##

Blue
–
OVERTIME
--:--
No match
Orange
–
GOAL!
Blue

Orange

Ball speed – Last touch –
Replay
DIRECTOR · DEBRIEF

## Event feed

- Events appear here once a match is live.

## Pitch radar

## Rank BAKKESMOD OFF

Unranked
– MMR · SESSION
Auto-count my matches here (by team size)

## Session tracker

Click a player row to track their stats across matches.

## Setup

Enable the game's Stats API

1. Close Rocket League.
2. Open `DefaultStatsAPI.ini` in
   `<install dir>\TAGame\Config\`
3. Set `PacketSendRate` to `120` (0 = disabled) and keep `Port` at `49123`.
4. Start the game — the tracker connects automatically when a match is running.

Works offline and on LAN — all data stays on this machine.

Note: the game broadcasts a raw TCP stream, which browsers can't read directly — run the companion server (`node server.js`) and open `http://localhost:8341/` for live game data. Demo mode and stored history work straight from the file.

Rank lookup (online)

Shows a rank badge on every player in the match, and tracks your own MMR after every match. Ranks come straight from Rocket League's own backend — exact tier, division and MMR for the whole lobby, no daily limit.

#### Default: gitato relay

Out of the box the tracker asks `collect.gitato.net`, which holds one reader account for everyone. Nothing to set up. What leaves this machine: the lobby's player ids.

#### Optional: your own reader account

Runs the same lookup from this machine, independent of the relay. It needs a separate Epic account (free; it never has to start the game): one account allows only one session, so your playing account must not be used here — that would disconnect the game.

1. Create a free Epic account for the tracker (or use a family member's spare account).
2. In a private browser window, open the Epic login page and sign in as that account.
3. The page then shows a short JSON text — copy the `authorizationCode` value (or the whole text) and paste it here.

Auth code

The login is stored on this machine only (`psynet-auth.json`) and renews itself while the tracker is in use. What leaves this machine: the reader account's login and the player ids of the lobby.

#### Fallback: RapidAPI key

Used only while neither the relay nor a reader account answers. Online lookup (RapidAPI "Rocket League API", `rocket-league10`) — what leaves this machine is the player's platform and in-game name, nothing else.

1. Create a free account on `rapidapi.com`
2. Subscribe to "Rocket League API" (`rocket-league10`, free plan)
3. Copy your `X-RapidAPI-Key` and paste it here

The free plan allows 10 lookups per day, and a 3v3 lobby holds six players — so an answer is kept for 30 days, and opponents are looked up before teammates.

API key

The key is stored only in this browser and used only for rank lookups via the local server. Without a key, badges show `?` (your own badge still uses your Rank card).

Speed units

The game reports car speed in whatever unit its own Interface → metric/imperial setting uses. Auto reads it off the game's own supersonic threshold; set it yourself if you would rather not wait for that.

Unit

Stored on the server, not in this browser: the coach formats every number in one place, so the unit has to be known there too.

Connection settings
Host
Port
Windows

Every card is a movable window — grab the ⠿ handle in its top right corner and drop it where you want it. The layout is stored in this browser.

###

####