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Pit Crew

Pit Crew bundles iRaceDeck’s pit-side audio into one Stream Deck action. It exposes Race Engineer Toggle (the default — flips the engineer voice on/off), Radar (directional proximity ticks when a car pulls alongside), and Corner Names (toggles the corner-name callouts in practice and test sessions). The Race Engineer voice also speaks Spotter side-awareness calls (“car left”, “three wide”, “clear”) — these are a voice callout family, not a separate mode (see Spotter (side-awareness calls) below).

Radar volume (Up/Down stepping) lives in the Audio Controls action under the Radar mode, alongside the Race Engineer volume buttons.

Both the Race Engineer and Radar gates ship off by default so a fresh install stays quiet until you opt in. The first press of each toggle is what enables it; the on/off state is plugin-wide, so two Pit Crew buttons (e.g. one on a Stream Deck, one on a Mirabox) always agree.

Select the mode from the Mode dropdown in the Property Inspector.

The default mode. Pressing the button flips raceEngineerEnabled in plugin-global settings (off by default). When off, both the engineer voice (Voice bus — messages, acknowledgments, toggle confirmations) and the pit ambience (Background bus — pit ambient loop and walkie-talkie SFX) are silenced synchronously, so any in-flight clip cuts off on the same key press. Radar ticks are unaffected — they have their own toggle. Re-enabling restores Voice to the configured Race Engineer Volume and Background to the configured Background Volume.

The engineer plays a short voice acknowledgment on every press — “Okay, going silent.” when you disable it and “Roger, resuming communication.” when you re-enable. The disable line plays through after the gate flips off (every other Voice clip silences immediately so it’s the only thing you hear), then Voice mutes once the line finishes. Disable from Race Engineer Callouts → Race Engineer Toggle in the Settings window to keep the toggle silent.

The Settings window’s Race Engineer → Enabled checkbox flips this same state, with the same acknowledgment, and its On startup setting decides what the engineer comes up as after a restart — see Now versus on startup.

When iRacing telemetry first starts flowing — typically a few seconds after you launch iRacing with Race Engineer already enabled — the engineer fires a short “, radio check. Standing by.” line so you have audible confirmation that the plugin is talking to iRacing. This is a separate opt-in (Race Engineer Callouts → Telemetry Connect) from the toggle acknowledgment, so you can keep one and silence the other. The line re-fires on a real reconnect (iRacing closed and reopened, or a transient SDK drop) but not on repeated telemetry ticks within the same connected session.

  • Dial: No rotation support
  • Default binding: None — button-driven feature, no keyboard binding
  • Telemetry-aware icon: Yes — the status bar reflects the current global flag

Toggles the directional proximity tick loop on/off. Pressing the button flips radarEnabled in plugin-global settings (off by default) and synchronously stops or starts the tick loop on AudioChannel.Radar (so a tick can’t fire after the user already muted it). The status bar flips green ↔ red.

The Settings window’s Radar → Enabled checkbox flips this same state, and its On startup setting decides what the radar comes up as after a restart — see Now versus on startup.

  • Dial: No rotation support
  • Default binding: None — button-driven feature, no keyboard binding
  • Telemetry-aware icon: Yes — the status bar reflects the current global flag

Toggles the corner-name callouts on/off. Pressing the button flips the same Race Engineer Callouts → Corner Names setting as the Settings window checkbox, so the key and the checkbox always mirror each other — and unlike the other two toggles, the callouts ship enabled by default. The status bar flips green ↔ red and follows the setting live, whichever surface changed it.

The engineer confirms each press with a short line — “Roger that. Corner calls coming up.” when you enable, “Copy that. Dropping the corner calls.” when you disable — as long as the Race Engineer master is on. Disable the confirmation under Race Engineer Callouts → Corner Names → Toggle on/off acknowledgment. With the Race Engineer master off, the toggle still flips the setting silently — but the corner names themselves stay quiet regardless of this key, because every engineer callout requires the master.

  • Dial: No rotation support
  • Default binding: None — button-driven feature, no keyboard binding
  • Telemetry-aware icon: Yes — the status bar reflects the current global flag

Global Audio Settings (shared across every Pit Crew button)

Section titled “Global Audio Settings (shared across every Pit Crew button)”

These apply to every Pit Crew button at once, so they live in the Settings window on the Race Engineer tab rather than in one button’s Property Inspector. Open it with the iRaceDeck Settings button directly under any iRaceDeck key’s own settings.

  • Race Engineer Voice — which voice the engineer speaks with. iRaceDeck’s own voices come first: iRaceDeck: Default, which every install has, and iRaceDeck: Default (Short callouts), the same engineer in radio shorthand, once you install it from the Voice Packs card. Any other voice pack you have installed follows. A change takes effect on the next callout. If the voice you chose is no longer installed, the engineer speaks with Default until it is back.
  • Your Name — name the engineer addresses you by; resolves a clip from voice/<voice>/names/.
  • Race Engineer Volume (0–100, default 50) — slider + Test button for the engineer voice (AudioBus.Voice). Sliding to 0 silences voice scenarios without disabling the Race Engineer feature.
  • Background Volume (0–100, default 25) — slider + Test button for the pit ambience and walkie-talkie SFX (AudioBus.Background, which carries both the ambient loop and the radio open/close SFX). The Test button plays the selected voice’s own radio frame around a short silence — minus whichever half you have switched off under Radio Frame (the Radio beeps and Pit ambience checkboxes on the same tab), so what you hear is what a real callout’s frame will carry. A voice that defines no radio frame previews the built-in tick-open + ambient + tick-close instead. The test gives way to the engineer: pressed while he is talking it does nothing, and a callout arriving mid-test cuts it short. Defaults to 25 so it sits under the engineer voice cleanly out of the box; turn it up if you want a louder pit-lane atmosphere. Only takes effect while Race Engineer is enabled — when the engineer is off, Background is muted regardless of this value.
  • Radar Volume (0–100, default 50) — slider + Test button. Shared across every Pit Crew instance; the button lets you preview the left → right → both sequence without waiting for a live proximity event. Sliding to 0 mutes the radar without toggling the feature off. Radar Volume is also the level of iRaceDeck’s other tones: the pit road speeding tick, and the tick on every volume step of iRacing’s voice chat, master and spotter volume from Audio Controls and AI Spotter Controls. The volume step tick never plays below 20, so it stays audible with Radar Volume at 0, and a Radar or Race Engineer volume step ticks at the level it sets rather than at this one. The slider itself makes no tick; use its Test button.
  • Output Device — the audio device used for the iRaceDeck audio engine; shared globally across the plugin. The selection is persisted by the platform-stable device id (WASAPI endpoint ID on Windows), so it survives replug and Windows audio-preference changes — no need to re-pick after rebooting or moving the headset to a different USB port.

The lines quoted on this page are the Default voice’s. Default (Short callouts) makes the same calls at the same moments in fewer words — “Blue flag.”, “Too far left.”, “Leader’s pitting.” — see Race Engineer Voices.

When the engineer is enabled, the Pit Crew catalog calls out every flag transition the iRacing translator publishes:

  • Yellow — scope-aware: full-course yellow (“pace car deployed”) and local sector yellow (“mind the slow cars”) play different lines. The full-course line is for a caution that comes out static, with no waving flag ahead of it. When the caution waves first — which is what happens on an oval — the Caution waving line below announces it instead and the full-course caution sequence takes it from there, so you no longer hear “pace car will be deployed” a minute and a half late, with the pace car already leading the field.
  • Yellow waving (local) — a separate, more urgent line (“Local yellow waving — slow, hazard ahead!”) for a waving local yellow, distinct from the static local yellow above.
  • Caution waving — a separate, more urgent line (“Caution coming out!”) for a waving full-course caution, distinct from the static full-course yellow above. It now waits its turn behind radio traffic already in progress instead of being dropped: in testing the spotter was mid-call when the caution came out, and the announcement was lost outright.
  • Yellow cleared — engineer announces when a local yellow drops. It waits until every yellow-ish flag (static and waving, local and full) has stayed down for three seconds, so escalating a static yellow to its waving variant never triggers a false “all clear”. It is deliberately local-only: a local yellow ends with no flag shown at all, so this line is the only way you learn the sector is clear. A full-course caution never ends that way — it ends with a restart, which the engineer now calls in its own right (see Full-course caution) — so no all-clear lands on top of the restart.
  • Green — the green-flag call, with its own line for practice, qualifying and races. It stays quiet when iRacing gives the start signal together with the green, at the race start itself, and at every restart after a full-course caution, whether or not the start signal comes with it. Start Lights covers the race start, and the full-course caution sequence covers the restart.
  • Blue — alternates between two recorded variants (“faster car approaching” / “check your mirrors”).
  • White — a two-stage final-lap alert in races: a heads-up when the white flag comes out (iRacing shows it while the leader is closing on the line to start the final lap — “White flag. We’re about to start the final lap.”), then “This is the last lap.” as you cross start/finish and begin yours — leader included. If you cross while the heads-up is still playing, you keep just the heads-up (the two lines never talk over each other). Practice and qualifying keep their single raise-time line. A third stage covers everyone else in the field: when the OVERALL race leader starts their final lap — detected from lap counting, or in a timed race from the leader’s first start/finish crossing after the clock expires — the engineer announces “The leader is about to start their final lap.”, so you have advance notice even while your own white flag is still a lap or more away. It fires once per race (a new green flag — overtime, a restart — re-arms it) and stays silent if you ARE the leader or your own white flag is already up, since you’ll hear your own heads-up instead. All three stages share the White callout toggle.
  • Crossed — “Crossed flags.” (leaders and tail-enders sharing the track at the halfway point).
  • Green held — the green is being held a moment longer: a “green any second, get ready” heads-up as the field bunches up (several recorded variants).
  • Ten to go — “Ten to go!” (ten laps remaining).
  • Five to go — “Five to go.” (five laps remaining).

The three race-formation / progression callouts above (Crossed, Green held, Ten/Five to go) fire in race sessions only, and only while you are in the car — iRacing raises the grid flags while forming the race grid at the end of a qualifying session, so gating them to the race (and to being on track, not watching a replay or spectating the grid) keeps them from firing at the qualifying checkered. They are also silenced after the race finishes (the checkered / cool-down phases), so a late progression flag can’t blurt out once the race is over.

“Green held” is the green lead-in itself — the engineer’s heads-up (several recorded variants) that the field is bunching up and the green is seconds away. The call for the last pace lap of a rolling start used to sit in this list as One pace lap to go; it is One lap to green now, names the car you form up behind, and is covered under Rolling Start.

  • Red / Black / Debris — single dedicated callout each.
  • Disqualify — its own “Disqualified. Pull off.” line, split out from the generic Black callout so a DQ reads distinctly.
  • Furled — “Black flag furled.” (a furled black flag: a slowdown penalty, given back on track by slowing down). Announced only after the flag has stayed up for a full second — a brief off-track excursion flashes iRacing’s furled bit for about half a second, and that flicker stays silent. And if the call gets queued behind other radio traffic and the warning is withdrawn before it can play, it stays silent too — the engineer never announces a flag that’s already gone.
  • Furled cleared — “Black flag cleared.” when an announced furled warning is withdrawn. It fires only if the furled callout actually played, so a transient flicker triggers neither callout.
  • DQ scoring invalid — “DQ — scoring’s off.” (disqualification because scoring is invalid).
  • Checkered — session-aware: practice, qualifying, and race finishes get distinct lines. In qualifying and races it’s spoken as you take the flag at the start/finish line, not the moment the session ends — so on your final qualifying lap the call comes when you actually cross the line. In practice it’s spoken immediately when the flag rises (the flag there just means the session is over). (In qualifying, if you’re in the pits or out of the car when the checkered flies, it’s spoken right away; driving into the pits after the flag also counts as done. In a race you take the flag at the line — even from pit lane.)
  • Meatball — the only flag callout marked urgent + preempt: it cancels in-flight engineer chatter mid-message, since failing to pit on a meatball costs a black-flag penalty. All non-meatball flag callouts share a flag family so a newer flag preempts an older one.

Pit-service confirmations (fuel on/off, every tire-set selection, dry/wet compound switch, windshield-tearoff on/off, fast-repair on/off) continue to fire on the relevant Tire Service / Pit Service action presses.

When you switch iRacing’s autofuel on or off, the engineer says so, and says what your fuel request is left at: “Auto fuel is on. We’re refueling at the next pit stop.”, “Auto fuel is on. We’re not refueling at the next pit stop.”, “Auto fuel is off. The plan is still to refuel during the next pit stop.” or “Auto fuel is off. We’re not refueling at the next pit stop.” The third is the one worth listening for: autofuel sets the ordinary fuel request when it decides to fuel, so switching autofuel off can leave the car queued to refuel with nothing else to tell you. There is no “Got it.” in front of any of them — that prefix answers a request you made, and this is the sim’s doing.

iRacing can also switch autofuel on by itself as you reach the pit approach, clearing any fuel you queued by hand. You hear the same line there, once, which is how you learn your request is gone before you reach the box.

While autofuel is armed, a change to the fuel request says nothing at all. iRacing gives no way to tell a toggle you made from one autofuel made, so the engineer doesn’t guess — and that silence is what keeps a session with autofuel from filling the radio with fuel confirmations nobody asked for. Your own fuel toggles with autofuel off are confirmed exactly as before, and the plan autofuel left you with is stated the moment autofuel goes off. A pit stop uses autofuel up as it begins, which switches it off; that is the sim’s bookkeeping, so it is silent too.

The engineer also calls out every iRacing-reported pit-service status transition during the stop itself — “crew working”, “all done”, positioning corrections (“too far left, line it up”, etc.), and “crew can’t fix that this stop” — so you can keep your eyes on the windscreen and react by ear.

The engineer speaks one line at a time. A call that comes up while he is talking, or while the spotter is calling a car alongside, waits its turn instead of being lost, and when several calls are waiting the more urgent one goes first. Calls that pile up in a busy moment, such as a crash that brings out a full-course caution, wait their turn instead of crowding each other out — unless one would come too late to still be news, as below.

Two things keep the radio from falling behind. A newer call replaces a waiting one that it makes out of date: a newer fuel estimate replaces the one still waiting, and a disqualification replaces a waiting black flag. And a call that can’t be spoken within a few seconds of its moment is skipped, so you never hear a line about something that has already passed. News that stays true for longer waits longer: a penalty flag, the damage heads-up and the tire wear report wait up to half a minute for the radio, the full-course caution calls up to twenty seconds, and an incident call ten seconds.

On a standing start the Race Engineer walks you through the gantry sequence so you can keep your eyes on the lights and your hands on the wheel. The moment the gantry shows its ready state the engineer says “Lights. Get ready to go.”, and “Go, go, go!” the instant the lights drop and the race is live. Both calls are critical and interrupt any chatter in progress so nothing buries them at the most time-sensitive moment. (Nothing is spoken when the lights go solid red — by then the start is moments away and a callout would land too late to act on.)

During the pre-start countdown the engineer also speaks the numeric marks — “Ninety seconds to race start.”, “Sixty seconds to race start.”, “Thirty seconds to race start.”, “Ten seconds to race start.” — as the clock crosses each threshold. The countdown plays even while you’re out of the car — in the garage, the session screen, or the in-session replay view — since it’s exactly the “get in the car” reminder (watching a saved standalone replay stays silent). The gantry lines above stay in-car only: if you’re not in the car when the lights come up, you’ve missed the start. The countdown is standing-start only and announces only the marks that genuinely fall inside the live countdown window, so a compressed procedure (a short pre-start, an AI race) that starts below a mark simply skips the higher numbers rather than blurting a stale burst.

On a rolling start there’s no light gantry and no numeric countdown — the lead-in is the Rolling Start sequence instead: “Pace car’s rolling.” with the car you form up behind as the field moves off, and One lap to green as the pace car begins the last lap of a two-lap formation. Then comes Green held as the field bunches up, “Pace car’s off.” when the pace car actually peels off to pit road a few seconds later, and “Go, go, go!” the moment the field is released. The Green held lines only warn that the green is coming: iRacing holds the green several seconds before the pace car leaves, so the pace car’s exit gets its own call. That call shares its switch with the caution restart’s, Race Engineer Callouts → Caution → Pace car off.

“Go, go, go!” belongs to the start of the race, and only to it. On the oval we tested, iRacing signals the restart after a full-course caution exactly the way it signals a start, which is why the go line used to speak there as well; it now stands down for the length of a caution and the full-course caution sequence calls the restart in its own words, after its own Green held heads-up. The Green flag callout stays quiet at both.

Two opt-ins live under Race Engineer Callouts → Start Lights in the Settings window, both on by default:

  • Start lights — the get-ready line (standing starts) and the go line (the start of the race).
  • Start countdown — the four numeric marks (ninety / sixty / thirty / ten).

On a rolling start the Race Engineer talks you through the formation, from the pace car pulling away until the green is held: who you form up behind, which lane you are in where there is one, and when the last pace lap begins. It is the help he gives under a full-course caution, in the same words wherever the moment is the same.

What you hear, in the order it happens:

  1. The pace car pulls away. “Pace car’s rolling.”, and the car you form up behind — by its number, spoken the way the sim spells it. On an oval running double file he names your lane as well: “Inside line, behind car …” or “Outside line, behind car …”. Anywhere else — and any time the grid is single file — there is no lane to name, so it is “Form up behind car …”. On pole you hear “You’re on pole — just you and the pace car.” On the outside of a double-file front row, with nobody ahead of you in your own line but somebody else on pole, you hear “Nothing ahead of you but the pace car.”
  2. One lap to green. On a formation that runs two pace laps, as the pace car crosses the line to begin the last one (your own crossing is the fallback when the pace car can’t be tracked): “One lap to green.” and the car ahead of you again — “Take the inside line behind car …” or “Take the outside line behind car …” on a double-file oval, “Line up behind car …” anywhere else. On pole it is “One lap to green. You’re leading them away.”, and on the outside of the front row a plain “One lap to green.” These are the caution’s own one-lap-to-green lines, so the start and a restart sound alike; they replace the five “one pace lap to go” lines the engineer used to rotate through here.
  3. The car ahead of you changes. If the car you form up behind drops out or is passed during the formation, he tells you the new one: “Change — you’re on the inside behind car …”, “Change — you’re behind car …”, or “Change — you’re at the front now, just the pace car ahead.”

From there the green lead-in takes over — Green held, “Pace car’s off.” and “Go, go, go!”, described under Start Lights.

When you hear less, or nothing:

  • A standing start has no formation. None of this is spoken there, and the Start Lights gantry lines and countdown are unchanged.
  • A formation of one pace lap never hears “One lap to green”. It has no earlier lap for the call to follow, so the pace car pulling away is the only formation call before the green is held. (The engineer assumes a rolling start runs at most two pace laps.)
  • Where iRacing publishes no formation order, there is no car to name. The same goes for a car ahead that the session cannot name. The pace-car call then falls back to one of five general lines — “Pace car’s rolling. Time to go, get moving and follow the car ahead.” and four more — and “One lap to green.” is spoken plain.
  • A change is called only when it is news. He waits a second and a half for a shuffle to settle, and speaks only if the car ahead is then not the one he last named — so a car that slips out of place and straight back is not announced, and neither is a change the next call names anyway.
  • Nothing is spoken once the green is held. The field rolls out side by side, so the spotter is often talking when these calls come up; they wait their turn behind him instead of being dropped. A call still waiting when the formation ends stays unsaid, so none of them lands on top of the launch.
  • No position is spoken. Your grid position is in the Race Start brief; the formation calls name the car and the lane only.

Like the caution calls, these follow iRacing’s own formation order — the order the sim forms the grid up in — and are made in race sessions only, while you are live in the car.

Three opt-ins live under Race Engineer Callouts → Rolling Start in the Settings window, all on by default:

  • Pace car moving — the call as the pace car pulls away, with the car you form up behind.
  • One lap to green — the last pace lap of a two-lap formation. This switch used to be One pace lap to go under Flags; it has moved here and kept whatever you had it set to.
  • Car ahead changed — the car you form up behind has changed during the formation. It is a separate switch from the caution’s Car ahead changed, so turning the caution narration off does not silence the start.

When the whole track goes yellow, the Race Engineer talks you through it from the flag to the green — so you can keep your eyes up, find the car you belong behind, and know where you will be when the field is released. It works in every race, not only on an oval.

What you hear, in the order it happens:

  1. The caution comes out. The announcement itself, as before — and it now waits its turn behind a call already in progress instead of being dropped.
  2. Who you line up behind. A couple of seconds later, once iRacing has settled the order behind the pace car, the engineer names the car you form up behind — by its number, spoken the way the sim spells it, so 09 and 9 are never confused for one another. If there is nobody ahead of you in your own line, he tells you that instead.
  3. The pace car reaches the track. A short heads-up, roughly twenty seconds after the flag.
  4. Two to green. About a minute and a half in, as the pace car finishes gathering the field, the engineer calls “Two to green.” and names the car to follow. On a road course there is no such moment — iRacing shows one to go the instant the field is gathered — so this call is not made there.
  5. Another caution lap. If the caution runs longer than the two laps it defaults to, you are told each time the field goes around again.
  6. One lap to green. The last lap under caution, with the car ahead of you named again. On an oval running double file the engineer also tells you which lane you form up in, inside or outside. Anywhere else — and any time the field is single file — there is no lane to name, so he just names the car.
  7. Your position on the last lap. About a third of the way around the last caution lap, your race position — “We’re currently P fourteen.” It is the number your display shows, not your place in the queue behind the pace car: a lapped car lined up ahead of you is still behind you in the race.
  8. The pace car peels off. About five seconds before the green, once “One lap to green” has been called. On a road course the pace car waits parked until the caution needs it and then rolls out through pit exit to deploy — that moment is announced as the pace car reaching the track, never as it leaving.
  9. The restart. The green, called in its own right rather than borrowing the race start’s line.

If the car ahead of you changes while the caution is still running — somebody pits, or the order is shuffled — the engineer tells you, so you are never left following a car that has gone. He says so only when the new car is not the one he last named: a car that slips out of place and is back within a couple of seconds is not news, and neither is a double-file re-form the one-lap-to-green call has already named (with that call switched off, the change tells you instead). A change never cuts another caution call short; it waits for the call in progress to finish.

If you drop back from the car ahead, he tells you to close up. Once the pace car has the field and the pack has had about ten seconds to settle, the engineer watches the gap to the car you line up behind. He judges it against how tightly the rest of the field is running, not against a fixed distance or time. When your gap has stayed well over twice the pack’s own spacing for a few seconds you hear “Close it up. Catch car …”, “Gap’s opened. Close up on car …” or “You’ve dropped back. Catch up to car …”. With only the pace car ahead of you in your line it is “Close up on the pace car.” or “You’ve dropped off the pace car. Close it up.” — and the pace car is allowed its usual longer lead, so the front of the field is not nagged for holding station. A car the session cannot name gets “Close the gap to the car ahead.” or “You’ve dropped back. Close it up.” No lane is named: your lane has not changed, and this call is about distance.

If the gap is still open thirty seconds later and you are not closing it, he reminds you — “Still a gap. Close up on car …” or “Keep closing. You’re still off the back of car …” — at most twice for one gap. While you are closing he leaves you alone, and once you are back with the pack the matter is closed without a word. If the car ahead of you changes while the gap is open and stays changed for a few seconds, the count starts over and the next call names the new car; a car that drops out of your line for an instant and comes straight back changes nothing. This carries on through the last caution lap, which is exactly when being in place matters, and stops when the green is held.

He does not ask you to close up:

  • While the caution is still waving, before the pace car has picked the field up. A field that is still slowing down has no spacing to judge you against.
  • For a gap that opens only for a moment — the field re-forming double file, a car changing rows.
  • On pit road, and for about ten seconds after you leave it. After a stop under caution you get the call once, naming the car to catch, if you are still off the pack when you are up to speed — and no reminders, because you are catching the field on purpose.
  • While you are being sent round to the tail — a wave-around, a free pass, or the end of the line — until you have taken your place there. From then on you are an ordinary car in the queue again.
  • When the car you line up behind is nearer behind you than ahead. You are ahead of your slot, and “catch” is the wrong word for a car you have to let by.
  • Once the green is held, a few seconds before the pace car peels off, when gaps open on purpose — and after the green.
  • In a very small field — fewer than six cars lined up, or fewer than seven once the field runs double file — where there are too few cars to say what normal spacing is.
  • In a rolling-start formation. These calls belong to a caution.

A first call that has to wait for the radio is dropped if you have closed up by the time it could be spoken. A reminder never waits: if the radio is busy it is skipped, and the next one takes its place.

No lap count is ever spoken beyond “two to green” and “one lap to green”, and each only where iRacing shows a flag for it. iRacing gives no warning that a caution has been extended: any admin in the session can add a pace lap, and nothing says so until the lap you expected to be the last one simply is not. So the engineer never promises a count past the flag in front of him, and reports each extra lap as it happens, which is the only honest thing he can tell you.

Who you line up behind, and which lane, come from iRacing’s own caution order — the order the sim actually forms the field up in — rather than from the live race positions. The two can disagree for a lap or so after the caution comes out, and the caution order is the one that matches what you see out of the window. The position you are given on the last lap is the other way round: it is your race position, the same number your display shows, because the queue behind the pace car can put a lapped car ahead of you without it being ahead of you in the race.

  • “Yellow cleared.” no longer plays after a full-course caution. That line exists for a local yellow, which ends with no flag shown at all and so is the only way you learn the sector is clear. A caution ends with the restart instead, which is now called in its own right — so the all-clear no longer lands a few seconds into the green. A yellow that stayed local still gets it, including one raised moments after a restart.
  • Your best-lap and position-change callouts stay quiet. A pace lap is not a lap time, and the running order freezing while the official positions catch up to it is not a position lost — both used to be announced as though they were. That covers the lap that ends the caution too, which you complete a few seconds after the green. The position call on the last caution lap gives you your race position instead, once the order has settled.
  • The gap callouts and the every-3-laps race status stay quiet. Behind the pace car a gap opens and closes for reasons that have nothing to do with pace, and the order is frozen, so neither “We’re gaining on the car ahead.” nor your position every third lap would be news. The race status also skips the lap that ends the caution, which you complete a few seconds after the green, and the first lap after the restart is treated like the opening lap of the race — see Gap callouts. A local yellow quiets neither, and Session Info’s Gaps display keeps showing the live gaps throughout.
  • Pit open and pit closed calls are untouched. Every change is still announced: whether the pits are open is exactly what you need to know under a caution.
  • The start lights’ “Go, go, go!” no longer speaks at a restart. The restart has its own call now, and its own switch.

Eleven opt-ins live under Race Engineer Callouts → Caution in the Settings window, all on by default — listed in full below. The caution announcement itself keeps the existing Caution waving switch under Flags.

Per-toggle confirmations alone fall short when several services are queued back-to-back — only the most recent one is heard in full and you lose the holistic picture of what’s queued. The pit-service readback fixes that with a coherent recap at two key moments:

  • Pit entry — as you roll onto pit road the engineer reads the queued plan: “Don’t forget your limiter. We’re taking fuel, four tires, and cleaning the windshield.” The limiter pre-opener only plays when the limiter isn’t already engaged. When this fires is track-type aware: on a dirt oval iRacing usually teleports the car straight into the pit stall and skips the approach zone, so there the readback fires when the car genuinely drives onto pit road — a teleport or tow straight into the stall stays silent. On every other track type (road course, and anything not special-cased) behaviour is unchanged: the readback fires the instant the car enters the approach zone. Cars exiting the pits never trigger it, and there is no time delay involved.
  • Pit exit — a few seconds after you leave pit road the engineer plays a short “To confirm: …” recap of what was serviced. The settle delay keeps the line from colliding with the limiter callout that can follow pit exit.

The readback is composed from per-slot clips (opener, fuel, tires-or-compound, fast repair, windshield, closer) so the catalog stays bounded. While you’re still on pit road, toggling a service refires the readback so the recap reflects the latest plan — the running readback is preempted and replaced wholesale, distinct from the per-toggle confirmations which merge live.

When nothing is queued, the engineer plays a dedicated “Not changing tires, not refueling.” line instead of stitching a series of negatives.

The fast-repair line in both readbacks is damage-aware: the engineer stays silent about repairs on a clean car (regardless of whether you happened to queue fast-repair). When iRacing reports damage on the car, the readback speaks the appropriate line — “We’re doing fast repairs to any damage you might have.” if fast-repair is queued, or “We’re not doing fast repair.” as a heads-up if it isn’t. This stops the engineer blurting fast-repair status during routine green-flag stops while still flagging when you’ve forgotten to queue a repair on a damaged car.

A pit stop is the one moment iRacing tells you how your tires held up, and it tells you on a screen you are not looking at while you merge back into traffic. So after a stop the Race Engineer reads it out: once you have left pit road and the “To confirm: …” exit readback has played, he gives you the tread left on all four tires, front to rear, and then where the wear is heaviest:

“Tire wear at the pit stop: Left front: ninety-eight percent. Right front: ninety-nine percent. Left rear: ninety-nine percent. Right rear: ninety-nine percent. Wear is heaviest on the left front, inside shoulder.”

iRacing measures each tire’s tread in three zones across its width — the inside shoulder, the middle and the outside shoulder — and the number you hear for a tire is the lowest of its three, rounded to a whole percent and spoken with its unit, because the most-worn zone is the one that ends the tire’s life. The closing sentence names the tire and zone with the least tread left on the whole car; when that is the middle, it says so in its own words (“Wear is heaviest in the middle of the right rear.”). Inside and outside are named from the middle of the car, so the inside shoulder is always the edge nearer the car’s centerline, whichever side the tire is on. When every tire still reads one hundred there is no wear to point at, and the closing sentence is left out.

iRacing only updates tire wear while the car is in its pit box: the readings are taken as you arrive and do not change again until your next stop. So after a tire change the numbers describe the set that came off — a summary of the stint you just drove, which is what tells you whether the next stop needs tires at all, or only two. Without a tire change they describe the tires still on the car.

The report only follows a stop you drove into. Leaving the garage at the start of a session, or driving out after a tow or a reset into your box, says nothing — those tires have not run a stint. It works in every session type, practice included, where stint length is being judged, and stays silent while you are watching a replay or when iRacing gives no tire-wear figures for your car. If you drive back onto pit road before the exit readback comes due, that stop’s report is dropped along with it.

The report waits its turn behind the exit readback rather than talking over it. If a more urgent call — the spotter, say, as you rejoin traffic — is on the radio when they come due, both wait for it and then play in order, the readback first. A call that comes up while the readback is playing waits its turn too, and the report still follows. It has its own switch: turning off Pit exit readback does not silence it — the report then plays on its own, about four and a half seconds after you leave pit road.

One opt-in lives under Race Engineer Callouts → Pit Service in the Settings window, on by default:

  • Tire wear report — the four tread figures and the heaviest-wear sentence after a stop. Turning the Race Engineer master off silences it too.

Drivers focused on the racing line can miss small impacts — a tap on the wall, an inside-line bump. The Race Engineer fires a spoken heads-up the first time iRacing reports damage that requires repair, so you know to consider a pit stop without having to look away from the track. The callout fires once on each clean → damaged transition (after a short debounce window that filters frame-rate flicker), and re-fires after a repair if you pick up new damage later.

The heads-up waits its turn rather than being lost: if the spotter is calling a car alongside, or another call is on the radio, it plays as soon as its turn comes, even when the crash brings out a full-course caution and several calls are waiting at once (see When several calls come at once). When the same crash also costs you an incident, the damage heads-up never comes before the incident call: you hear the incident call first and the damage heads-up after it, with any caution calls in between, unless the incident call had to wait so long that it was skipped as too late. If the damage has been repaired by the time it would play, the engineer says nothing.

When iRacing charges you with an incident, the Race Engineer tells you what it saw and what it cost — one line per incident category, spoken a moment after the sim reports it (a quick multi-stage crash collapses into a single call with the worst outcome):

  • Off track — the track-limits nudge (“Watch the curbs.”) when four wheels leave the racing surface. No point count — you felt it.
  • Out of control — a composure line after a spin. No point count.
  • Contact (wall) — a light brush against the wall or an object. It carries no penalty points, so it is currently never announced (see below).
  • Collision (wall) — a proper wall hit, with the point count spoken: “That cost us two penalty points.”
  • Contact (car) — light car-to-car contact. No points, so currently never announced either.
  • Collision (car) — heavy car-to-car contact, with the point count spoken.

The engineer only names an incident your incident count can account for. iRacing reports the kind of incident and moves your count separately, a moment apart, and it also reports light contact that costs you nothing. So before he speaks, the engineer checks the kind against how far the count has moved over the incident so far: a fresh incident that cost you one point is an off-track, never a car collision — while an off-track that turns into a spin a few seconds later still escalates to two points, as iRacing scores it. A light car contact followed a second later by an off-track is announced as the off-track it was scored as. That is also why the two contact lines stay quiet: a contact is worth no points, so a count that moved was moved by something else.

The spoken count is the value iRacing actually scores for the incident — the Sporting Code value of the detected incident category, resolved per discipline, so heavy car contact is announced as four points on pavement but two points in dirt racing. iRacing scores a multi-stage crash as one incident that escalates to its worst outcome: go off track and end up in the wall a few seconds later and the whole thing is a single two-point incident, not one plus two. The engineer follows that model — each escalation announces the incident’s full current value, and a worse outcome that lands after an earlier stage was already announced corrects it, cutting the earlier line off mid-sentence if it’s still playing. If no matching count line exists for the active voice, the engineer describes the contact without naming a number.

An incident call waits for the radio instead of being lost. A collision with another car nearly always happens while the spotter is calling that car alongside, and a crash often brings a caution call in the same few seconds. The incident call plays once the spotter has said clear or the call in progress has finished, followed by the damage heads-up if the crash damaged the car. When the crash also brings out a full-course caution, the caution calls and the damage heads-up all play, one after another, and the incident call plays too unless the caution calls keep the radio busy for more than about ten seconds, in which case it is skipped as too late. If the incident escalates while its first line is still waiting, you hear only the escalated line, with the corrected point count. A call still waiting ten seconds after the incident is dropped, because by then it could be mistaken for news of a new one.

Once the car is in the box, iRacing’s status display tells you whether the crew is working, whether you’re parked correctly, and whether the queued damage repair is actually feasible. The Race Engineer reads each of those state transitions out loud so you don’t have to glance at the status box mid-stop:

  • In progress — the crew is working on the car (“Pit stop in progress.”).
  • Complete — service finished, ready to leave the box (“Done. Go.”).
  • Nothing to do — you stopped in the box with no service queued, so iRacing never reports the stop complete; the engineer releases you with the same “Done. Go.” If the radio is busy at that moment, the release waits its turn, and it is dropped if you have already driven out of the box. It follows the Complete checkbox.
  • Too far left / right / forward / back — positioning correction; line the car up so the crew can reach the wheels (“Car’s too far forward, back it up.”).
  • Bad angle — the car is parked at an angle the crew can’t reach properly.
  • Can’t fix that — iRacing has decided the queued damage repair won’t actually be performed this stop. This is the only iRacing-exposed signal that fast-repair / damage repair will fail, and it has no other audio surface.

The nine callouts share a single family so a positioning correction (e.g. “too far left” → “too far right” while you wiggle into the box) cleanly preempts the previous one without queueing. “Pit stop in progress.” waits a quarter-second after the crew starts and is skipped if nothing is being done by then, so a stop with nothing to do hears only the release. Other returns to the idle state are silent: once the crew has been working on the car, a stop that ends without iRacing reporting it complete — pulling away mid-service, for example — gets no release.

A positioning error is the one status that needs saying twice. iRacing announces it once — its own spotter says “You are too far forward, back up!” and then goes quiet — so a driver who backs up but stops with the wheels still short of the box sits there getting no service, with nothing to tell them they’re still in the wrong spot.

While one of the five positioning errors is still uncorrected, the Race Engineer therefore keeps nudging you with a short follow-up roughly every two seconds — “Still too far forward.”, “Back it up.”, “Back up, you’re too far.” — until the car is in the box or iRacing reports a different error. These are terse and deliberately have no radio beeps around them, since at that cadence the beeps would drown the words.

Four things keep it from becoming noise:

  • It goes quiet while you’re moving. As soon as the car is rolling — even at the inch-by-inch crawl a box correction takes — the repeats stop, because you’re already fixing it. They pick up again about half a second after the car comes to rest, if the error is still there.
  • A different error starts over. Over-correct from too far forward into too far back and you get the new error’s full call, spoken in the usual conversational form, and the repeat cycle restarts from there. A repeat never talks over that full call.
  • It stops when you leave the pit lane. Give up on the stop and drive out and the corrections stop with you — they’ll never follow you onto the track and start up again the next time you happen to come to a stop.
  • It won’t tell you something that’s stopped being true. Each correction re-checks how the car is actually parked in the moment before it speaks, so one that had to wait behind a longer message is dropped rather than telling you to back up when you’re already sitting correctly in the box.

The corrections also survive the plugin restarting mid-stop — an automatic Stream Deck update in the middle of a pit stop won’t leave you parked wrong in silence for the rest of it.

There is no separate setting for the repeats — they’re part of the same callout, so turning off e.g. Too far forward under Pit Service Status silences both its initial call and its follow-ups. In progress, Complete, and Can’t fix that never repeat: they state a fact rather than an error waiting to be fixed.

A few seconds after a practice or qualifying session starts — even if you’re still in the garage — the Race Engineer greets you by name and reads a short situational brief — “Ok, Niklas, it’s time to qualify. The pit speed limit is 80 kilometers per hour. Track temperature is 28 degrees, air temperature is 20 degrees, and the track is mostly dry.” The session-type line varies between practice and qualifying. The brief also fires when you connect into a practice or qualifying session that is already in progress.

Right after a session change iRacing can take a moment to report the track conditions, so the engineer waits for them — usually about 3 seconds, never more than 10. If a reading still isn’t available by then, the brief plays without it: a missing temperature is left out, and a missing track wetness becomes “Track conditions are still unknown.”

Units follow iRacing’s own display setting — metric drivers hear km/h and temperatures in Celsius, imperial drivers hear mph and temperatures in Fahrenheit. A temperature is read as its figure and the word “degrees” in one breath, and the unit’s name isn’t spoken, and a reading below zero is read as “minus” (“minus four degrees”). The pit speed limit is rounded to the nearest whole unit before it’s spoken, and is only read out when it matches one of the known iRacing pit limits the engineer has a clip for — otherwise the pit-speed part of the brief is simply skipped rather than guessing a number.

In race sessions the session-start brief is suppressed entirely — the dedicated Race Start callout below takes its place.

A few seconds after iRacing changes to a race session — even if you’re still in the pit or garage — the Race Engineer greets you by name, reports your grid position, and reads the same temperature + wetness brief as the session-start callout (without the pit speed limit, since you already heard it during practice / qualifying). Like the session-start brief, it waits up to 10 seconds for iRacing to report the track conditions, then plays with whatever is known.

  • P1 — “Time to race, Adam. Starting from pole. Well done. Track temperature is twenty-eight degrees, air temperature is twenty degrees, and the track is mostly dry.”
  • P2..P64 — “Time to race, Niklas. Qualifying put us to P seven. Track temperature is thirty-two degrees, air temperature is twenty-four degrees, and the track is dry.”
  • Position unknown or above P64 — the grid-position clause is skipped entirely; the engineer still speaks the greeting and conditions.

In a multi-class race the grid position is your class grid slot, not your overall qualifying rank — so a GT3 racer who qualified P15 overall but third in class hears “Qualifying put us to P three,” and leading your class off the line plays “Starting from pole.” This matches how the rest of the race callouts focus on your class.

Because the callout fires off the session-change event, it arrives in time to be useful during grid prep — even if you sit in the garage. Practice and qualifying sessions get the same treatment from the session-start brief above, which fires the same way at session start.

Right after the qualifying or race intro, the Race Engineer adds a quick “double-check your setup” nudge when the loaded setup’s name looks wrong for the session — “Our setup name suggests that we’re on a race setup. Please double-check.” in qualifying, or “Our setup name suggests that we’re on a qualifying setup. Please double-check.” in a race. It’s an easy, costly mistake to line up for the race still trimmed out on the qualifying setup (or qualify on a heavy race setup), and a name-based heads-up catches it before it matters.

This is a heuristic on the setup name only — it never reads the setup’s actual contents and never changes anything, so it only ever asks you to verify. Matching is done by two case-insensitive regular expressions you can edit under Setup Warning Patterns — one applied during qualifying (default flags a race-looking name), one during a race (default flags a qualifying-looking name). By default a word is matched when it’s bounded by the start or end of the name, a space, a period, a hyphen, or an underscore, so qualifying.sto, Q.spa, quali-fast, and VRS_quali_v2 all match while race.sto and baseline don’t. Each pattern has a Reset to default button, and if you enter a pattern that isn’t valid regex the Settings window shows a warning banner and the callout is simply skipped until you fix it.

Toggle the whole feature from Race Engineer Callouts → Setup Warning. It fires once at session entry (a mid-session setup reload doesn’t re-trigger it), and practice sessions never warn.

A couple of seconds after you cross the start/finish line, the Race Engineer announces your lap time if you just set a new personal best — “That was your best lap yet. One minute, twenty-three point four seconds.” The first valid lap of a session uses a different intro since there’s no prior best to beat — “That lap was one minute, twenty-three point four seconds.”

Sub-1-minute laps skip the minute clip — “That was your best lap yet. Thirty-four point eight seconds.” The lap time is announced to one decimal place (rounded to the nearest tenth). Lap times of 11 minutes or longer stay silent — the engineer never speaks a partial readout, and the minute-clip range stops at 10 for now. The minute coverage will expand in follow-up releases.

On the final lap of a race the best-lap callout is suppressed — the race-end result takes the floor instead. It is also silent while a full-course caution is out, and for the lap that ends one, which you complete a few seconds after the green: a lap behind the pace car is timed like any other, so without that it could be announced as your best yet at forty-odd seconds.

When you pick up an incident during a qualifying lap — an off-track, contact, anything iRacing counts — the Race Engineer tells you that the lap is gone: “This lap will be invalidated.” In a lap-limited qualifying he follows up with how many attempts remain after this one:

  • Out of laps — “We’re out of qualifying laps, so that’s it for now.” (the incident happened on your final counted lap)
  • 1–5 laps left — a per-count line with its own encouragement, e.g. “One lap left. Make sure to have a flying start for the last lap.” or “Two laps left. Take a breath, reset, and go again.”
  • 6 or more — “We still have plenty of laps left. Take your time to settle in.”

In a time-limited qualifying only the core line plays — a lap count would be meaningless there.

Multiple incidents on the same lap collapse into a single callout. The engineer also stays quiet on laps that aren’t timed attempts: the out-lap (and any lap that started from pit exit), and the extra laps after your counted attempts are done — in a lap-limited qualifying iRacing lets you keep circulating once your attempts are used up, but an incident there invalidates nothing, so nothing is announced.

On a counted lap this line takes the place of the ordinary incident call for the same incident, so you never hear both. Like the incident call, it waits for the spotter or a call in progress to finish rather than being lost; if you have already crossed the line onto your next lap by then, it is dropped, since it would describe the wrong lap.

Toggle it from Race Engineer Callouts → Qualifying → Lap invalidated. Race and practice sessions never fire this callout.

After each completed lap in qualifying or race, the engineer announces your current position when it changed since the previous lap.

In qualifying the wording follows the standings-after-lap-time model: “That puts us to pee three.” on a gain, “We’re currently pee five.” on a loss. The engineer also speaks the status line on a slow lap where position holds, and an improvement to P1 gets a dedicated “That puts us on pole.”

In race the wording is always “We’re currently pee N.” regardless of direction — race standings come from overtakes and pit stops, not lap times, so “that puts us to” reads wrong there. The pole call doesn’t apply in race either. The every-3-laps race-status callout below handles hold-position updates, and the final lap stays silent so the race-end result has the floor. Practice and test sessions stay silent entirely.

When iRacing flags the just-completed lap as invalid (track-limits cut, pit-lane violation, etc.) the engineer prefixes the readout with “That lap didn’t count.” and always uses the “currently” framing — “That lap didn’t count. We’re currently pee five.” — so you know the time was thrown out. The invalid-lap prefix overrides the pole and “puts us to” branches even if standings shifted on paper from other drivers’ laps.

The callout is silent while a full-course caution is out, and for the lap that ends one, which you complete a few seconds after the green. The running order freezes under yellow and iRacing’s official positions then catch up to it, which used to read as a handful of places changing hands on a lap where nobody passed anybody. The caution’s own position call, on the last lap before the green, gives you your race position instead, by which time the order has settled.

During race sessions, the Race Engineer announces your current position every 3 laps as long as your position holds — “We’re currently pee five.” The lap counter resets every time your effective position changes, so a gain or loss restarts the cadence cleanly. When you’re running first, you get a dedicated line — “We’re still leading the race. Keep it up.” — instead of the generic status. In a multi-class race this tracks your class position, so leading your class plays “We’re still leading our class. Keep it up.”

The status is suppressed on the final lap; the race-end callout speaks the result there instead. Qualifying, practice, and test sessions stay silent — the qualifying position-change callout already covers those.

The status is also silent while a full-course caution is out, and for the lap that ends one, which you complete a few seconds after the green. The order is frozen behind the pace car, and the caution’s own position call, on the last lap before the green, gives you your race position. A caution does not restart the three-lap count: a status that would have fallen on a caution lap is skipped, and the next one comes three laps later.

When you cross start/finish under the checkered flag in a race session, the Race Engineer greets you by name and speaks the result once per session:

  • P1 — “Niklas, we won! We won! Well done. Amazing job. You deserved this win.”
  • P2 — “Niklas, that’s second place. Very well done.”
  • P3 — “Niklas, we made it to the podium. We’re third. Well done.”
  • P4 and below — “Niklas, the race is over. The final result for us is pee seven.”

In multi-class series the engineer reads your class position, not the overall — winning your class always plays the “we won!” line even if you crossed the line behind faster cars from another class. Disabling this in the Settings window silences only the final-result line; the periodic status callout above remains independent.

Mid-race position swaps fire as they happen, in two parts: a reaction, then the current position. When you pass someone and hold the new spot for about three seconds, the engineer reacts — “Nice pass.” — and then, a beat later, reads your position — “We’re currently pee five.” Taking the lead gets a single dedicated line instead — “Nice pass! We’re now leading race. Let’s keep it that way!” — with no position follow-up (it already says you’re leading). When someone passes you and the new (worse) spot sticks for the same window, the engineer says “Come on, Niklas. Don’t give up positions like that.” and then “We’re currently pee five.”

The position in that second part is read from live telemetry at the moment it’s spoken, so it’s accurate even if you’ve gained or lost another spot in the second or two since the pass settled. Every “We’re currently P[n]” line works this way — the mid-race overtake readout, the per-lap position update, and the every-3-laps status all read your live position when they speak. The position is announced on every overtake — in a sustained battle you’ll keep hearing where you are, even when the reaction catchphrase is throttled.

The catchphrase itself (“Nice pass.” / “Come on…”) has its own 20-second per-direction cooldown so it doesn’t repeat on every pass — make three passes in quick succession and you’ll hear “Nice pass.” once, then just the position on the next two. Taking the lead is exempt: that line always plays. A separate 20-second cooldown stops the per-lap and every-3-laps position updates from piling on right after an overtake already told you where you are.

The engineer stays quiet about a swap that wasn’t a clean racing move. The whole callout — both the catchphrase and the position — is suppressed when:

  • a car is alongside (the proximity radar shows someone immediately left or right) — wheel-to-wheel, the position is unstable;
  • you’re off-track, crawling below 50 km/h, or on pit road — you weren’t racing for that spot;
  • you just had an incident (within the last 10 seconds) — the drop or gain is a consequence of the moment, not a clean fight;
  • the race has already ended.

A 10 m physical-gap check on top of the three-second sustainment also filters the “clean but still side-by-side” case where the swap could easily reverse, and sim-glitch position jumps (more than three places in a single tick — a tow or teleport) are ignored.

In multi-class series the engineer reads your class position, not the overall — including the leader line: taking your class lead plays “Nice pass! We’re now leading our class. Let’s keep it that way!” (the overall-leader wording is reserved for single-class races). The gain and loss callouts have independent opt-outs in the Settings window — disable one without affecting the other.

Knowing who is diving into the pits is strategically valuable: it tells you when track position is about to change, whether to stay out or react, and when the leader has handed you the lead. In race sessions the Race Engineer announces when the drivers that matter enter the pits — the race leader, and same-lap competitors within two positions of you. The wording follows the car’s relation to you: “The leader is pitting.”, “The car ahead is pitting.”, “The car behind is pitting.”, and for a car two positions away, “The car in, P4, is pitting.” — the position number is read live at the moment the line is spoken, from the same live race order the position callouts use. In multi-class races everything is read in your class: only class rivals are announced, and “the leader” means your class leader.

The trigger is the car entering the pit-approach zone (the same track-surface state your own pit-entry readback uses), so the call lands as the car commits to pit entry — earlier than waiting for it to be on pit road. Cars three or more positions away, lapped cars, and cars far ahead (other than the leader) are never announced, and each car announces at most once per stop.

On ovals, a full-course caution can send half the field down pit road at once — enumerating every car would be unbearable. When three or more eligible cars enter the pits within a short window, the engineer collapses the calls into a single “And it seems there are other cars pitting as well.” after the first two individual announcements, then stays quiet until the rush is over. The leader is always announced individually, even during such a pit train (and ahead of same-moment pit entries).

Nothing is announced in practice or qualifying, before the green flag, or while watching a replay. Two opt-ins live under Race Engineer Callouts → Opponent Pits, both enabled by default — see the opt-in list below.

iRacing flags other cars for the same penalties you can pick up yourself, and hearing about a rival’s is often as useful as hearing your own: a black flag or a slowdown explains why the car you are fighting is about to lose time. In race sessions the Race Engineer announces four penalty flags on other cars (the slowdown, which iRacing shows as a furled black flag, the black flag, the meatball for mandatory repairs, and disqualification), but only for the cars you are actually racing: a car in your class and on your lap that is up to three positions ahead of you or directly behind you, and no further away in the race than your Opponent flag range (1 to 10 seconds, 3 by default). For a car ahead that has slowed right down, the distance is how soon you will reach it. A flagged car of another class, a lapped car, a rival further up the road than your range, or a car on pit road, in its pit box or heading into the pits is never announced, and nothing is announced while you are in the pits yourself. If a flagged rival closes into range later, you widen the range, or you rejoin the track with a flagged rival in range, the call comes then.

The engineer names the car by its number so you can find it on the timing screen: “Car 42 ahead has a slowdown penalty.”, “Car 42 ahead has a black flag. They’ll be serving a penalty.”, “Car 42 ahead has the meatball flag. Expect them to be slow.”, “Car 42 behind has been disqualified.” A car number the voice has no recording for is skipped rather than half-spoken. A black flag is only announced once it has stayed up for three seconds, and a slowdown once it has stayed up for one, so a flag that flickers on and straight back off says nothing. A car carrying several flags at once gets one call, for the worst of them: disqualified, then black flag, then meatball, then slowdown.

Each car only announces once per flag until that flag actually drops, and once a flag has been announced about a car it won’t repeat about that same car and flag for at least 30 seconds. A worse flag on a car that is still carrying an announced one always gets through: it is news about that car, with its own cooldown, and it plays individually even while a burst has collapsed into the combined call below. A lesser one stays silent. A slowdown that becomes a black flag counts as a new flag rather than a second one: it is announced after its three seconds like any other black flag, so during a burst it folds into the combined call.

As with opponent pits, a burst of flags — a full-course caution catching out several cars at once — collapses into a single “Several cars around us have penalty flags.” once a third distinct car joins the rush in quick succession (one car collecting several flags never counts as “several cars”), then stays quiet until the rush has been over for about 12 seconds. Only flags you’ve left enabled ever count toward, or are described by, the combined call.

Nothing is announced in practice or qualifying, before the green flag, after the race finishes, or while watching a replay. Four opt-ins live under Race Engineer Callouts → Opponent Flags, all enabled by default — see the opt-in list below.

In race sessions the Race Engineer watches the time gaps to the cars one position ahead and behind you in your class standings — the same crossing-time measurement as Session Info’s Gaps display. What he says is decided by relevance, not by raw change: the question he keeps asking is will this development actually reach us, and how soon? The trend calls (closing in, breaking away) read how the gap has changed over the last lap, measured at the same point on track: the gap now against the gap a lap ago at this corner. That is checked continuously, mid-lap, with no waiting for the start/finish line, and because it compares like with like, a rival who is quicker down the straights and slower through the hairpins does not read as escaping or catching when the lap-to-lap gap is holding. The price is that a trend call needs a full lap of racing history with the same car. The opening lap doesn’t count, because gaps there are distorted by the start, so the first trend call can come on lap 3. After anything that breaks the measurement (a neighbor change, a pit stop by either car, a car leaving the track, a tow, or a stopped car), it takes another full lap before the next trend call. A full-course caution breaks it too, and the first lap after the restart doesn’t count either, because a restart bunches the field up just as a start does, so after a caution the first trend call can come on the third lap under green.

  • Closing in (either side) — with a sustained closing rate, the engineer projects when contact would happen (the gap divided by how fast it’s shrinking). The first call comes when that projection drops inside roughly 8 laps, and never for a catch that would only complete after the race ends — someone eating 2 seconds a lap out of a 30-second gap with 5 laps to go stays unmentioned. A rival steadily grinding down a 10-second gap does get called: “The car behind is closing in on us.” / “We’re gaining on the car ahead.” As the situation develops, he follows up roughly each time the projected laps-to-contact halve, so the calls naturally get more frequent as it gets serious. Once the threat fades (they stop closing), the episode resets.
  • Breaking away — escaping a battle is announced once, as it happens: a small gap (up to ~10 seconds) being opened hard (half a second per lap or more) fires “We’re pulling away from the car behind.” / “The car ahead is pulling away from us.” once the gap has grown at that rate over a lap. Stretching an already broken gap is never news: opening 30 seconds into 36 says nothing. A new breakaway is only announced again after the first one is over: the pair is back in battle range (under ~5 seconds) and the gap is no longer growing by more than about a quarter of a second a lap.
  • Threshold crossing — a gap first drops under your alert threshold (0.5–3 s, default 1.0 s): “We’ve caught the car ahead.” / “The car behind is right with us.” Each crossing announces once; it re-arms only after the gap has opened about half a second beyond the threshold again, so a nose-to-tail battle doesn’t repeat the alert every corner.

When the live gap is under a minute, the engineer follows the line with the number — “Gap is one point five seconds.” — read at the moment it’s spoken, not at the moment the event fired. If the call was queued behind another one and you have swapped places with that car in the meantime, he gives you the line without a number rather than reading a different car’s gap.

The engineer keeps quiet when there’s nothing worth saying: a shared cooldown (1–360 s, default 30) spaces all gap callouts; a consistency gate (0–10 s, default 1.5; set it to 0 to turn the gate off and hear every development) requires each new call about the same car to agree with the story so far — “closing in” only once the gap is down that much from its highest point since the previous call, “pulling away” only once it’s up that much from its lowest — so a hovering gap can’t ping-pong and a sector where your rival is always briefly quicker can never fake “they’re catching us” while the gap is actually growing; on the opening lap the engineer assumes the grid put your neighbors about 0.7 s away — being close off the start is expected, so nothing (including “right with us”) is announced until a gap has genuinely moved from that spacing, and on the first lap after a restart from a full-course caution a “caught” or “right with us” call waits the same way, until the gap has genuinely closed from where it stood, because the field is still sorting itself out; and a stability guard ignores telemetry glitches — a gap reading only counts toward a callout after it has evolved plausibly for a fraction of a second, so a frame or two of bad data can never fire a call; nothing is announced about a neighbor a lap or more away, while either car is on pit road or off track (a rival serving a pit stop is not a battle), while a full-course caution is out (behind the pace car a gap opens and closes for reasons that are not pace), during messy moments (a car alongside, you’re crawling, a recent incident), or after the race has ended. A neighbor change — someone pits, you get passed — resets the measurement so the trend never mixes two different cars.

Both callouts are individually toggleable under Race Engineer Callouts → Gaps, enabled by default, with the threshold and cooldown sliders right below them.

As you drive down pit road toward your box, the Race Engineer counts the remaining distance down so you know exactly when to stop without overshooting the stall: “Five… four… three… two… one… pit now.” The marks are spoken by distance to the box — five at 120 m, four at 100 m, three at 80 m, two at 60 m, one at 40 m, and “pit now” at 20 m remaining — so the count tracks your approach regardless of pit-lane speed.

The box location comes straight from iRacing (DriverInfo.DriverPitTrkPct), so the count-in works on your very first stop of a session — no need to have visited the box before. Each mark is spoken once per pit-road visit and the count resets when you leave pit road, so a second stop counts down again. If you join pit road already within range, only the marks still ahead of you are spoken, and once you’ve passed the box the count stops. The six marks share a pit-box family, so a quick approach that crosses two marks in close succession cleanly preempts the in-flight clip.

The count-in fires whenever you’re on pit road approaching your box, so it isn’t tied to having requested pit service — a drive-through will count down too.

Go over the pit lane speed limit and a short tick starts repeating, about three times a second, for as long as you’re over it — a beeper, like a road car’s over-speed chime. It stops as soon as you’re back at or under the limit, with the beep already sounding allowed to finish; a brief hold keeps a momentary dip across the limit from chopping the tone into pieces. Sitting right on the limit is silent, and you never have to drive under it to earn quiet. Unlike everything else the engineer says this isn’t a spoken line and it doesn’t wait its turn on the radio: it plays straight away, because a warning that arrives after the penalty is no warning at all.

Driving without the pit limiter, it starts the moment you exceed the posted limit, with no grace margin. That is deliberate: you are the one holding the speed, so the tick has to tell you the instant you drift over — if you’re hearing it you are genuinely over.

With the pit limiter engaged, it allows about 0.3 km/h before it speaks. The limiter parks your car right on the limit rather than under it, and while it’s holding you there you have nothing left to do about it — you can’t lift, the car is already doing the only thing available. A tick in that situation would be nagging about something you’ve already handled. It still sounds if a limiter car is genuinely speeding, so a limiter that isn’t holding is not silently ignored.

The cue fires on every car, whether or not yours has a pit limiter. Pit-road speeding penalties apply to everyone, and a car with no limiter is the one whose driver has no dashboard cue to fall back on.

It also starts if you’re already speeding when the engineer starts listening — reconnecting to iRacing, or the plugin restarting mid-session after a deck software update. The tick describes what your car is doing right now rather than announcing a moment that has passed, so there’s no sense in which it can be “too late to mention”.

Two things are worth knowing about how it’s mixed. The tick plays on the same channel as the Radar proximity ticks, so it follows your Radar volume — turning radar volume to zero silences this too. And it doesn’t duck under spotter calls: if a car pulls alongside while you’re speeding on pit road you’ll hear both, which is deliberate, since both are telling you something you need at that moment.

Stay over the limit and the tick is joined by a spoken line. The tick is the reflex signal — it tells you that you are over — and the line is the escalation that tells you what to do about it. What it says depends on the car, because the remedy does:

  • A car with a pit limiter hears “You are speeding. Slow down.”
  • A car without one hears “Over the limit. Lift.”

A limiter car is almost always speeding because the limiter is off, so the useful instruction is to reach for the button. A car with no limiter has no button to reach for and has to lift instead. The line is chosen from whether your car has a limiter at all, not from how it is behaving, so neither one reaches the car it was not written for.

The tick itself is unchanged and still sounds on every car — the spoken line rides on top of it rather than replacing it.

Three opt-ins in the Settings window cover pit-road speeding, all on by default:

  • Race Engineer Callouts → Pit Speeding → Pit road speeding — the repeating tick. Turning it off silences the cue entirely.
  • Race Engineer Callouts → Pit Limiter → Speeding (limiter car) — the spoken line on cars that have a limiter.
  • Race Engineer Callouts → No Pit Limiter → Speeding (no limiter) — the spoken line on cars that do not.

Turning the Race Engineer master off silences all three.

Speeding is only half of what can go wrong with a pit limiter, and what the engineer can usefully say about it depends on whether your car has one at all. So these callouts come in two groups that never both apply — the plugin checks for the limiter control itself rather than inferring it from how the car is behaving, and stays quiet when it cannot tell.

Three reminders, one for each state worth flagging:

  • Limiter off on pit road — a couple of seconds into pit road and the limiter still is not on: “The pit limiter is off. Please, turn it on.” This is deliberately the second thing you hear about it. The pit service recap already nudges you as you arrive; this follows only if that went unheeded, and engaging the limiter in the meantime keeps it quiet. Like the reminder above it waits for the radio to clear if something else is playing, and re-checks when it speaks.
  • Limiter dropped — it was on and has come off again while you are still between the cones: “Your limiter dropped. Turn it back on.” This is worded differently from the one above on purpose: “dropped” tells you it was engaged, which changes what you go looking for.
  • Limiter still on after pit exit — a moment after you rejoin the circuit the limiter is still engaged, quietly capping your speed: “Limiter’s still engaged. Switch it off.” The check happens about a second and a half after you leave pit road, and it re-reads the car at that point rather than at the moment you crossed the line — so switching the limiter off on your way out is silent, as it should be. If the engineer is mid-sentence when it comes due — and leaving the pits usually means he is, since he calls you out of the pit lane — the reminder waits its turn and follows, rather than being lost. It re-checks once more when it actually speaks, so a limiter switched off while it waited stays silent too.

These are the lines that would be nonsense on a car with no limiter, which is exactly why they are gated on having one.

A car with no limiter has nothing holding it under the limit and no dashboard cue to glance at, so instead of limiter reminders it gets the number itself on the way in:

“Pit entry. Mind the limit. The pit speed limit is sixty kilometers per hour.”

The second half of that line is literally the session-start briefing clip — the same recording of the limit, in the same units, rather than a second wording of the same fact. At a track whose limit has no recorded number the callout plays its opening line and stops there rather than reaching for a nearby one, so you may hear only “Pit entry. Mind the limit.”

It plays as you head into the pit lane (on most tracks a few seconds before the speed line), at the same moment as the pit entry readback. The reminder speaks first and the readback follows it. When your car is placed straight into its pit stall (clicking Drive, a tow, or a reset), you have not driven in, so the reminder stays silent.

Every callout in both groups is individually switchable under Race Engineer Callouts → Pit Limiter and → No Pit Limiter, all on by default.

In race sessions the Race Engineer estimates how many full laps of fuel you have left and calls the count out once per lap, around the middle of the lap: “We’re estimating that we have about 3 laps of fuel left after completing this lap.” The count means full laps after you finish the current one, so when the tank won’t cover another full lap the engineer switches to the dedicated “Box this lap for fuel.” call.

The estimate comes from the same validated fuel-consumption tracker as Session Info’s Laps to Empty display — clean laps only, no out-laps, in-laps, tow laps, or refuel laps polluting the average — so the spoken number tracks what the display shows. On top of that, a configurable safety margin (0–3 laps in 0.1 steps, default 0.3) is subtracted before the count is derived, making the spoken estimate deliberately conservative: with the display reading 3.05 laps and the default margin, mid-lap you’ll hear “about 2 laps”. The engineer stays silent until the tracker has at least one clean lap to average.

Each count announces at most once per stint, and only on the way down — saving fuel and raising the estimate never re-announces a higher count, and a count already spoken stays spoken. When the estimate drops several counts between laps you hear only the current one, never a stale burst. A refuel re-arms every count for the new stint. The eleven callouts share a fuel family, so a fresher count cleanly preempts one still playing; the 1-lap warning and the box call are treated as must-hear (they cut lesser chatter mid-sentence), 2–3 laps rank with the safety callouts, and 4–10 laps are ordinary commentary.

The engineer also stays quiet when refueling wouldn’t help — and says so, once. When the estimate covers what’s left of the race, no count is announced; instead, once the race is inside its last 10 laps and the tank covers them with at least a lap to spare, you hear a one-time “We have enough fuel to finish the race. No need to box for fuel.” confirmation, which stays latched until a refuel or a later real warning re-opens the fuel callouts. A tank that only just covers the distance stays silent both ways — no warning, but no promise either at the estimate’s precision. (In a race of 10 laps or fewer the confirmation effectively becomes a strategy brief near the start: no fuel stop needed.) The consumption and lap-time averages behind all of this exclude caution laps, so slow laps behind the pace car can’t skew the estimate toward a false all-clear. This works in every race format: a lap-limited race compares the count against the laps left, a timed race estimates the laps still to run from the session clock and recent lap times — yours for your pace, the leader’s for when the race actually ends, since the clock expires on the leader’s race — and a race with both limits uses whichever ends the race sooner. The reassurance re-arms after a refuel, and if a consumption spike later shrinks the estimate below the race distance the warnings come back (coverage is re-evaluated every lap — suppression never eats a genuine emergency), followed by a fresh reassurance if you save your way back to coverage. Everything only suppresses on a positive “the fuel covers the race” determination: if neither the lap count nor the clock and lap times can be read, the callouts keep coming.

Your own final lap and everything after the checkered are always quiet, though, even when the estimate says the tank is short: at that point the estimate isn’t precise enough to tell a real shortage from a scare, so the engineer leaves the last lap to you. The final-lap silence latches when you take the white flag and holds even if a caution replaces the white mid-lap — but a new green flag (overtime, or a restarted race) re-opens the fuel callouts, so an extended race never goes without its warnings.

Which counts you hear — and the reassurance — is configurable per callout under Race Engineer Callouts → Fuel — see the opt-in list below.

When you’re learning a track, coaching videos, setup guides, and community references name corners — “brake later into Eau Rouge” — rather than cite distances. In practice and test sessions the Race Engineer announces each named corner as you approach it: just the bare name — “Eau Rouge.”, “Turn five.” — timed to land before the corner, not in it. The lead scales with your speed: the call fires when your projected position a configurable number of seconds ahead (default 1 second, tunable 0–5 s under Race Engineer Callouts → Corner call lead) crosses the corner’s entry marker, so a fast approach announces earlier down the road than a slow one. Keep the lead short — through a sequence of consecutive corners a long lead blurs the calls together; a fresher corner always preempts one still being spoken.

Names are spoken the way a local would say them: Brünnchen and Südkurve in German, Acque Minerali in Italian, Château d’Eau in French, and so on for Dutch, Spanish and Portuguese names.

Each corner announces once per lap. Resetting to the pits or getting towed starts a fresh run — the corners announce again on your next pass. Nothing is announced while you drive down pit road, in race or qualifying sessions, while watching a replay, or when you’re out of the car.

Corner data © 2025 Lovely Sim Racing (lovely-track-data, modified: pruned and normalized for iRaceDeck), corner names by Racing Circuits — CC BY-NC-SA 4.0, used with permission — thank you! The dataset covers roughly 68 iRacing track configurations with named turns; tracks outside it simply stay silent, and dataset updates ship with plugin releases.

Two opt-ins live under Race Engineer Callouts → Corner Names — the corner-name announcement itself and the toggle acknowledgment, both enabled by default — see the opt-in list below. The Pit Crew action’s Corner Names mode flips the announcement setting from a deck key, with a spoken confirmation.

The Race Engineer voices spoken side-awareness as cars come and go alongside you — “Car left.”, “Two cars right.”, “Three wide.”, a de-escalation “One car left.”, combined swaps like “Clear right. Car left.”, and a final “Clear.” — plus a short repeating “Still there.” reminder for as long as a car stays beside you. This is a Race Engineer voice callout family (like flags, position, or lap time), not a separate Stream Deck mode or button: it’s gated by the Race Engineer master (the Race Engineer Toggle button) plus two Settings window opt-ins, both on by default. With the engineer off, the spotter is silent.

The wording adapts to the track. On a road course (no track rotation) the calls use left/right. On an oval the engineer uses inside/outside, derived from WeekendInfo.TrackDirection — a left-going oval makes your left “inside”, a right-going oval reverses it. You don’t configure this; it follows the loaded track automatically.

A proximity call is always heard, immediately: when a car pulls alongside (or the picture changes — a second car arrives, sides swap, it goes three wide), the call cuts whatever the engineer is saying mid-sentence, no matter how important — even a meatball or fuel-critical line loses the microphone to “Car left.”. Critical calls aren’t lost, though: a meatball, fuel-critical, or start-gantry line that gets cut (or that arrives while a spotter call is speaking) plays again as soon as the proximity call ends. The informational lines (“Clear.” and the “Still there.” reminder) are politer: they interrupt routine chatter but never cut a critical call — or a proximity call still being spoken.

While a car is alongside, the spotter also holds an exclusive focus on the engineer’s Voice bus, so routine chatter (lap times, position updates, pit recaps) is held back to keep the channel clear — but safety-critical flag callouts still break through. The moment the car clears, the floor releases and any held chatter resumes.

“Clear” is buffered so it doesn’t stutter when a car sits right on the detection boundary. Instead of calling clear the instant the proximity signal blinks off, the spotter waits until the car has actually pulled away — the gap to the nearest car (computed from each car’s lap-distance and the track length) has to grow by about half a metre before “Clear” plays. If a car somehow separates purely sideways so that gap never grows, a short timeout clears anyway.

The spotter reads the same proximity signal as the Radar mode but is otherwise independent: Radar is the non-vocal proximity tick on the Alerts bus, the spotter is a spoken voice call on the Voice bus. Run either, both, or neither — with both enabled you’ll hear a tick and a spoken call when a car pulls alongside.

Two callout opt-ins live under Race Engineer Callouts → Spotter in the Settings window, both on by default, plus one timing setting:

  • Announce cars around you (calloutEnabledSpotterCars) — every transition call (car / two cars / one car / three wide / clear / combined). Turning this off silences the spoken calls while leaving the focus gate and the “still there” reminder logic intact.
  • Repeat reminder while alongside (calloutEnabledSpotterStillThere) — the “Still there.” / “Hold your line.” loop that repeats for as long as a car stays beside you.
  • Reminder interval (s) (spotterStillThereSeconds, 1–10, default 3) — how often that reminder repeats. Read live, so a change takes effect on the next reminder without a restart.

Besides the calls it makes on its own, the engineer reads out a figure when you ask for it: press a Session Info key showing fuel used last lap, average fuel per lap, track temperature or air temperature, and the engineer says the value the key shows. It is switched per key with Speak value on press, not under Race Engineer Callouts — see Speak value on press.

Race Engineer Callouts (per-subject opt-in/out)

Section titled “Race Engineer Callouts (per-subject opt-in/out)”

Some sessions throw the same flag over and over — debris that goes on/off every lap, rolling local yellows in a busy multi-class race. The Race Engineer Callouts section on the Settings window’s Race Engineer tab lets you switch off any individual callout while keeping the rest. The choice is plugin-global (every Pit Crew button agrees) and takes effect live: unchecking a callout stops new ones of that subject on the next event, but does not cut a callout already playing.

Under Flags, all 21 flag callouts are toggleable, all enabled by default:

  • Yellow (local), Yellow (full course), Yellow waving (local), Caution waving, Yellow cleared
  • Green, Blue, White, Red, Black
  • Disqualify, Furled, Furled cleared, DQ scoring invalid
  • Crossed, Green held, Ten to go, Five to go
  • Checkered, Debris, Meatball

Disabling a flag also disables its preemption — a disabled callout can’t interrupt one already playing. When Meatball is disabled, no meatball callout fires; the flag itself is still active in iRacing and you’ll still see the on-screen indicator.

Under Start Lights, two callouts are toggleable independently, both enabled by default (see Start Lights above for the full behavior):

  • Start lights — the get-ready line (standing starts) and the go line (the start of the race). Disabling silences both without affecting the numeric countdown. A restart after a full-course caution is not covered here — it has its own Restart switch under Caution below.
  • Start countdown — the four numeric marks (ninety / sixty / thirty / ten) spoken during the standing-start countdown window. Disabling silences the numbers without affecting the gantry lines.

Disabling either does not affect the other. On a rolling start only the go line applies; the rest of the lead-in comes from the Rolling Start callouts below and the Green held flag callout.

Under Rolling Start, three callouts are toggleable, all enabled by default (see Rolling Start above for the full behavior). They only ever fire in a race, while you are live in the car, during the formation of a rolling start:

  • Pace car moving (calloutEnabledRollingStartPaceCar) — the pace car pulling away, with the car you form up behind and, on a double-file oval, your lane.
  • One lap to green (calloutEnabledFlagOnePaceLapToGo) — the last pace lap of a two-lap formation, with the car ahead and the lane. This is the switch that used to be One pace lap to go under Flags: the row has moved and been renamed, and it keeps the value you had.
  • Car ahead changed (calloutEnabledRollingStartLineupChanged) — the car you form up behind has changed during the formation. Separate from the Caution switch of the same name.

Under Opponent Pits, two callouts are toggleable, both enabled by default (see Opponent pit entries (races) above for the full behavior):

  • Leader pitting (calloutEnabledOpponentPitLeader) — the race/class leader entering the pits.
  • Nearby competitor pitting (calloutEnabledOpponentPitNearby) — same-lap cars within two positions of you (ahead / behind / numbered), including the aggregate “other cars pitting as well” call.

Under Opponent Flags, four callouts are toggleable, all enabled by default (see Opponent penalty flags (races) above for the full behavior):

  • Slowdown (furled black flag) (calloutEnabledOpponentFlagFurled) — a slowdown penalty on a car that matters to you.
  • Black flag (calloutEnabledOpponentFlagBlack) — a black flag on a car that matters to you. (The combined “several cars around us have penalty flags” call isn’t tied to any one of these toggles — it only ever describes flags you’ve left enabled.)
  • Meatball (repairs) (calloutEnabledOpponentFlagMeatball) — a meatball (mandatory repair) flag on a car that matters to you.
  • Disqualified (calloutEnabledOpponentFlagDisqualify) — a disqualification on a car that matters to you.

Below the four checkboxes, Opponent flag range (s) (opponentFlagRangeSeconds, 1 to 10 seconds, default 3) sets how close in the race a car in your class has to be, ahead or behind, before its flag is announced. A change applies to the next call.

Under Pit Service, four callouts are toggleable independently:

  • Pit entry readback — the “Don’t forget your limiter. We’re taking fuel, …” recap that fires as you roll onto pit road (and refires on any toggle while you’re still on pit road).
  • Pit exit readback — the “To confirm: …” recap that plays after a short delay once you’ve left pit road.
  • Tire wear report — the tread left on all four tires and where the wear is heaviest, read after a stop you drove into, right behind the exit readback (see Tire wear report above). Enabled by default.
  • Pit service requests — every per-toggle confirmation (fuel on/off, tire-set selection, compound switch, windshield-tearoff on/off, fast-repair on/off). Switching this off silences the engineer on every Stream Deck pit-service press while leaving the readbacks intact.
  • Autofuel changes (calloutEnabledPitServiceAutoFuel) — the four “Auto fuel is on/off…” lines spoken when iRacing’s autofuel is switched on or off, each naming the fuel request it leaves you with. Switching this off silences all four and keeps your own fuel toggles confirmed.

Disabling any one of the four does not affect the others.

Under Pit Service Status, eight callouts are toggleable independently — one per non-idle PlayerCarPitSvStatus value, all enabled by default:

  • In progress, Complete
  • Too far left, Too far right, Too far forward, Too far back
  • Bad angle, Can’t fix that

Disabling a status only suppresses future events of that subject; an in-flight callout completes naturally. Disabling all eight silences the in-stop status family while leaving readbacks, flag callouts, and damage heads-ups intact. Each of the four positioning statuses and Bad angle also covers its repeated correction — one checkbox governs both the initial call and the follow-ups. Complete also covers the release after a stop with nothing to do, since both are the same “Done. Go.” call.

Under Damage, one callout is toggleable, enabled by default:

  • Repair needed — the spoken heads-up the engineer plays the first time iRacing reports damage that requires repair (rising edge of EngineWarnings & (MandRepNeeded | OptRepNeeded)). Disabling this only silences the live damage callout; the pit-service readback’s damage-aware fast-repair line is unaffected.

Under Incidents, six callouts are toggleable — one per incident category, all enabled by default (see Incident callouts above for the full behavior):

  • Off track (calloutEnabledIncidentOffTrack), Out of control (calloutEnabledIncidentOutOfControl)
  • Contact (wall) (calloutEnabledIncidentContactWorld), Collision (wall) (calloutEnabledIncidentCollisionWorld)
  • Contact (car) (calloutEnabledIncidentContactCar), Collision (car) (calloutEnabledIncidentCollisionCar)

Under Session Start, one callout is toggleable, enabled by default:

  • Session start conditions — the greeting + situational brief (session type, pit speed limit, track and air temperature, track wetness) the engineer reads when a practice or qualifying session starts (a few seconds in, whether or not you leave the garage). Race sessions are covered by Race → Race start below — disabling this checkbox does not affect the race readout.

Under Race Engineer Toggle, one callout is toggleable, enabled by default:

  • Toggle on/off acknowledgment — the “Okay, going silent.” / “Roger, resuming communication.” line the engineer plays on every Pit Crew Race Engineer Toggle press. Disabling it keeps the toggle visually silent (only the button’s status bar and border indicate the new state).

Under Telemetry Connect, one callout is toggleable, enabled by default:

  • Confirm Race Engineer on telemetry connect — the “, radio check. Standing by.” line the engineer plays the first time iRacing telemetry starts flowing in a session. Also fires on a real reconnect (iRacing close + relaunch, transient SDK drop) but not on every telemetry tick. Gated on Race Engineer being enabled as well — if the master gate is off, no radio check fires regardless of this opt-in.

Under Lap Time, one callout is toggleable, enabled by default:

  • New best lap — the post-S/F announcement of your lap time when you set a new personal best (or complete the first valid lap of the session). Disabling this silences only the best-lap callout; future lap-related callouts will be independently toggleable.

Under Position, one callout is toggleable, enabled by default:

  • Position changed — the qualifying / race per-lap callout that fires when your effective position changes (improvement, worsening, or first-fix), plus the qualifying-only pole call and hold-position status. Disabling this silences only the per-change announcement; the every-3-laps race-status callout below stays independent.

Under Qualifying, one callout is toggleable, enabled by default (see Qualifying Lap Invalidation above for the full behavior):

  • Lap invalidated — the “This lap will be invalidated.” announcement (plus the laps-remaining tail) the engineer plays when you pick up an incident on a counted qualifying lap. Disabling this doesn’t change how iRacing scores the lap — it only silences the announcement.

Under Race, three callouts are toggleable, all enabled by default:

  • Race start — the greeting + grid-position + conditions brief the engineer reads a few seconds after the session changes to a race (“Time to race, Niklas. Qualifying put us to P seven. …”). Replaces the session-start callout in race sessions, so there’s no double-greeting.
  • Position status (every 3 laps) — the periodic “We’re currently pee five.” status (or “We’re still leading the race. Keep it up.” when you’re P1) the engineer reads every 3 laps while your effective position holds. Race sessions only.
  • Final result — the “Niklas, we won!” / “second place” / “podium” / “the race is over. The final result for us is pee seven.” line that fires once when you cross the line under the checkered. Race sessions only.

Under Overtakes, two callouts are toggleable, both enabled by default:

  • Gained position — the “Nice pass. That puts us to pee five.” line on a sustained mid-race gain, including the dedicated “Nice pass! We’re now leading race.” variant when the pass takes you to P1.
  • Lost position — the “Come on, <name>. Don’t give up positions like that. We’re now in pee five.” line on a sustained mid-race loss.

Each direction is independent — drivers who want the congratulations but not the chastisement (or vice versa) get per-direction control.

Under Gaps, two callouts are toggleable, both enabled by default (see Gap callouts above for the full behavior):

  • Gap trend (gaining/losing) (calloutEnabledGapTrend) — the closing-in projections and breakaway announcements against the class-standings neighbors.
  • Gap under threshold (calloutEnabledGapThreshold) — the once-per-episode alert when a gap first drops under the configurable threshold.
  • Gap alert threshold (s) (gapAlertThresholdSeconds, 0.5–3, default 1.0) — the crossing point for the threshold alert. Read live.
  • Gap callout cooldown (s) (gapCalloutCooldownSeconds, 1–360, default 30) — minimum quiet time between any two gap callouts. Read live.
  • Gap change to re-announce (s) (gapCalloutMinChangeSeconds, 0–10, default 1.5) — a new call about the same car requires the gap to have moved at least this much in the announced direction, measured from its best/worst point since the previous call. 0 disables. Read live.

Under Pit Box, one callout is toggleable, enabled by default:

  • Count-in to pit box — the “five… four… three… two… one… pit now” distance countdown to your pit box as you drive down pit road. Disabling this silences the whole count-in.

Under Pit Speeding, one callout is toggleable, enabled by default:

  • Pit road speeding — the repeating tick that sounds while you’re over the pit lane speed limit (see Pit road speeding above). It plays at your Radar volume.

Under Pit Limiter, four callouts are toggleable, all enabled by default. They only ever fire on a car that has a pit limiter (see Pit limiter reminders above):

  • Limiter off on pit road — the limiter was still off a couple of seconds after you entered the pits.
  • Limiter dropped — the limiter came off again while you are still on pit road.
  • Limiter still on after pit exit — the limiter was still engaged shortly after you left pit road.
  • Speeding (limiter car) — the spoken line that follows the tick when you are over the limit.

Under No Pit Limiter, two callouts are toggleable, both enabled by default. These are the mirror group, and only ever fire on a car with no pit limiter:

  • Speeding (no limiter) — the spoken line that follows the tick, worded for a car that has to lift rather than press a button.
  • Pit entry speed reminder — the pit lane speed limit, spoken as you enter.

Under Fuel, each laps-of-fuel-left count has its own checkbox (see Laps of fuel left above for the full behavior). 5, 3, 2, 1, Box this lap, and Enough fuel to finish are enabled by default; 10–6 and 4 ship off so a fresh install hears a short, escalating sequence rather than a count every lap:

  • 10 … 1 laps of fuel left — the per-count mid-lap estimation callouts.
  • Box this lap — the “Box this lap for fuel.” call when the tank won’t cover another full lap.
  • Enough fuel to finish (calloutEnabledFuelLapsLeftRaceCovered) — the one-time “We have enough fuel to finish the race. No need to box for fuel.” confirmation, spoken once the race is inside its last 10 laps and the tank covers what’s left of it with a lap to spare.
  • Fuel margin (laps) (fuelCalloutMarginLaps, 0–3 in 0.1 steps, default 0.3) — the safety margin subtracted from the estimate before it is spoken. Higher values make the engineer call you in earlier. Read live, so a change takes effect on the next lap’s announcement.

Under Corner Names, two callouts are toggleable, both enabled by default (see Corner names (practice & test) above for the full behavior):

  • Corner names (practice/test) (calloutEnabledCornerNames) — the per-corner name announcement in practice and test sessions. Disabling silences the whole family. The Pit Crew action’s Corner Names mode flips this same setting from a deck key.
  • Toggle on/off acknowledgment (calloutEnabledToggleCornerNames) — the spoken confirmation when the Corner Names key is pressed. Disabling keeps the toggle silent (the status bar still updates).
  • Corner call lead (seconds) (cornerCalloutLeadSeconds, 0–5 in 0.5 steps, default 1) — how far before the corner the name is spoken, scaled by your speed. Read live, so a change takes effect on the next corner.

Under Spotter, two callouts are toggleable, both enabled by default (see Spotter (side-awareness calls) above for the full behavior):

  • Announce cars around you (calloutEnabledSpotterCars) — every transition call (car / two cars / one car / three wide / clear / combined). Disabling silences the spoken calls while leaving the focus gate and “still there” reminder logic intact.
  • Repeat reminder while alongside (calloutEnabledSpotterStillThere) — the “Still there.” reminder loop. Disabling stops the loop without affecting the transition calls.
  • Reminder interval (s) (spotterStillThereSeconds, 1–10, default 3) — how often the “still there” reminder repeats while a car is alongside. Read live.

Under Caution, eleven callouts are toggleable, all enabled by default (see Full-course caution above for the full behavior). They only ever fire in a race, while you are live in the car, and only as part of a full-course caution — with one exception: Pace car off also plays at an opening rolling start.

  • Who to follow (calloutEnabledCautionFollow) — the car you line up behind, named a couple of seconds after the caution comes out.
  • Pace car out (calloutEnabledCautionPaceCarOut) — the pace car reaching the track.
  • Two to green (calloutEnabledCautionFieldCaught) — the pace car has the field: “Two to green.” and the car to follow. Ovals only, since no flag marks that moment on a road course.
  • Another caution lap (calloutEnabledCautionExtraLap) — one per extra lap when the caution runs past the two it defaults to.
  • One lap to green (calloutEnabledCautionOneToGo) — the last lap under caution, with the car ahead and (on a double-file oval restart) the lane you form up in.
  • Car ahead changed (calloutEnabledCautionLineupChanged) — the car you line up behind has changed mid-caution.
  • Catch the car ahead (calloutEnabledCautionCatchUp) — you have dropped back from the car you line up behind: the first call to close up.
  • Catch-up reminders (calloutEnabledCautionCatchUpReminder) — the repeats, thirty seconds apart and at most twice, while the gap stays open and you are not closing it. Switch this off to keep the first call without the reminders.
  • Pace car off (calloutEnabledCautionPaceCarOff) — the pace car peeling off to pit road, a few seconds before the green. The same switch covers the pace car’s exit at an opening rolling start.
  • Restart (calloutEnabledCautionRestart) — the green that releases the field. This is the switch for the restart call; Start lights above no longer covers it.
  • Position on the last lap (calloutEnabledCautionPosition) — your race position, about a third of the way around the last caution lap.

The caution announcement that opens the sequence is not in this group — it keeps its existing Caution waving switch under Flags.

  • “AI Spotter Controls” is a separate action that wraps iRacing’s own built-in AI Spotter voice. It uses iRacing SDK commands and a different audio source. Pit Crew’s Radar (non-vocal proximity tick) and the Race Engineer’s spotter side-awareness calls (iRaceDeck’s own voice family) are both iRaceDeck-owned and do not overlap with — or control — iRacing’s built-in spotter voice.