THE COMPLETE MANUAL
Two parts. First, a light overview of the whole family — what each DDU is for, in plain language. Then the detailed manual: every screen, every widget, every colour, every setting, for RACE, COACH, ADVANCE and SUIT ALL — explained the way a driver reads them on track, not the way a developer reads them in code.
PART 1 · OVERVIEW
Every Push & Lift DDU does the same core thing: it reads your live iRacing telemetry, compares it against a reference lap — a CSV from Garage 61 or one you record yourself — and turns the difference into something you can read without taking your eyes off the track. No preloaded braking points, no per-car setup packs. Every number comes from your own data, computed live, on any car, on any track, from your first lap.
What changes between the three is how much you see and how you build it.
THE ONE THING TO LEARN FIRST
Every widget in every DDU speaks the same five-colour language for braking intensity. Learn it once here and you can read anything Push & Lift ever shows you, on any screen, in any mode:
Outside the countdown, the same four core colours carry the same meaning everywhere else in the suite too: green is always good news — you're gaining, improving, in the safe zone. red is always the opposite — losing ground, out of the window, running out of something. blue marks the "too gentle / too cold / not enough" end of a scale. amber/yellow means "marginal — pay attention, but not yet critical." Once that clicks, you never need to read a single number to know how you're doing — the colour tells you first.
PART 2 · THE DETAILED MANUAL
From here on this page goes deep — mode by mode, feature by feature, at the level a driver needs: what it shows, what it means, and what to do about it. Use the jump links at the top if you're looking for one specific mode.
The base bar

RACE starts as a single tiny bar: 5 countdown dots on the left, the Push & Lift button on the right. It works exactly like the countdown described in the colour language above — 5 lights, 3 seconds of lead time, the colour of the upcoming corner arriving before you get there. The button itself lights up with telemetry and dims while it's waiting for iRacing to connect.
Move it by dragging anywhere on the bar's body. Resize it by dragging any corner or edge — width and height are completely independent, so you can stretch it into a long thin strip, a small square badge, or anything in between; there's no fixed proportion to fight against. Right-click opens the menu for everything else.
Docked screens
From the right-click menu, Screens → lets you attach up to four extra panels — Top, Bottom, Left, Right — around the base bar. Each one follows the bar when you move it, and hides completely when switched off, so you only ever see what you've turned on.
Every docked screen is a canvas you build yourself: turn on Edit mode (menu or the E key) and each cell shows small buttons to split it in two — vertically or horizontally — open its settings, or delete it. Click the body of an empty cell to pick what it shows from the full widget catalogue below. You can also grab the screen's outer edge — the side that doesn't touch the bar — and drag it to change how thick that whole screen is.
The widget catalogue
Every cell on every docked screen — in RACE or in ADVANCE, it's the same 101-widget catalogue — can show any of these, in 9 categories:
CSV-DDU · PREDICTIONS FROM YOUR REFERENCE
PL RELATIVES
RACE
FUEL AND TIRES
CLIMA
MIXED CAR INPUTS
SINGLE CAR INPUTS
CAR INFO
OTHERS
Your reference lap
Menu → Reference: load a clean single-lap CSV — from Garage 61 or any tool that exports that format — record a live lap of your own with ● REC, or use the built-in demo to try everything without a reference at all. Push & Lift checks it's the right track and warns you if it isn't.
Fit & settings
Size, opacity, always-on-top, a borderless overlay mode for pinning inside Meta Quest Link or OpenKneeboard, and a titled-window fallback for other VR setups. Every setting is remembered between sessions.
The logo tells you the connection state before anything else

Once you're on track, the word PUSH is a live thermometer of the reference driver's throttle (green while they're on it, orange→red while they brake), LIFT lights up orange the moment the reference is off both pedals, and the & turns yellow while there's an incident on track — blinking if a flag is waving.
Inside the braking zone: live correction, then the verdict

While you're braking, the big LED compares your pedal with the reference's in real time: flashing red means you're braking too little, blue means you're overdoing it. A steady colour means you're matching them.
When you release the brake, the & in the logo holds the verdict until the next corner: green — nailed it, red — you braked short, blue — you over-braked. Lap after lap, that's your homework list, corner by corner.
The telemetry traces

Two rows, the same stretch of track (±6% around your current position — the cyan line marks where you are). The top row is the reference (gold steering wheel), the bottom is you (white wheel). Green traces throttle, red/orange traces brake. Each row also carries clutch/brake/throttle bars, gear, speed, and a wheel that turns with the real steering angle — not a stylised swing.
How to actually use it: glance right after the corner. If their green rises earlier than yours, you were late back on the throttle. If their brake trace is shorter and deeper, they brake later and harder than you. One look, one thing to fix, every corner.
The side displays

Tyres & traction

The race bar: TRACK vs CLASS

Four cells, always visible. TRACK (left) shows the cars physically around you on the circuit right now — any class, lapped traffic included: that's who you're about to catch, or be caught by, in the next few corners. CLASS (right) is your actual race — the rival of your own class ahead and behind, ranked by real progress, not just who happens to be near you on track. That's the one that matters for endurance racing, where TRACK is full of noise from faster or slower classes lapping each other.
Each cell shows the gap in seconds plus car number and driver name. The background is the trend: green — you're gaining ground, red — you're losing it. No mental arithmetic at 200 km/h, just colour.
The COACH row — every corner, graded

A dedicated row — pin it top or bottom — turns the countdown's verdict into a full technical readout. The left half (LAP) shows your lap number, your last lap time and its delta against your previous lap: green — improved, red — slower, purple — your best lap of the session. The right half analyses the corner you just left — the measurement window also covers the 100 m after the apex, so it grades your exit, not only your braking.
Toggle it and choose its position from the right-click menu.
Your reference lap
Two ways in: download any driver's lap from Garage 61 as a CSV and load it from the right-click menu, or press ● REC and record your own best lap — the app exports it in the same format. Push & Lift reads the file, confirms it's the right track (REF ✓ in the header, a warning if it isn't), and resamples it into everything above.
Pro tip: don't chase the outright record. Pick a lap 1–2 seconds faster than yours — close enough to copy, far enough to actually learn something from. Once you match it, move the reference up a notch.
Fit & settings
Single screen, triples, or VR with its own mode for OpenKneeboard and similar tools. Drag it anywhere, resize from the corner, set the opacity, and hide any module you don't want from the right-click menu — countdown only, or the full panel: your call. Menus and messages switch between six languages any time.
Two modes: Edit and On-track

A single big button switches between Edit — where you build your panel — and On-track — where everything is locked so nothing moves by accident mid-race. Nothing in On-track mode reacts to a stray click.
Cells — from 1 to 50
The + button adds a cell by splitting the biggest one; − removes the last empty one. Click the number in the middle to type an exact grid size. In Edit mode, every cell shows four small buttons: split it side-by-side, split it top-to-bottom, open its settings, or delete it — the neighbouring cell takes over its space. Click the body of an empty cell to choose what it shows.
Proportions are never fixed: hover the blue line between two cells until the cursor changes, then drag. Let go and it's saved — no dialogs, no confirmation.
The widget catalogue
Exactly the same 101-widget catalogue as RACE's docked screens — see the full breakdown above — grouped there in 9 categories: CSV-DDU, PL Relatives, Race, Fuel and Tires, Clima, Mixed Car Inputs, Single Car Inputs, Car Info and Others. Any cell, any widget, any combination.
Colours & per-widget settings
Every cell can have its own background and text colour, from the palette or a custom picker. If the widget in it has options — km/h or mph, with or without a bar, which reference to compare against — they live in that same settings window.
Layouts & auto-switching
Build a layout, then save it with a name from the layouts menu. You can keep as many as you like — one for qualifying, one for a fuel-saving stint, one for a specific car.
The powerful part: when you save a layout you can bind it to the car you're in and/or the session type. Turn on Auto-layout and Push & Lift switches to the right layout by itself the moment you get into that car or that session — no menu-diving mid-stint. In an endurance race with a car swap, your dashboard changes with the driver.
Track Map that learns your circuit
The TRACK MAP widget doesn't ship with pre-drawn circuits: it learns the real shape of the track from your first clean lap and remembers it after that — instantly, next time you load the same circuit. Every car on track is shown moving around that real shape, not a generic ring.
Multiple screens
Open up to 4 independent ADVANCE windows from the menu — each with its own cells, its own layout, positioned wherever you want across your monitors.
Fit & settings
Language, fullscreen (F11 or the menu, ideal for a spare monitor), always-on-top, borderless overlay for VR pinning, and a titled-window fallback. Everything is remembered between sessions.
SUIT ALL doesn't add a fourth DDU — it removes the need to choose. One welcome screen lets you open RACE, COACH and ADVANCE — as many windows as you want, at the same time. Everything shares one telemetry feed read from iRacing once, so there's no extra overhead for running several windows at once.
Each window keeps its own settings and its own reference lap — you could run a qualifying reference in one ADVANCE window and a race-pace reference in another, side by side. A common setup for endurance: one small RACE bar for the braking countdown, plus two ADVANCE canvases — one built for stints, one built for pit strategy — spread across a triple screen or a second monitor.
BEFORE YOU GO OUT