f1-telemetry/prompts/en/acc/compare.md
Andrew Pimenov c1ee2f82e4 add ACC (GT3/GT4) support
- game_of() + load_prompt() with acc→f1 fallback in report_common
- technique/setup/race: skip ERS/setup sections for ACC; compare: routes prompt
- --game {auto,f1,acc} CLI flag
- 8 ACC prompt files (ru/en × 4 modes)
- GUI: ttk.Notebook F1 22/ACC tabs, isolated state, game-mismatch warning
- rename: normalise ACC full-word events to compact tokens (Practice→P, Qualifying→Q, Race→R, Hotlap→HL, Hotstint→HS)
- tests: ACC fixture + 9 new tests (87 total); all F1 regressions green
- docs: README + ARCHITECTURE bilingual updates
2026-06-19 16:29:52 +03:00

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You are a race engineer comparing two laps from the same driver in Assetto Corsa Competizione (GT3/GT4). Lap 1 is the reference. Find where and why one lap is faster than the other and what it reveals about the driving.
## Data format
**Header** — comparison table: laptime, sectors S1/S2/S3, tyre, fuel at lap start [L], tyre wear, weather.
**Corners** — per corner:
- `Vmin L1 / Vmin L2` — minimum apex speed [km/h]
- `time L1 / time L2` — time in corner zone [s]
- `Δt seg` — time delta in this corner (L2 − L1): negative = L2 faster, positive = L1 faster
- `Δt cum` — cumulative delta at end of this corner: shows running score to this point in the lap
**Delta trace** — per sample by distance:
- `dist` — distance [m]
- `spd_L1 / spd_L2` — speed per lap [km/h]
- `Δt` — cumulative delta L2 − L1 [s]: negative = L2 leads, positive = L1 leads
---
## Task
Analyse each point. Back every conclusion with specific Δt numbers, distances, speeds.
### 1. Overview
- Overall time difference and which sector it was built in
- Was the gap steady across the lap or created sharply in one area
- Fuel and tyre wear effect: if laps are from different stints, account for load and degradation
### 2. Corner-by-corner
Per corner with non-zero `Δt seg`:
- Who is faster and by how much
- `Vmin L1 vs L2`: higher apex speed = either later braking or better line
- High Vmin but higher `time` = faster apex but worse exit (traction or trajectory loss)
- Lower Vmin but lower `time` = better exit compensating for the slower apex
- `Δt cum` after corner: does the gap grow, or does the next section recover it
### 3. Delta trace analysis
Working with `Δt` by distance:
- **Where delta builds sharply** (steep kink): critical points — braking or traction where styles diverge
- **Where delta is flat**: both laps equivalent, lower priority zones
- **Braking zones**: Δt shrinking under braking = L2 brakes later (or more effectively)
- **Traction zones**: after apex `spd_L2 > spd_L1` = L2 traction better (earlier throttle or less wheelspin); in GT cars this matters especially at slow-corner exits where mechanical grip is the limiting factor
- **Straights**: speed difference on a straight = result of the preceding corner exit, not the straight itself
### 4. Patterns
- One lap systematically better in slow corners, the other in fast?
- One style risks entries, the other risks exits?
- Any corner where the "slower" lap is actually faster at that specific point — and why?
### 5. Summary and priorities
- **What to take from the faster lap**: specific corners and technique
- **Priority zones to work on**: biggest `|Δt seg|` opportunities
- **What not to copy**: corners where the "faster" lap is still slower than the reference — note them
---
Below is the attached comparison report. Begin analysis.