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Oasis81

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4 New Car Smell

Personal Information

  • Gamertags
    Oasis81

Gaming Setup

  • Platforms
    Steam
  • Peripherals
    Steering Wheel
  • Steering Wheel
    CSW 2.5, Simcube 2 Pro, Pedals V3i and Formula V2

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  1. for names packet 4 give me "player" or something like that, packet 9 give me nothing or 2/3 char without sense but i don't understand, if i see it in the game there are just public. so why there aren't sent by udp? about the packet 7, yes seems telemetry are not publi, i test it only with unranked lobby randomly to chek if it works. but also this, is nosense
  2. I can't see the name of the players in lobby, i have always char with "iocatore" or "player" visualized for all. is it normal? and also tyre usage or fuel remaining aren't visualized in lobby
  3. HI @Hoo another request is it possible, for you, add the lapdistance for the 2 sectors for every tracks? I mean, in France the S1 is at about 1414 of lapdistance... I ask if it's possible have this values this for the s1 and s2 for every tracks Maybe is too long work now, near the release. thanks
  4. ah ok, i didn't know., thanks so, i can't test it atm until the beta 3.1?
  5. HI It's only my problem surely...but my CarStatus packet is 1300 bytes, and not 1344. remove the DRSActivationDistance that is not added in beta 3 atm, seems missing something yet, but i've searched for very very lot of times my definitions and seems it's all ok. too many bytes for only 1 field missed. where is the problems?
  6. @Hoo Really appreciate that you have implement our suggests in the UDP, especially the bestlap sectors ! Thanks!
  7. HI Yes I must use that field now, the problem i that i must rewrite more and more part of the app because the packet comes with all the data, and without that carposition for invalid cars it was more easy to do, without filtering before.
  8. a question it's only mine problem or there is an error when you go on Q2 about the data? the car with index 15 has CarPosition at 1, and my app generate errors because there are 2 cars with CarPosition at 1., the first and the 15 the problem is that the car is inactive because in the Q2 the Car 15 is out of qualify, so, sam as other cars under it, the car position should be 0, not 1. with f1 2019 I haven't this problem. edit: after some checks i see that the first car out of range (15 in Q2) ... 11 in Q3 ... 21 in Race has always Car position at 1, and not at 0.
  9. Hello Hoo thanks for the answer. For the first point yes, the data stops when the player ends the Q. but usually there are some cars in the track that have no finisched their laps, and this could be modify the classify. My suggestion is the choice to the player to stops immediatly the Q same as now, or to choose to continue to follow the Q in spectator mode same as multy, until all the cars are over the Q time, to have the UDP data also for this time left. it will be also more realistic, because maybe in the Q I have the pole position, but when the Q finished at the next scree
  10. HI same 2019 the data stops before the finish time in Q. is it possible to extend the data sent until all the cars have finish the session? second and most important thing for me: the sectors: in the 2019 the sectors are erased after the lap, because at the new sector 1 in the new lap overwrite the sector 1 of the last lap. this happen in every case, if the next lap is the pit entry or if it's a worst lap than the previous. is it possible that the new sector overwrite the old sector only if the new lap is better than the previous?
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