private F12019NewTelemetryValue BumpRight()
        {
            // Same as BumpLeft just using the other tyre (and needing a separate low pass filter)
            LowpassFilter lp   = (LowpassFilter)session.Get("BumpRightLowPass", new LowpassFilter());
            float         data = (float)Math.Log(Math.Abs(telemetryData.suspAccelFR));

            data = Math.Abs((float)lp.firstOrder_lowpassFilter(data, 0.3));
            return(new F12019NewTelemetryValue("BumpRight", data));
        }
        private F12019NewTelemetryValue BumpLeft()
        {
            // Attempting to derive a telemetry key for going over curbs, gravel or grass one sided.
            // The game gives use suspension acceleration per wheel. So using that here with some
            // low pass filtering because the value change quite erratically
            LowpassFilter lp   = (LowpassFilter)session.Get("BumpLeftLowPass", new LowpassFilter());
            float         data = (float)Math.Log(Math.Abs(telemetryData.suspAccelFL));

            data = Math.Abs((float)lp.firstOrder_lowpassFilter(data, 0.3));
            return(new F12019NewTelemetryValue("BumpLeft", -data));
        }