Jump to content Jump to content

Drospy

Members
  • Content Count

    42
  • Joined

  • Last visited

Posts posted by Drospy

    • A detailed description of the issue. Please include any error codes here. 
      • When changing the ERS mode using Keyboard, doesn't work
      • If changing using the mfd, there is no issue.
    • Platform
      • XB1
    • What version of the game you are using (Shown on the start screen in the bottom left corner of the screen) 
      • 1.12
    • Game-mode? 
      • ALL quali session
    • We need to be able to make your problem happen internally so we can fix the issue. Can you make the problem happen again?
      • It happens the first time in every quali session. 
    • How do you make the problem happen?
      • After leaving pits, press "0" or "1" on Keyboard for changing ERS mode
    • What troubleshooting have you attempted? Please always try to attempt to fix the issue 
      • Changing the ERS via the MFD menu works fine the first time out of the pits.
    • What peripherals are you are using (gamepad, wheel make & model etc) 
      • TM TX, TM F1 wheel, keyboard
  1. Hi All,

    just a info about ERS Mode, in documentation we have:

    uint8       m_ersDeployMode;            // ERS deployment mode, 0 = none, 1 = medium
                                                // 2 = overtake, 3 = hotlap

    In game on HUD, we have:
    0 = none
    1 = medium
    2 = hotlap
    3 = overtake

    So, i think that UDP data must be the same to game.

  2. 1 minute ago, ThibaudPHP said:

    I make a test to verify what you said. For me there are any problem. i have the good data. My reference are maxrpm and drsactivationdistance.

     

    
    Joueur 13 | AssistTraction : 0 | AssistAbs : 0 | Essence : 0 | FrontBrakeBias : 0 | PitLimiterStatus : 0 | FuelInTank : 0 | FuelCapacity : 0 | EssenceRestante : 0 | MaxRPM : 13000 | IdleRPM : 4300 | MaxGears : 9 | DrsAutoriser : 0 | DrsActivationDistance : 111 | TyresWearRL : 0 | TyresWearRR : 0 | TyresWearFL : 0 | TyresWearFR : 0 | ActualTyreCompound : 18 | PneusActuel : 17 | PneusTours : 0 | DegatPneuRL : 0 | DegatPneuRR : 0 | DegatPneuFL : 0 | DegatPneuFR : 0 | DegatAileronL : 0 | DegatAileronR : 0 | DegatAileronA : 0 | DegatDrs : 0 | EngineDamage : 0 | GearBoxDamage : 0 | VehicleFiaFlags : 0 | ErsRestant : 0 | Ers : 0 | ErsHarvestedThisLapMGUK : 0 | ErsHarvestedThisLapMGUH : 0 | ErsDeployedThisLap : 0

    Maybe you forgot to update your header with 24 bytes ?

    Are you on Xbox? 

    F12020 V1.01

    Thank you for your support 

  3. 41 minutes ago, Hoo said:

    The 1.03 main game should contain the full UDP implementation used in the final beta version. What specific issues are you seeing? 

    Hi @Hoo

    All data in Car Status packet are wrong, in final beta version all data worked correctly

    Are m_drsActivationDistance and m_drsFault included in main game ?

    Xbox 

    F12020 v1.01

     

    Thank you

     

     

  4. 42 minutes ago, DaveyGravy said:

    Hi - the packet header in the docs at the top of this post is 23 bytes so what you're seeing is correct. The 2019 packet header was also 23 bytes.

    Yes, 0-22, 23 bytes, but with F12020 format, other data don't start from position 23.

    For example : LAP Data

    0-22 Packet Header 

    23 ? 

    24-27 m_lastLapTime

     

  5. On 5/26/2020 at 11:23 AM, Hoo said:

    Thanks for all of the feedback so far everyone. We're looking into some of these issues now. 

    In terms of delta times, we're not considering adding this in at the moment as the data should exist for everyone to do what they need. As stated above, delta time has so many different approaches and uses that it isn't something that we can add in to accommodate everyone's own use case. For example, there have been requests for the gap to the car in front, pitting delta, realtime delta used in Time Trial. Even something a simple as gap to the car in front comes with lots of design interpretation to make it work correctly:

    If we simply work out the gap time gap between each car passing the specified point in the circuit, how do we interpolate between differences in track position reported by the car as these don't usually align? What happens when cars enter the pit lane or go off track? Do we consider using predictive deltas, or based them retrospectively on cars passing the same point in the track? What happens if you are not racing the car in front due to lapping them or alternative pitting strategies? What happens if cars are on in-laps or out-laps? ... and so on.

    The game already uses a few different approaches to delta times and even more have been suggested by the community. As each one is a subjective design choice, we prefer to just provide the lap and time data and let you all choose how to use this.

    We'll provide an update on the various changes and bug fixes ahead of the next beta phase. Thanks.

    Ok, all right, just a request:
    In Time Trial there isn't data of bestlap, only best lap time, I ask to add SectorTime data of best lap.

    Thank you for your support

     

  6. 53 minutes ago, UP100 said:

    Is there something you'd need delta time for? Maybe there's something else that could provide you the functionality that you require.

    Now, calculate delta time between sector time and best time for sector. I think that this is a good info.

    However, this doesn't work in Time Trial, because we don't have best time for sector

×
×
  • Create New...