OE ProTune 3.0.2 Update HOTFIX
Small update! - REDOWNLOAD - Fixed 2 step not holding boost- Clutch randomly slipping What changed since 3.0.1Phone access for the Remote Dashboard had a lot of work. If you already had it set up, it keeps working after updating rather than asking you to run setup again. The setup tool now asks for admin by itself instead of you right clicking it, checks everything before saying it worked, and will not wipe a working setup if you run it again by mistake. It repairs the Windows IP Helper service including the service it depends on, which is the usual reason phone access silently dies. It also handles PCs with Hyper V, several network adapters, or an address that changed since setup.
Saved tunes no longer get rejected after you change parts. The old version worked out which engine you had by looking at power figures like torque, idle and rev limit, but those move when you fit an exhaust, intake, ECU or turbo, so the app thought you had swapped the whole engine and refused to load your tune. It now reads the actual engine part from the car itself, which does not change when you bolt things on. Real engine swaps are still blocked, and tunes saved on older versions still load.
Quick Save and Tune Library stopped failing with the "Switchable MAP data invalid" and "Calibration failed validation" errors. Saving and loading now go through the same checks, and when something is wrong you get told which table or setting caused it instead of a generic message.
Boost control got a fix on the vehicle side. When the app repairs an old saved boost table it now resets the boost controller properly, so the first pull afterwards does not spike or bog.
Version is 3.0.3What's new in OE ProTune V3
Open it in a browserYou can now run the whole thing in a web browser instead of only the in game app. Works on a second monitor, or on your phone, tablet or laptop as long as it's on the same WiFi as the game. There's a QR code you scan with your phone to open it instantly, plus Copy PC URL and Copy Phone URL buttons if you'd rather paste it.
It comes in three screens:
Basic Dashboard: your gauges, dyno, runtime values and the live graph, right in the browser.
Basic Studio: the full easy tuning app, same one you already know.
Pro Studio: the desktop style pro workspace with the same live tuning, and it has its own Log Studio built in for data logging.
You stay in control of it. Tuning from the browser is locked until you turn on Pro Studio Editing inside the game. The first browser that connects becomes the one that can make changes, everything else stays read only until you hand it over. And every screen has a fullscreen button.
Switchable MAPs (M1 to M4)Four tune maps you can flip between like the map switch on a real ECU. Each map keeps its own rev limit, launch, boost control (including the new boost by gear/speed) and pops. The stuff that should stay the same on the car, like engine hardware, sensors, safety systems and the table axes, is shared across all four. Every page shows a little badge telling you if a setting is per map or shared, so you always know what you're changing. Backups and tune files now save all four maps and load all four back. Old single tune saves still work, they just come in as your working tune.
Boost by Gear / SpeedYou can shape your boost per gear and per speed now. Add or pull boost target and wastegate duty on each gear, or across a speed range. It has anti spike stuff built in like a real ECU: rise and fall rate limits, plus a gear up hold that keeps the lower boost through a shift so you don't spike on the change. Live readouts show you base target, shaped request and final target while you drive. Each map saves its own shaping tables.
Speed in km/h or mphSame deal for ground speed, flip it to whatever you actually read in.
Floating gaugesPop any gauge out into its own floating window. Drag it, resize it, make it fullscreen. Same gauges run on the dashboard, both studios and the pop outs, so it all stays consistent.
Logging, now in the browser (Log Studio)
Pro Studio has its own full logging workspace now. You hit RECORD, do your pull, and it lays the whole thing out on a timeline you can scrub through. Zoom in and out, fit the whole run to the screen, or hit play and walk a cursor through the run to see every channel at that exact moment. The big one is compare: load a saved run next to your current one and lay them right on top of each other, lined up either by time or by RPM, so you can see exactly what your change did. It even warns you if the two runs aren't really comparable so you're not fooling yourself. Save your runs to a library, and export them as CSV or the OELOG file to bring back later or share, plus import ones you saved before. Recording keeps checkpointing in small chunks as it goes, so a run doesn't get lost, and it holds up to 24 runs at a time.
New Dyno + Export SheetThe dyno runs right in the Basic Dashboard now, so you can watch your power on a second monitor or your phone while you drive. It works like a real WinPEP dyno bench. You hit ARM and the next full-throttle pull gets recorded on its own, or flip on AUTO and it re-arms itself after every pull so you can just keep doing back-to-back runs without touching anything. Every run stacks up in a list on the side, so you can set one as your baseline and see the exact power and torque delta on the next pull, which is the whole point when you're chasing gains. There's an SAE toggle that corrects the numbers for the air that day using the barometric pressure and intake temp it recorded at each pull, or you can read raw. Peak hp and torque sit up top, and there's an AFR and boost pane next to the power sheet so you can see your mixture and boost against the curve. You can smooth the curve Dynojet-style or leave it raw.