Changelog.
Every release.
Every change.

WRITTEN FOR THE DRIVER, NOT THE COMPILER: WHAT WAS ADDED, WHAT WORKS DIFFERENTLY, WHAT WAS FIXED AND WHAT IS GONE.

v0.9.0

OCTOBER 31, 2026Installer and notes ↗

Added18

  • The engine can run plugins.

    A plugin adds something PitCrew does not do itself, such as a flag display on an LED matrix. It runs apart from the engineer: a plugin that crashes, hangs or uses too much memory is stopped and started again, and after three failures in ten minutes it stays off. The engineer keeps talking in every case. For plugin authors, pitcrew-engine --headless --plugin-dev <folder> runs a plugin and reloads it when it changes, and --safe-mode starts with no plugins.

  • Plugins can use USB serial devices.

    A plugin opens only the port you pick in its settings, and two plugins never share one. PitCrew closes the port when the plugin stops or fails, so a device such as an LED matrix goes dark instead of freezing on the last frame.

  • Plugins remember their own choices.

    A plugin can read back the files it saved, so the Flags plugin keeps your finished device setup and the flags you turned off between restarts.

  • Plugin settings are easier to undo and to pick.

    Empty a number field to put the setting back to its default (for the Flags plugin, the board's own pin). An animation pack is now picked from a list of the installed packs, by name, so a pack you saved yourself can be chosen.

  • A device plugged in late shows up.

    A plugin's port list looks again when you come back to the window, and has a button to look again now. With no device plugged in, it says so.

  • Plugin settings use sliders and button rows.

    A plugin can ask for a slider, a percent slider or a row of buttons, add a unit and a one-line description, and offer a pin field for a board's GPIO pins.

  • A plugin's pixel editor has a palette.

    Pick a color and paint with it, drag across cells, right-click to turn a cell off, fill or clear the frame, and change a color or add one with the system picker or a hex code.

  • A plugin's pixel editor works from the keyboard.

    Tab into it, move with the arrow keys and paint with Enter or Space; a screen reader names each cell's row, column and color by name.

Changed07

  • Plugins are built for plugin API 2.

    A plugin made for the first plugin API does not load until its author rebuilds it; the Plugins screen says why. The Flags plugin is already rebuilt.

  • Plugin screens hold up when something goes wrong.

    A plugin screen PitCrew can't draw no longer blanks the window: it says so and keeps the plugin's settings usable. A screen that never arrives gets a Try again button instead of waiting forever, and a plugin restarting after an error counts down to the restart. A double click on a plugin's button or action sends it once, and the port list picks up a device as soon as you plug it in.

  • Plugin screens are easier to scan.

    A plugin's tabs sit under its title, its buttons line up in rows, its status lines and switch lists group together, and its tables are denser. On the Plugins screen the status, Open and the switch line up from row to row, and a long plugin name keeps its place at narrow window sizes.

  • Clearer messages on the Plugins screen and on plugin screens.

    Errors say what failed and what to do next, a port in use names the plugin that holds it, and the Plugins screen drops its one-tab bar. It now mentions the rail only when more plugins have a screen than the rail can show.

  • The curved-monitor correction moved to Settings › Display.

    It sits next to the new field-of-view calculator. It works as before; only the place changed.

  • PitCrew installs for your Windows user, and updates without asking for administrator rights.

    The download is now a -setup.exe instead of an .msi, and it installs into your own user folder. When you accept a new PitCrew from the update panel, it closes, shows a small progress window and opens again. The first time, if your PitCrew came from the old .msi, Windows asks your permission once to remove it. Your settings, profiles and voices stay where they are.

  • Plugins are published next to PitCrew.

    The releases page now also lists plugin releases, named "Plugin · …". The app's installer is in the newest release named "PitCrew v…". The plugin source and the guide for plugin authors are in the plugins/ folder of the public repository.

Fixed04

  • A plugin with damaged files now says it can't start, instead of saying it isn't installed.

    When no serial port is found, the settings now say to plug the device in, and the list picks it up on its own.

  • Plugin screens work better with a keyboard and a screen reader.

    A plugin's button keeps focus after you press it, and the color editor puts focus back on the color you edited. A screen reader now says when a plugin fails, restarts or comes back, and reads a setting's error with that setting. Error text in plugin settings is easier to read, unlit pixels on a matrix show their outline, and with no device plugged in the port row says so in a place the keyboard reaches.

  • The phone and tablet show the Companion and PIT screens of the version you installed.

    An installer could carry the screens from an earlier build, so the race screen on the phone kept its old layout after an update.

  • PitCrew opens again after it updates itself.

    When you accepted a new PitCrew from the update panel, the window closed for the installer and did not come back. It now reopens when the install is done.

v0.8.6

OCTOBER 28, 2026Installer and notes ↗

Added39

  • A briefing before you get in the car.

    With a session loaded and you out of the car, the Companion shows the weekend's sessions and which one is running, the weather and track temperature, the grid from qualifying (or the field by iRating before there is one) around your slot, your car and setup, your best lap there and your saved pit plan. It works for practice and qualifying too, not only races. With the sim closed it shows your last race and the ones before it. The waiting-screen options in the Companion's settings are now the clock, how many recent races to list and how much of the grid to show.

  • Assetto Corsa EVO.

    Open Assetto Corsa EVO and the engineer is listening, with nothing to install or set up: fuel, laps and lap times, your position, flags, pit lane, the session clock, and tyre temperatures and pressures. The spotter calls cars alongside from where every car is on track. After your first clean lap at a track, which PitCrew remembers for next time, the gaps to the cars ahead and behind are heard too. EVO does not share the other cars' names, positions or lap times, so calls that need those stay silent. Settings → Connections has an Assetto Corsa EVO card that says whether the game was found and is coming through, and whether the clean lap is still needed. With iRacing and both Assetto Corsas on one rig, PitCrew follows whichever one you are driving.

  • The other cars on Assetto Corsa.

    PitCrew now puts a small app in Assetto Corsa's folder and switches it on, so the engineer hears the rest of the field: gaps, traffic, rivals and the undercut, as on iRacing. Settings → Connections has an Assetto Corsa card that says whether the app is installed, switched on and sending, and what to do when it is not, such as updating it or restarting the session. An Assetto Corsa started before the app was installed needs one restart.

  • Visual checks of the desktop app through the agent MCP.

    A remote development agent can inspect the real PitCrew window, operate its controls through Orca, and receive screenshots directly to help verify interface changes.

  • Live pit plan (beta).

    Your saved pit plan now follows the race. Every lap it works out again, from the fuel you are actually using, how many stops you need, where they fall and how much fuel each one takes. Each plan keeps a strategy profile, conservative, balanced or aggressive, that you pick on the PIT page or on the phone. The fuel of a stop that follows the plan adjusts on its own. Anything bigger is only proposed, on the PIT page and on the phone, and nothing changes until you accept it: one stop more, one stop less, a stop that moves, or a stop you can drop by saving a little fuel each lap. The plan also warns when a fuel amount you set by hand is no longer enough. It recovers the stops already made if PitCrew restarts mid-race. Settings → Pit stops → Let the live plan act is off by default. Turned on, the radio, the PIT page and the phone all read the same fuel figure, a stop that follows the plan is armed with the litres worked out at that moment, and the strategist tells you when the plan changes or an accepted fuel saving is not happening. Settings → Data shows how much of your driving history is kept for each car and track, and deletes it.

  • The Debrief reads like a timing sheet.

    Pick a race at the top and step to the one before or after. A summary gives where you started and finished, your best and ideal lap, how many laps were within half a second of your best, your incidents and your time on pit road. A strip under it shows your lap times and your position through the race, with the stops and the cautions marked; click it to jump to that lap. The lap table colours each sector against your best and, in races recorded from now on, shows the gap to the car ahead, the car behind and the leader, and marks the caution laps. Stops lists the stops where the car stood in its box, each with the laps before it, the places won or lost and the time it cost; a drive-through, or leaving the pits before the start, is named for what it is. Sectors, Fuel and At this track complete it. Older debriefs still open, without the columns they never recorded.

  • Pit strategy is one sheet per plan.

    The fuel calculator and the planner are now one set of race figures: race length, lap time, fuel per lap, starting fuel, tank, reserve, tyre life and the series' rules. Each says where its number came from, and what the race needs is highlighted. Under them are a chart of the fuel in the tank lap by lap and the plan as a table, with a row per stint (laps, fuel in, fuel used, fuel left, tyre age against tyre life) and a row per stop. Adding or editing a stop opens one window. You pick the tyres on a drawing of the car seen from above, see the tread left at your last stop at that track, and see how the stint splits and what the stop does to the fuel. Your saved plans sit in a column on the right, and pit presets have their own tab. When iRacing runs that car and track, the live plan sits above the sheet.

  • Generic plans.

    A plan can now fit any car and track, such as "fuel only, tyres kept, 60 minutes". Generic plans are listed under each car and track's own plans. Use for this car and track copies one there, sized to that race, and makes the copy the active plan, so the engineer arms its stops as usual. A stop with no window is called when the fuel runs short. Changing the generic plan later leaves the copies alone; using it again updates the copy.

Changed24

  • The Companion opens a race on a pit wall.

    The phone and tablet screen for a race now looks like the pit walls drivers already know: a black screen with outlined panels, the session along the top (position and places gained, strength of field, time left, lap, incidents, session best), the two cars ahead and the two behind with their gap, last and best laps and whether the gap is growing or shrinking each lap, and your car and lap times along the bottom, with traction control, ABS and brake bias each in its own colour. Down the right is the next stop: the fuel going in as the biggest number on the screen, the lap to box, the pit window, which tyres and repairs are armed, what the stop costs and the two cars you will come out between. Your race screen and font switch to the new ones once after the update; practice, qualifying and your other settings stay as you left them, and the old arrangement is still in the settings drawer.

  • On Assetto Corsa, sector times start on the first lap at a track you have driven before.

    The sector lines PitCrew works out on your first lap at a track are now remembered, so the next session there has sector times and sector calls from the start instead of after a full lap. If the game's sector lines have moved, the ones from the new lap replace them.

  • Assetto Corsa started as acs_pro.exe is recognised.

    PitCrew now listens to that build of the game the same way it listens to acs.exe. Competizione is still never read as Assetto Corsa.

  • Pit-stop timing uses your car's real refuelling speed.

    The engineer times how fast the crew fills the tank at your stops and uses it for the pit loss and the stop calls, and remembers it for the next time you race this car at this track. The debrief shows the rate for each stop.

  • The phone Companion reads like a timing sheet.

    Qualifying now opens on the lap in progress drawn the way an engineer's timing sheet is: one cell per sector that fills in as you cross it, the delta to your best owning the top of the sheet, then one ruled line per time of the session (predicted, last, best, session best, ideal, personal best) with the class order beside it. A sector or lap lost to track limits stays on the sheet, struck through and stamped OFF TRACK, instead of vanishing. The whole Companion takes the sheet's palette, bone ink on a carbon copy at night and on paper by day, its condensed capitals over tabular figures as the default font pair, and squarer corners. Your font pair, accent and arrangements are kept as you set them.

  • The engineer's voice now matches the moment.

    Every call is said in one of five tones. Urgent calls, like the spotter, "box, box" or a waved yellow, come faster and tighter. Alerts are a little quicker. Briefings and debriefs are calmer, and a personal best or a strong finish sounds pleased. Routine information is unchanged. With the studio voice the tone changes its expressiveness too. Lines that should be called out now end that way, like "Box, box!" and "Manda tudo!". Routine engineer lines no longer arrive on a fixed beat. Each waits a random moment of up to a quarter of a second. Each tone, and that wait, can be adjusted in tuning.json. Toned lines are new audio, so they are synthesized again when first said or with Warm cache. With the studio voice, that is billed.

  • The engineer speaks each language like a native.

    The lines in Portuguese, English, Spanish, French and German were rewritten in the words racers of that language use on the radio, instead of reading like a translation. Spanish is neutral Latin American Spanish, English uses iRacing's own words (pit road, caution, checkered), and no line assumes another driver is a man: rivals are called by name or as "esse carro". Sentences around numbers and positions now read correctly at every value, such as one car or one lap. The start-of-race line about the field no longer calls every grid strong; it gives the average iRating. Changed lines are new audio, so with the studio voice they are said in the local voice until their studio audio is fetched in the background, or all at once with Warm cache, which is billed.

  • The engineer talks like a Brazilian on the radio.

    The Portuguese lines now sound like a friend in your pit box rather than a polite announcement: short sentences, more exclamations and questions, "pô", "eita", "bora" and "hein", and gasolina instead of combustível. Nothing crude, no regional slang, and still no line that assumes another driver is a man. Answers to the questions you ask by voice stay direct, and the other languages are unchanged. Changed lines are new audio: the local voices pick them up on their own, and with the studio voice they are said in the local voice until their studio audio is fetched in the background, or all at once with Warm cache, which is billed.

Fixed30

  • A new pit plan no longer replaces the active one.

    Saving a plan you had just created on the Pit strategy screen wrote its stops over the active plan for that car and track, under the active plan's name. It is now saved beside it.

  • The fuel per lap no longer drops after you spin across the start line.

    iRacing can count a lap, and sometimes take it back, while the car spins over the line. That "lap" of a few seconds went into the fuel average and made the laps left in the tank look much better than they were, for several laps. A lap now counts only once the car has been seen past halfway.

  • The live pit plan learns your fuel use again after a small contact.

    A knock that left optional repairs pending marked every lap after it as damaged until the flag. The plan then ignored the whole race. Now only mandatory repairs, the meatball flag, or new damage on that lap keep a lap out.

  • The live pit plan no longer loses laps at random.

    iRacing sometimes repeats its session clock for a frame, and PitCrew threw away the lap in progress each time. In a two-hour race that was about one lap in five.

  • In a series that limits how full the tank may be, the live pit strategy now plans with the tank the series allows.

    The radio, the PIT screen and the Companion counted the car's whole tank, so the laps per tank, the stop window and the top-up could disagree with the plan you made on the desktop.

  • Pit history keeps counting stints after PitCrew restarts in the middle of a session.

    Laps recorded after a restart were filed as the first stint again, which mixed up the stint and tyre figures for the rest of that session. A stop made while PitCrew was closed is still not seen.

  • Three of tuning.json's error messages (for traffic.clearS, traffic.imminentS and engineTemps.baselineMinS) no longer have a long run of spaces in the middle.

  • After installing an update, PitCrew now switches to the new race engineer without a restart.

    Before, the window kept talking to the previous version's engineer when it was still running, so newer screens such as the iRacing settings tab said the engine did not support them until PitCrew was restarted. If a session is live when PitCrew opens, the switch waits until you leave the car. The same fix lets a downloaded engine update take effect straight away. Before, it usually waited until the next launch.

Removed01

  • Removed six diagnostic-only commands (session recording, replay switching, and a debug speech test) that had no caller since the Diagnostics screen came out. No visible change for drivers.

v0.5.0

OCTOBER 16, 2026Installer and notes ↗

Added87

  • Your tyres at every pit stop, in the race debrief.

    iRacing only measures the tyres while the car stands in its pit box, so PitCrew now reads them at each stop and keeps them with the race: tread left across each tyre, carcass temperatures, hot pressure and the cold pressure you left with, which corners were changed, the compound, the time in the box and the fuel added. The debrief's new Pit stops section shows them in the units your sim is set to. Races recorded before this update have no stop data.

  • A fuel calculator beside your pit strategy.

    Type the race length in laps or minutes and the Pit strategy screen tells you straight away how much fuel the race takes, reserve included, using the lap time and fuel per lap from your own clean laps in that car at that track. With the tank known it also says whether the race fits in one tank or how many stops the fuel forces. When PitCrew hasn't seen enough clean laps yet, it asks you for the figure instead of guessing.

  • Pit stop presets you switch between from the wheel.

    Save as many as you like on the Pit strategy screen — say “autofuel, no tyres” or “fronts only” — and bind one button or key to step through them and another to clear. Each press arms the preset in the car's black box straight away and shows it over the sim for ten seconds, even with radio messages off. While a preset is armed it takes the place of your plan: the engineer won't arm the planned stop over it, and once that stop is done the plan picks up again from the next one. Clear hands the stop back to the plan and leaves the black box as it is.

  • A pit strategy planner built from your own laps.

    Pick a car and track on the Pit strategy screen and see what you actually ran there — fuel per lap, lap pace and how much pace you lose across a stint — each with how many clean laps it rests on. Tell it the race length, the fuel you start with, the tank, a fuel reserve in laps and any series rules, and it proposes the fewest stops the race needs with the stints split evenly, and the lap window for each. Refine every stop by hand before you save.

  • Several plans for each car and track.

    Keep a “sprint” and a “wet” plan side by side and pick the active one; with none picked, the one you used last is active. Your existing plan carries over as the first entry, nothing lost.

  • Your engineer arms the next stop for you.

    In a race, when the active plan's stop comes round — on the first lap of its window, or earlier if the fuel won't last — PitCrew sets it in the car's black box and says “parada armada” once iRacing shows it. A change you make in the car afterwards is kept, a stop is never sent twice (not even after a reconnect), and you can turn it off in Settings or for a single plan. The phone shows what was armed.

  • PitCrew now keeps a history of every lap you run, per car and track.

    Practice, qualifying and race alike, with only clean laps — green flag, off pit road, not an out-lap — counted toward the planner. Laps from your older race debriefs are brought in once and kept apart, because they can't be checked as clean. Tyre wear is noted at each stop, where iRacing reports it.

  • Your strategist now calls a planned pit stop in three beats.

    One lap before the recommended stop, it says the next lap is the one; around thirty seconds before pit entry it calls “box, box”; and once you are in, it reads back the fuel, tyres and service iRacing actually has armed.

Changed105

  • No more pill-shaped fields and buttons in the window.

    Text fields, dropdowns, search boxes and every button — the small round icon buttons included — now share one squared-off corner, so a form reads as one set of controls instead of a mix of lozenges and boxes. Switches, sliders, radio choices, status badges and the segmented choices keep their round shapes, and the phone's Companion and PIT pages are unchanged.

  • Voice commands now use Parakeet instead of Whisper.

    After a one-time download of about 670 MB, you can ask in Portuguese or English without switching languages, while your engineer answers in the voice and language you chose. Your recorded phrasings stay in place. The old Whisper model is no longer used at all, so you can delete its folder. An incomplete or damaged download is shown as not ready, with a way to retry.

  • Your phone keeps the easy way to find your rig while its Companion and PIT move to pages the rig serves.

    Pairing, QR scanning and the saved connection stay native; once the transition reaches your app, the same Companion and PIT will also open directly from any browser on your home network. The rig's Cockpit dash window shows one code for each, so scanning one opens that page directly. The phone app now runs full screen, with the status and navigation bars hidden until you swipe from the edge, and while Companion or PIT is open the screen stays on: it no longer dims or locks.

  • The PIT page always shows what iRacing's pit box is set to right now: fuel to add, whether autofuel is on, and which tyres will be changed. You see it even with no plan for the car and track and no stop needed yet, and next to the planned stop when there is one.

  • The phone's Race screen is redrawn: the leaderboard moves to the right, and the clock, the pit window and the tank now share one card on the left.

    Race Control replaces the three separate cards that used to carry them, and the vehicle card's TC/ABS/brake-bias readings are now rings instead of a strip. Practice draws the same panel; Qualify and the leaderboard's own columns are unchanged. Preview mock details now stay behind one compact menu, so they do not cover the dash.

  • Hold-or-tap and the microphone's cue are now switches you can see both sides of.

    On Voice commands, the two drop-downs have become rows of buttons: both answers are on screen and choosing one is a single press instead of opening a list.

  • The push-to-talk key and the button that records it now sit on one line, and the microphone card puts Check the level and Level in Windows side by side — the two halves of "is anything arriving, and is it loud enough" are read together. The Model box on that card is gone: PitCrew ships one recogniser and its name is on its own row in the new Models section on Settings.

  • The banner over the sim has been redrawn.

    It is PitCrew's own green now, on a flat near-black panel with a thin edge — the violet-and-blue chip with the dotted background is gone. The light that says your engineer is on the radio is green instead of red, the name beside it is easier to catch at a glance, and the little sound meter's bars stand on a line together rather than floating, so you can read them out of the corner of your eye. All four shapes changed together and every one of them still says exactly what it said before.

Fixed73

  • Companion and PIT now reach your tablet from a fresh install.

    The desktop installer includes both phone pages with the race engineer, instead of leaving the tablet at a missing-bundle message.

  • Your engineer stops speaking while you ask a question.

    Holding push-to-talk now cuts the current call before it reaches the microphone, so the recogniser hears your question rather than competing with the engineer's voice.

  • Arming a stop from your phone now actually arms it — and no longer risks your replay.

    The phone was sending its pit commands on the wrong channel, so iRacing never ticked a thing, and the first message of every arm could erase the session's replay tape. Arming now reaches the black box, and it touches only what the stop asks for: your fast repair and tear-off stay ticked, tyres you left "as set" stay as they are, and a stop that picks tyres clears the corners first and ticks only the ones chosen.

  • Your strategist calls the stop in a one-stop race, on the right lap, once.

    Before your first stop of a session it used to say nothing at all; now it calls "next lap" and "box, box" for the last lap the fuel allows — keeping at least half a lap in the tank, which it used to count one lap too late. Ignore it and you get one last call on the lap the tank can no longer finish, then silence, instead of "box, box" every lap. A stop you planned is called at the start of its window; if the fuel will not reach that window, the engineer says the stop has moved earlier and calls it there.

  • Timed races get a pit strategy too, worked out from your own lap times with a lap of margin — on the phone and on the radio, which now agree on how many laps are left.

  • The pit-entry service brief is said only when it means something: in a race, under green, and never while you serve a black flag or are being towed.

  • The pit lane's time loss is remembered for your car and track, so the strategy and the undercut calls have it from the start of your next race there instead of waiting for your first stop.

  • Your plan can pick the car's own tyre compound, and arming sends it.

    The editor offers the compounds iRacing lists for your car (get in the car once and PitCrew learns them), a stop can use iRacing's autofuel, and the phone shows whether autofuel is actually on and confirms only what the car really has armed. Plans made before this keep their fuel and tyres; a generic compound from an older plan is shown for you to pick again rather than guessed.

Removed04

  • The desktop app no longer has its own Dash screen.

    The cockpit panel is a phone thing now: choosing the theme and the blocks it draws happens on the phone app, and the desktop page that used to hold those settings was left pointing at the phone with nothing to point at. The quick "Cockpit dash" switch in the rail — the QR code, the address and the server's on/off — is still there, one click from any screen.

  • Home is now just your race history.

    The "Your engineer is ready" checklist, the "Radio last race" strip and the "Your engineer" summary card are gone — engineer health is the app's own problem, not a checklist to read before the green flag. Home keeps the race log (your results, laps and what the engineer spent the radio on), your track memory and the list of recent sessions. The keyboard shortcuts shifted by one to match: Debrief is now Alt+5 and Settings Alt+6.

  • The spotter no longer counts down "dez, nove, oito... um" before the green flag.

    The reminders further out — five minutes down to thirty seconds before the start — are unchanged.

  • Removed the first-run setup wizard.

    PitCrew now opens straight to the app — set your name, voice, and language from the Voice screen whenever you like, and the header tells you what's still missing.

v0.1.0

AUGUST 5, 2026Installer and notes ↗

Added11

  • The first public beta.

    PitCrew speaks to you during an iRacing session: the spotter (a car alongside, which side, and when you are clear), fuel (consumption per lap, whether it reaches the end, and warnings as the tank runs down), gaps and position (filtered by class, so another class's leader is not reported as if it were your race), your lap times and personal bests, session flags and pit and penalty calls, and a memory of your best known lap for each car/track combination.

  • Brazilian Portuguese or English, chosen independently of the interface, which is English. Spanish, German and French are written but not released yet.

  • A local voice that needs no account and no network.

    Speech is synthesized on your own machine; an ElevenLabs API key is an optional upgrade to the studio voice, never a requirement, and an install without one gives up no information at all.

  • An overlay over the sim — proximity bars and the last message as text — transparent, always-on-top and click-through, so it cannot steal a click mid-race. It keeps working with iRacing in exclusive fullscreen.

  • Three global shortcuts:

    Alt+H shows or hides the overlay, Alt+R repeats the last thing said, Alt+M mutes the engineer.

  • Timing you can tune yourself without waiting for a release — spotter debounce, fuel warning thresholds, the gap window and the opening silence, all in an optional tuning.json.

  • Windows installer builds and GitHub releases are now produced by CI, and published here together with these notes.

  • The website uses Google Analytics to count visits and how many people click through to download.

Changed08

  • The website now says what the first launch actually does: PitCrew downloads a 310 MB voice model the first time you open it, and runs offline from then on. It previously promised that a clean install worked offline, which was never true — and a driver on a metered connection would have found that out after installing.

  • The website lists the two languages PitCrew speaks today, Brazilian Portuguese and English, rather than the five it has phrases written for. Spanish, German and French still need a voice before they can be spoken, and the site now says so instead of counting them.

  • Every quoted radio call on the website is shown in Portuguese and English. The page's own interface is English and its readers are not only Portuguese speakers, so a column of untranslated quotes was decoration where it was meant to be the evidence.

  • The website's "who speaks what" table can now be read in any of the five languages PitCrew has phrases written for, and the lines in it are the real ones out of the phrase catalog rather than examples written for the page. Picking Spanish, German or French says plainly that the words exist but the voice does not yet.

  • The website's sections have more room to breathe, and the closing invitation to download gets some runway before the ask.

  • The website no longer assumes your engineer is a man. It says "them" where it said "him", and the two example engineers now carry voice names that match the names they are given — the local one was labelled with a female voice under a man's name.

  • The website's links and buttons are big enough to hit with a thumb. On a phone the four section links at the top were about a third of the size they should have been, and they are the only way to skip a section on a page that runs to some nine thousand pixels.

  • The website is served with a strict content-security policy and the usual browser protection headers, so nothing it did not ship can run on it, and it cannot be framed by another site.

Fixed06

  • The website's download button now downloads PitCrew.

    Every link on the page pointed back into the page itself, so the button at the bottom — the one every other button leads to — did nothing at all when clicked. It, and the two above it, now go to the latest release.

  • The website's footer links go where they say: the install guide, getting started, voices and languages, troubleshooting, the release notes and the issue tracker. All twelve previously scrolled back to the top of the page.

  • The four numbered items in the website's header now scroll to the sections they name, and the header's own menu lists them in the order the page presents them. Section 03 was missing from the menu entirely, and the menu disappeared completely on a phone.

  • Picking a voice in the website's voice-designer panel no longer has the panel change it back a few seconds later.

  • The website no longer renders as a blank page when the browser is not running animations — a restored background tab, low-power mode, or an in-app browser. All of its text was hidden until an animation revealed it.

  • Sharing a link to the website now produces a preview card with an image, instead of an empty one.

Removed01

  • The website's hero is much quieter: eight things were moving continuously behind the headline, and now two are.