheel

  • Car data, stamped by DNR

    Your own machine checks the stamp before it accepts anything at all.

  • One file, carrying car data

    No code is delivered this way, and none ever will be.

  • The copy built into the plugin

    The floor under all of this, there whether or not PULSE answers.

  • An earlier set, if one is wrong

    Rolled back, and every rig picks it up on its next start.

What never does

  • Anything DNR did not stamp

    Thrown away. Your rig keeps the car data it already had.

  • A car drawn nearly right

    If it cannot be drawn exactly, it is not drawn at all.

  • Anything written to your disk

    The bar is worked out while you drive. Nothing is stored.

  • Anything about you, going back

    Your driving, your session and your car stay on your rig.

How it works

From a sim update to your wheel

Four steps, and you are not one of them.

  1. 1

    A sim changes something

    An update lands and renames a car, moves a redline, or adds one nobody has ever raced. Your rig has no way of knowing.

  2. 2

    The row is corrected

    One value, edited once, on our side. Minutes rather than a release cycle, and it is done whether or not a plugin or a profile is anywhere near ready to ship.

  3. 3

    It is stamped and published

    The corrected data becomes one file, carrying a stamp only DNR can make, so nobody else can put anything on your wheel.

  4. 4

    Your rig picks it up

    Next time SimHub starts, the check runs, the file is verified, and your lights know the car again. Nothing is reinstalled, because the bar was never stored in your profile in the first place.

PULSE lives inside the DNR plugin, so there is nothing extra to install and nothing to switch on. It comes with a DNR membership, alongside the LED profiles it keeps current.

DNR ONE

DNR ONE reads the car. PULSE knows what to do with it.

The two halves do different jobs and meet on your wheel. DNR ONE plugs into the sim and rebuilds every number your race produces, live, including the rpm you are pulling and the gear you are in. PULSE is what turns those into the right light coming on at the right moment for that particular car, and what keeps that judgement current when the sim moves underneath it.

One by name. Won by nature.

Discover DNR ONE

Fixed before you notice.

The best version of this feature is one you never think about. A sim changes something, somebody fixes it, and the next time you go racing your lights are simply right.